





Joker masks were sold out. Only one Ryuji left besides the one you could try one.
Jasper is a male firbolg glassblower who picked up a smooth stone from a creek as a kid and carried it around as his "lucky rock." Later, as a joke, he painted a smiling face on the rock and named it “Geo.” As he grew, Jasper retained his fondness for his “pet” and the way it reminded him of the wonder a whimsy of childhood. What Jasper doesn't know is that Geo is actually a chip of the earth god Grumbar that broke off ages ago. Over time, Jasper carrying Geo and genuinely caring about it created a bridge to Grumbar, forming an unknowing Stove Sovereign (from the Quickstone” book) warlock pact. With Geo becoming his familiar (pet rock familiar is in Valda’s 2). Jasper has noticed that Geo isn’t an ordinary rock now, but as he’s a pact of the blade warlock, he assumed it was something similar.
As a result of becoming a warlock, Jasper was suddenly instilled with knowledge he had never studied, including proficiency in Arcana and the ability to speak Primordial. Initially unnerved, he has decided to view his sudden powers as an opportunity to understand the wider world. Jasper has gone on adventuring to figure out what happened to him, completely unaware that the answer is in his pocket.
Tenskwatawa or “Tens” for short started having visions as a child. While his family was concerned, they kept his claims quiet. But after Tens correctly predicted a neighbour would die in an accident his parents sought out the church of Savras. While initially skeptical, the church changed their minds when one of the clerics claimed to have felt their god confirmed Tens’ power. His parents reluctantly agreed to let the church take him in and Tens grew to adulthood in a remote temple being guided by senior clerics. In him, they foresaw someone who could be a great prophet.
As for Tens, he felt blessed to have found a place where he was taught to understand his gift. He eventually reconnected with his family and was working with his teachers to find a temple where he could take up priestly duties when everything changed. While stepping outside for a breath of morning air, Tens was hit with a vision. He saw Waterdeep, the people all turned to stone, looking up in shock and horror at the sun. Within the sun suddenly appeared the features of what a gorgon was reputed to look like. Tens awoke to be told by the priests that he’d been in a state of delirium for five days. He shared his vision with them, and it was quickly named The Day of the Gorgon Sun.
Tens is adventuring to try and find answers to his vision and possibly avert disaster.
As for Tens himself, he has said “We live our lives as leaves fallen into a river. Carried along by forces greater than us which we can barely perceive. But the gods put before us signs and omens so that we do not flail blindly. Savras most clearly teaches us how to read these signs and see what may lie ahead. The river can never be controlled. But we can each steer our own boats.”
Tens’ problem is that he’s spent too much time in his own head or staring at crystal balls and the like. He’s good at reading people, but lacks the real world experience to fully understand the world they’re operating in. In a way, he’s like someone just starting to practice mindfulness. He’s more used to what could be than what is right in front of his face.
Been having a lot of fun playing this guy. Last session, the DM lined up three enemies and I just had to take advantage. Zil’s use of the spell lead to him taking out the boss of that fight.
Meline Volorek is a tiefling from Luskan, born to working-class parents. As a child, she was curious and creatively inclined, especially drawn to buskers and street performers. A family friend gave her an old clarinet and taught her the basics of music, nurturing her love of artistry.
When that instruction reached its limits, she joined children’s music classes sponsored by the church of Sune. The program aimed to enrich the community and cultivate future artists. There, Meline formed close friendships and bonded with clergy. Crucially, she was taught that tieflings are as beautiful as anyone else and that her appearance was not a flaw but a blessing to be celebrated. After growing up experiencing scorn for her tiefling features, this affirmation profoundly shaped her sense of identity and worth.
As she matured, she became increasingly involved with the church and eventually converted. Although she loved playing the clarinet, she recognized she did not possess the talent to pursue it professionally. Rather than becoming bitter, she redirected her devotion. A clergy member encouraged her to join the church more formally. During her training, she was drawn to the magical and martial calling of a paladin.
She was formally trained by the Brothers and Sisters of the Ruby Rose, a paladin order devoted to Sune. While active in the church’s artistic community, a crisis emerged: sponsored creatives began disappearing. Investigation revealed that one of the supported artists had sought forbidden lore for greater inspiration, become corrupted by a Far Realm entity that fed on creativity, and begun sacrificing peers for power. The order stopped the corrupted artist.
In response, Meline swore the Oath of the Watchers. She came to see threats from beyond reality as existential dangers to beauty, community, and the institution that had given her purpose.
The character is Len Mountainwalker, an earth genasi Path of the Giant barbarian. As an infant, she was rescued from a band of slavers by a Goliath clan who took offence at slavers in their territory. The surviving slaves knew nothing of the baby’s origin, though her elf ancestry was obvious. The clan chose to see the child being an earth genasi as a sign and took the child in. She was given to an artisan couple, as the two men had no children. They named her Len of the Mountainwalker Clan (Len Mountainwalker to those outside the tribe). (Giant Foundling background)
Len lived a good life with her in their mountain village of Altai. However, the Clan had once been saved from a dragon by the intervention of a cloud giant named Wagimu. Every 20 years he came to collect tribute from the clan to repay their debt to him. But when he saw a 15 year old Len, he decided she was to be his tribute. While her fathers objected and the clan tried to sway Wagimu, he would not be deterred. But did offer a vow that Len would not be mistreated.
Reluctantly, Len agreed to go for the sake of the clan’s honor. Taken to his floating palace, Len quickly learned that Wagimu was an obsessive artist. Her mix of elven grace and genasi strength was fascinating to him. Len spent the next several years as his model for many projects. When Wagimu had no time for her, Len socialised with his other servants. She continued the martial training she’d begun with her tribe with them, and an aasimar retainer taught her Celestial to help pass the time.
One day, Wagimu declared Len “a well run dry of inspiration.” He ordered her given basic supplies, equipment, and a small bit of gold and promptly deposited her on a road within a day’s walk from the settlement of Golden Fields.
During her years with Wagimu, Len burned with indignation at being little more than a doll for someone who seemed like a literal giant manchild. And yet to strike back against Wagimu would be to dishonor the clan. Especially since he actually taught her a little of the giant’s way of combat (Strike of the Giant’s: Cloud giant). And while she could return home, Len is curious about the wider world. She is a free, grown woman for the first time in her life. And she has no idea what to do with herself.
This is a character I actually completed a campaign with. Daphne Damnation (born Daphne Greyharbor) was your typical tiefling orphan raised by the church of Illmater. Adulthood brought her only a dead end job working for a stingy halfling merchant and a damp room in the basement of the shop where she worked.
But stumbling onto a mysterious book led her to the path of the Illrigger (Matt Colville’s evil paladin-like class) and she embraced the opportunity fully. Aligning herself with Asmodeus as an Architect of Ruin (the mage subclass) Daphne began pretending to be a paladin of Waukeen and actually pulled it off while earning a reputation as a champion of justice to the people of Chult. Asmodeus was impressed enough to offer her a warlock pact with himself as her patron. Daphne gladly accepted.
After putting down an indiscriminate anarchist’s violent campaign in Chult, Daphne was recognized as a hero to the people of Chult. Daphne accepted a lucrative job working for a local merchant prince who just wanted to cash in on her reputation while Daphne just wanted cash. The game ended with her enjoying a cushy job, wealth, and the respect of the wealthy and the poor of Chult. Whatever Asmodeus’ plans for Chult, he has a powerful agent in a high position just waiting for orders…