School's Out (D&D 5e Quest)

Orientation II
[X] Plan Brimstone Smile
-[X] Brimstone Smile
-[X] Male
-[X] Tiefling

The Elarian Adventuring Academy was a building that was larger than any you've ever seen before. You were sure there was some sort of magic at work here because the size and profile of the building seemed to fluctuate as you looked at it. It hurt your eyes a bit, actually.

It was astonishingly ornate. You supposed that all the rich adventurer alumni would have donated back to the Academy, but it seemed rather like a waste. You heard that the Academy got blown up at least twice a year.

You got jostled a bit by the crowd as you gaped at the building. Shaking your head, you hefted your pack and continued on your way.

It wasn't particularly hard to pick the students out from the rest of the crowd. They were the only ones heading in the direction of the Academy, after all. You had to wonder whether or not those rumors that the Academy blew up every year actually were true, and that the regular residents of the city were simply worried about getting too close.

Elaria held up to its reputation as a fairly cosmopolitan place. You could see people of all sorts of different races. Elves, humans, gnomes, halflings, even the odd aarakocra or two flying above the crowd.

No adventurer ever fought alone, and for a minute, you looked across the crowd, trying to imagine some of these faces fighting alongside you. You weren't exactly certain what the process for sorting you into adventuring parties looked like, so all you could really do was imagine.

The crowd of Elarian citizens quickly melted away into a crowd of students as you all shuffled through the Academy's imposing gates and into the courtyard. There was a small stage set up, with a few teachers standing on it. Conspicuously, there were no upperclassmen today. The first day was orientation for exclusively first-years, you had been told. The upperclassmen would show up in a day or two.

One teacher stood up. He was a shriveled raisin of a man who leaned heavily on his cane.

"I am Headmaster Ornheim," he said, his voice coming out as hardly a whisper. Somehow, you suspected through magic of some sort, you could clearly hear his voice, even at the back of the crowd. "You all are the next generation of adventures. This is... probably less of a responsibility than you think."

There was a collective wave of surprise that ran through the crowd.

"If you think that we will instruct you here to become heroes," Ornheim almost giggled at the word, "then you are sorely mistaken. You are here to become adventurers, my friends. Do you know what that means? Do you really, truly know, what it means to be an adventurer?"

Apparently nobody did. Ornheim waited for a second before continuing.

"It means that you are mercenaries. You are freelancers, free spirits, free. If you don't want to do something, don't. And if you do, do. Nobody is holding you back," Ornheim said, "An adventurer is someone who goes to foreign places to beat up the locals and extorts them for money. An adventurer is someone who helps those in need. An adventurer is someone who stands up for what is right. An adventurer is someone who stands up for what is wrong. Do you understand? An adventurer does whatever they damn well please!"

Ornheim gave them a deep smile, the wrinkles cutting deep into his face.

The crowd of students was silent.

Headmaster Ornheim tapped the butt of his cane onto the stage. A strange sense of euphoria washed over you and you began cheering wildly along with the rest of the students. Without quite realizing what you were doing, you stood up and clapped, joined by the rest of the student body.

"Ah, there's the school spirit."

On the stage beside the headmaster, a tall rail-thin drow woman, whom you presumed to be a dean or administrator of some sort, put her head in her hands.

As you looked around you at the crowd of students, still in the middle of intense cheering you saw with a bit of surprise the sort of clothes they were wearing. Some of them were in the finest silks, while others wore what essentially amounted to potato sacks. You weren't exactly sure why, but you had kind of conceptualized all the other students as a social class close to your own, which was:

Article:
[] Noble
Start with 100 gp
The Smile family was an illustrious lineage with much in the way of old money. Even as a child, you hold the official title of Lord Smile, which gives you a not-insignificant amount of political weight. The noble class is a group that is both highly regarded and oft-grumbled about. You're coming to the Academy from Smile Manor, just far enough away from the city to be considered the "countryside."

[] Middle Class
Start with 15 gp
Your parents were artisans, making pottery and baked goods. You spent your youth as a delivery boy, growing familiar both with Elaria's streets and its residents. You having a passing familiarity in your parents' crafts. You're coming to the Academy from just across the city.

[] Peasant
Start with 5 gp.
Your parents were farmers. As such, you're no stranger to hard work. The entire village held a party to send you off, and they all chipped in to give you some spending money. You won't let them down. You're coming to the Academy from the most rural of areas.

[] Thief/Street Urchin
Start with 70 cp
You never knew your parents, growing up on Elaria's streets. You're honestly not even certain how or why you're attending the Academy. All you knew was that you tried to pickpocket the wrong man, and now he wanted you to attend his school? You wouldn't turn down free food and a place to stay, though.

[] Write-In
 
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Orientation III
[X] Noble

You're dressed in only the finest silks, of course. As is befitting of one of the noble class. Your parents would have it no other way; they wouldn't allow you to leave the house without an outfit that was, at the very least, 30 gp. Nevermind that that was around two years of the average artisan's earnings. Your parents were rather doting in that sense.

And speaking of your parents, your tiefling heritage came from:

Article:
[] An infernal pact
Long ago, one of your ancestors bargained with the infernals for a grand fortune and political power. Your bloodline was cursed to bear demonic energy, but your family still reaps the benefits of that deal, to the distaste of other nobles

[] Your dad's got a part-time job?
The logistics of it were a bit complicated, but your father divides his time between the material realm and the infernal city of Dis. You're not quite certain how he met your mother, an ordinary human, but you don't question it

[] Write-In


With Headmaster Ornheim's welcoming speech over, the proper activities of the day were going to start soon.

A drow woman, who had stood beside him as he was giving his speech, stood up.

"I am Dean Izorak," she pushed her glasses up. Just from that sentence, you could tell that this woman was a disciplinarian. She certainly looked the part. She dressed very neatly, not a hair or a button out of place. "I am your class advisor. If you have any issues settling in, you can come to me. Now, you will be conducting organization into your adventuring parties shortly."

You stood up at the mention of parties. Out of the corner of your eye, you noticed everyone else do the same.

"There is very little formal procedure for this," as she said that, she gave a quick sidelong glare at Headmaster Ornheim, "We will take some time to do so. In that time, self-reflect on yourselves. What are your strengths, weaknesses? What sort of things can you do and what kind of people can you complement your abilities? These are things that are of the utmost importance when deciding on the formation of an adventuring party."

Immediately, chatter began as students began their preliminary attempts at finding members for their own groups.

"Quiet!" Dean Izorak's harsh voice rang over the crowd of students, "Self-reflection."

The chatter died down.

Article:
You are a:

[] Artificer

A tinkerer at heart, you're an inventor more than a combatant
Primary stat: Intelligence
Level 1 Abilities: Magical Tinkering, Spellcasting

[] Barbarian
You channel the most primal of energies, a sheer physical force of muscle and anger
Primary stat: Strength
Level 1 Abilities: Rage, Unarmored Defence

[] Bard
You are a playful magical musician, capable of magic and performance alike. Who doesn't love a party?
Primary stat: Charisma
Level 1 Abilities: Spellcasting, Bardic Inspiration (d6)

[] Cleric
You are the faithful worshiper of some divine entity who grants you magical power in exchange for your prayer
Primary stat: Wisdom
Level 1 Abilities: Spellcasting, Divine Domain

[] Druid
You carry the will of nature itself, an extension of the wilderness
Primary stat: Wisdom
Level 1 Abilities: Druidic, Spellcasting

[] Fighter
Through heavy training, you have gained a mastery of all things martial
Primary stat: Strength or Dexterity
Level 1 Abilities: Fighting Style, Second Wind

[] Paladin
Having sworn some sacred oath, you have become a powerful holy warrior
Primary stat: Strength and Charisma
Level 1 Abilities: Unarmored Defense, Martial Arts

[] Ranger
You are most at home in the wilderness, foraging on your on away from civilization
Primary stat: Dexterity and Wisdom
Level 1 Abilities: Favored Enemy, Natural Explorer

[] Rogue
You rely on stealth and finesse to gain the upper hand in whatever situation you may find yourself in
Primary stat: Dexterity
Level 1 Abilities: Expertise, Sneak Attack, Thieves' Cant

[] Sorcerer
Your magic is a birthright, mystical energy running through your veins due to your heritage or some otherworldly influence
Primary stat: Charisma
Level 1 Abilities: Spellcasting, Sorcerous Origin

[] Warlock
You have forged a pact with some being from beyond the material realm in exchange for magical power
Primary stat: Charisma
Level 1 Abilities: Otherworldly Patron, Pact Magic

[] Wizard
You are a scholar of magic. Your spells are therefore derived from nothing more than hard work and study.
Primary stat: Intelligence
Level 1 Abilities: Spellcasting, Arcane Recovery


Article:
Where do your strengths lie?

For this, we'll be using the D&D standard array, which looks like this: 15, 14, 13, 12, 10, 8

And distributing those numbers into:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
 
In case it wasn't clear, please vote normally for your tiefling heritage, but in plan format for class and stats
 
[X] Your dad's got a part-time job?
The logistics of it were a bit complicated, but your father divides his time between the material realm and the infernal city of Dis. You're not quite certain how he met your mother, an ordinary human, but you don't question it

[X] Plan: Noble Tinkerer
-[X] Artificer
-[X] Strength:
8 (-1)
-[X] Dexterity: 10 (+0)
-[X] Constitution: 12 (+1)
-[X] Intelligence: 15 + 1 (Tiefling Bonus) = 16 (+3).
-[X] Wisdom: 13 (+1)
-[X] Charisma: 14 + 2 (Tiefling Bonus) = 16 (+3).

Usual choice for a Tiefling would be Sorcerer due to the Charisma bonus, but...the idea of a Battlesmith Tiefling, is tempting. Maybe an Artillerist, if that does not work. Combined with our noble heritage, and materials would come easier than most, I believe.
 
[X] Your dad's got a part-time job?
The logistics of it were a bit complicated, but your father divides his time between the material realm and the infernal city of Dis. You're not quite certain how he met your mother, an ordinary human, but you don't question it

This sounds hilarious.

[X] Plan Daddy's Boy
-[X] Warlock (Fiend)
-[X] Strength: 8 (-1)
-[X] Dexterity: 12 (+1)
-[X] Constitution: 15 (+2)
-[X] Intelligence: 13 + 1 (Tiefling Bonus) = 14 (+2).
-[X] Wisdom: 10 (+0)
-[X] Charisma: 14 + 2 (Tiefling Bonus) = 16 (+3).
 
[X] Your dad's got a part-time job?

[X] Plan Daddy's Boy
 
[x] An infernal pact
Long ago, one of your ancestors bargained with the infernals for a grand fortune and political power. Your bloodline was cursed to bear demonic energy, but your family still reaps the benefits of that deal, to the distaste of other nobles

[X] Plan: Pact Of Phlegethos
-[X] Warlock (Fiend)
-[X] Strength: 8 (-1)
-[X] Dexterity: 12 (+1)
-[X] Constitution: 13 (+1)
-[X] Intelligence: 15 + 1 (Tiefling Bonus) = 16 (+3)
-[X] Wisdom: 10 (+0)
-[X] Charisma: 14 + 2 (Tiefling Bonus) = 16 (+3)
 
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