D&D 5E (RG) Scourge of Daggerford


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Kobold Stew

Last Guy in the Airlock
Supporter
Tommi Gutter-take (Jyn’s boy), Rogue 6

13591847135_bc052397b9.jpg

HP 39, AC 14, Move 30.
Magic stone (+7) 1d6+4 bludgeoning (30*/120 or 60)
* sneak attack +3d6
Gutter [short sword+1] (+6) 1d6+3, +2d6 damage on a crit

Tommi Guttertake
NG Human Rogue Scout
Level 6

Abilities:
STR 10 (+0)
DEX 14 (+2, save +5)
CON 12 (+1)
INT 8 (-1, save +2)
WIS 18 (+4)
CHA 14 (+2)

Size M
Speed 30
AC 14
Init +2
Hit Points 39 (6d8)

Proficiency bonus: +3
Proficiencies: light armor, simple weapons, rogue weapons
Saves: INT, DEX
Skills: Acrobatics, Deception, Insight, Stealth, Perception, Persuasion, Athletics, Nature, Survival
Tools: Thieves’ tools, Cards, Lute
Languages: Common, Thieves’ Cant

Attacks:
Sling (+5) 1d4+2 bludgeoning (30/120*)
Magic stone (+7) 1d6+4 bludgeoning (30*/120 or 60)
Short sword (+5) 1d6+2 slashing*
* eligible for sneak attack +3d6

Background (trait): Urban Bounty Hunter (ear to the ground) [SCAG]
* contact in any city

Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (incl. above)

Class abilities:
  • Expertise: double proficiency in Deception and Insight, Stealth, Athletics
  • Sneak Attack, +3d6 damage.
  • Cunning Action: Bonus action to Dash Disengage, or Hide.
  • Uncanny Dodge: Use reaction to halve damage against me.
  • Skirmisher (Scout): If someone ends their turn w/in 5' of me use reaction to move up to half speed, w/ no opportunity attack.
  • Survivalist (Scout): double proficiency in Nature and Survival

Feats
* Magic Initiate (Druid)
  • Cantrips: Magic Stone [XGTE], Druidcraft
  • Level 1: Goodberry

Skills
+5 (dex) Acrobatics

+4 (wis) Animal Handling
-1 (int) Arcana
+6 (str) Athletics (Expertise)
+7 (cha) Deception (Expertise)
-1 (int) History
+10 (wis) Insight (Expertise)
+2 (cha) Intimidation
-1 (int) Investigation
+4 (wis) Medicine
+5 (int) Nature (Survivalist)
+7 (wis) Perception
+2 (cha) Performance
+4 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+8 (dex) Stealth (Expertise)
+10 (wis) Survival (Survivalist)

Characteristics:
Personality: happy go lucky. I've always got by so far. Odds are I will tomorrow as well.
Ideal: Being pleasantly drunk on a hot afternoon with a new friend.
Bond: Jyn, his mom; Sheren, his sometime sweetheart and parole officer.
Flaw: A sleeping bear? I should poke it.
Studded leather (13#, 45gp)
Sling x 2 (2sp)
sling bullets (4cp) (20/20 left)
Thieves’ tools (1#, 25gp)
Lute (2#, 35gp)
Burglar’s Pack (16gp)
Mistletoe (x2) (2gp)
Cards (5sp)
Traveller's clothes (2gp)
Clothes, common (5sp)
Healer's kit (5gp) (10/10 left)
Signet ring (5gp), from Sheren Miller.
Chalk x3 (3cp)
Bedroll (7#, 1gp)
Hourglass (1#, 25gp)
a pocketful of pebbles
Pouch (5sp), containing: 37gp 2sp 3cp.
+ 277gp 7sp 7cp each (OOC 2368)

Weight: (150 lbs carrying capacity)

200 gp left with his mother.

Gutter, from General Shorgg (post 1114): +1 Vicious shortsword, +2d6 damage on a crit. (The handle that sticks out of the sheath has a skull carved from bone inset in it that's head is tilted up in such a way, with a slash mark under the chin, that makes it look like it has a slit throat.)
OOC: Boon of the Elk. Can cast Pass without Trace as an Action two times. Until he has used the last one, he receives a +2 bonus to Charisma checks when dealing with good-aligned Fey.

OOC: Oh-Six. updated version of Orb5, now Expert sidekick. See IC2409 and below.

OOC: Potion of Greater Healing 2d4+4 (OOC 2368)
Potion of Diminution (OOC 2368)

***
Tommi
NG Human Rogue
Level 1

Abilities:
STR 10 (+0)
DEX 14 (+2, save +4)
CON 12 (+1)
INT 8 (-1, save +1)
WIS 16 (+3)
CHA 14 (+2)

Size M
Speed 30
AC 14
Init +2
Hit Points 9

Proficiency bonus: +2
Proficiencies: light armor, simple weapons, rogue weapons
Saves: INT, DEX
Skills: Acrobatics, Deception, Insight, Stealth, Perception, Persuasion, Athletics
Tools: Thieves’ tools, Cards, Lute
Languages: Common, Thieves’ Cant

Attacks:
Sling (+4) 1d4+2 bludgeoning (30/120*)
Magic stone (+5) 1d6+3 bludgeoning (30/120* or 60)
* eligible for sneak attack

Background (trait): Urban Bounty Hunter (ear to the ground) [SCAG]
* contact in any city

Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (incl. above)

Class abilities:
  • Expertise (double proficiency in Deception and Insight
  • Sneak Attack, +1d6 damage.

Feats
* Magic Initiate (Druid)
  • Cantrips: Magic Stone [EEPC], Guidance
  • Level 1: Goodberry

Skills
+4 (dex) Acrobatics

+3 (wis) Animal Handling
-1 (int) Arcana
+2 (str) Athletics
+6 (cha) Deception
(Expertise)
-1 (int) History
+7 (wis) Insight (Expertise)
+2 (cha) Intimidation
-1 (int) Investigation
+3 (wis) Medicine
+0 (int) Nature
+5 (wis) Perception
+2 (cha) Performance
+4 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+4 (dex) Stealth
+3 (wis) Survival

Characteristics:
Personality: happy go lucky. I've always got by so far. Odds are I will tomorrow as well.
Ideal: Being pleasantly drunk on a hot afternoon with a new friend.
Bond: Jyn, his mom; Sheren, his sometime sweetheart and parole officer.
Flaw: A sleeping bear? I should poke it.
Tommi
NG Human Rogue
Level 2

Abilities:
STR 10 (+0)
DEX 14 (+2, save +4)
CON 12 (+1)
INT 8 (-1, save +1)
WIS 16 (+3)
CHA 14 (+2)

Size M
Speed 30
AC 14
Init +2
Hit Points 15 (2d8)

Proficiency bonus: +2
Proficiencies: light armor, simple weapons, rogue weapons
Saves: INT, DEX
Skills: Acrobatics, Deception, Insight, Stealth, Perception, Persuasion, Athletics
Tools: Thieves’ tools, Cards, Lute
Languages: Common, Thieves’ Cant

Attacks:
Sling (+4) 1d4+2 bludgeoning (30/120*)
Magic stone (+5) 1d6+3 bludgeoning (30/120* or 60)
* eligible for sneak attack +1d6

Background (trait): Urban Bounty Hunter (ear to the ground) [SCAG]
* contact in any city

Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (incl. above)

Class abilities:
  • Expertise (double proficiency in Deception and Insight
  • Sneak Attack, +1d6 damage.
  • Cunning Action: Bonus action to Dash Disengage, or Hide.

Feats
* Magic Initiate (Druid)
  • Cantrips: Magic Stone [EEPC], Guidance
  • Level 1: Goodberry

Skills
+4 (dex) Acrobatics

+3 (wis) Animal Handling
-1 (int) Arcana
+2 (str) Athletics
+6 (cha) Deception
(Expertise)
-1 (int) History
+7 (wis) Insight (Expertise)
+2 (cha) Intimidation
-1 (int) Investigation
+3 (wis) Medicine
+0 (int) Nature
+5 (wis) Perception
+2 (cha) Performance
+4 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+4 (dex) Stealth
+3 (wis) Survival

Characteristics:
Personality: happy go lucky. I've always got by so far. Odds are I will tomorrow as well.
Ideal: Being pleasantly drunk on a hot afternoon with a new friend.
Bond: Jyn, his mom; Sheren, his sometime sweetheart and parole officer.
Flaw: A sleeping bear? I should poke it.
Tommi
NG Human Rogue Scout
Level 3

Abilities:
STR 10 (+0)
DEX 14 (+2, save +4)
CON 12 (+1)
INT 8 (-1, save +1)
WIS 16 (+3)
CHA 14 (+2)

Size M
Speed 30
AC 14
Init +2
Hit Points 21 (3d8)

Proficiency bonus: +2
Proficiencies: light armor, simple weapons, rogue weapons
Saves: INT, DEX
Skills: Acrobatics, Deception, Insight, Stealth, Perception, Persuasion, Athletics, Nature, Survival
Tools: Thieves’ tools, Cards, Lute
Languages: Common, Thieves’ Cant

Attacks:
Sling (+4) 1d4+2 bludgeoning (30/120*)
Magic stone (+5) 1d6+3 bludgeoning (30*/120 or 60)
* eligible for sneak attack +2d6

Background (trait): Urban Bounty Hunter (ear to the ground) [SCAG]
* contact in any city

Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (incl. above)

Class abilities:
  • Expertise: double proficiency in Deception and Insight
  • Sneak Attack, +2d6 damage.
  • Cunning Action: Bonus action to Dash Disengage, or Hide.
  • Skirmisher (Scout): If someone ends their turn w/in 5' of me use reaction to move up to half speed, w/ no opportunity attack.
  • Survivalist (Scout): double proficiency in Nature and Survival

Feats
* Magic Initiate (Druid)
  • Cantrips: Magic Stone [XGTE], Druidcraft
  • Level 1: Goodberry

Skills
+4 (dex) Acrobatics

+3 (wis) Animal Handling
-1 (int) Arcana
+2 (str) Athletics
+6 (cha) Deception
(Expertise)
-1 (int) History
+7 (wis) Insight (Expertise)
+2 (cha) Intimidation
-1 (int) Investigation
+3 (wis) Medicine
+4 (int) Nature (Survivalist)
+5 (wis) Perception
+2 (cha) Performance
+4 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+4 (dex) Stealth
+7 (wis) Survival
(Survivalist)

Characteristics:
Personality: happy go lucky. I've always got by so far. Odds are I will tomorrow as well.
Ideal: Being pleasantly drunk on a hot afternoon with a new friend.
Bond: Jyn, his mom; Sheren, his sometime sweetheart and parole officer.
Flaw: A sleeping bear? I should poke it.[/sblock][sblock=Equipment]
Studded leather (13#, 45gp)
Sling x 2 (2sp)
sling bullets (4cp) (20/20 left)
Thieves’ tools (1#, 25gp)
Lute (2#, 35gp)
Burglar’s Pack (16gp)
Mistletoe (x2) (2gp)
Cards (5sp)
Traveller's clothes (2gp)
Clothes, common (5sp)
Healer's kit (5gp) (10/10 left)
Signet ring (5gp), from Sheren Miller.
Chalk x3 (3cp)
Bedroll (7#, 1gp)
Hourglass (1#, 25gp)
a pocketful of pebbles
Pouch (5sp), containing: 37gp 2sp 3cp.
Healing potion (1)

Weight: (150 lbs carrying capacity)

200 gp left with his mother.
Tommi
NG Human Rogue Scout
Level 4

Abilities:
STR 10 (+0)
DEX 14 (+2, save +4)
CON 12 (+1)
INT 8 (-1, save +1)
WIS 18 (+4)
CHA 14 (+2)

Size M
Speed 30
AC 14
Init +2
Hit Points 28 (4d8)

Proficiency bonus: +2
Proficiencies: light armor, simple weapons, rogue weapons
Saves: INT, DEX
Skills: Acrobatics, Deception, Insight, Stealth, Perception, Persuasion, Athletics, Nature, Survival
Tools: Thieves’ tools, Cards, Lute
Languages: Common, Thieves’ Cant

Attacks:
Sling (+4) 1d4+2 bludgeoning (30/120*)
Magic stone (+6) 1d6+4 bludgeoning (30*/120 or 60)
* eligible for sneak attack +2d6

Background (trait): Urban Bounty Hunter (ear to the ground) [SCAG]
* contact in any city

Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (incl. above)

Class abilities:
  • Expertise: double proficiency in Deception and Insight
  • Sneak Attack, +2d6 damage.
  • Cunning Action: Bonus action to Dash Disengage, or Hide.
  • Skirmisher (Scout): If someone ends their turn w/in 5' of me use reaction to move up to half speed, w/ no opportunity attack.
  • Survivalist (Scout): double proficiency in Nature and Survival

Feats
* Magic Initiate (Druid)
  • Cantrips: Magic Stone [XGTE], Druidcraft
  • Level 1: Goodberry

Skills
+4 (dex) Acrobatics

+4 (wis) Animal Handling
-1 (int) Arcana
+2 (str) Athletics
+6 (cha) Deception
(Expertise)
-1 (int) History
+8 (wis) Insight (Expertise)
+2 (cha) Intimidation
-1 (int) Investigation
+4 (wis) Medicine
+4 (int) Nature (Survivalist)
+6 (wis) Perception
+2 (cha) Performance
+4 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+4 (dex) Stealth
+8 (wis) Survival
(Survivalist)

Characteristics:
Personality: happy go lucky. I've always got by so far. Odds are I will tomorrow as well.
Ideal: Being pleasantly drunk on a hot afternoon with a new friend.
Bond: Jyn, his mom; Sheren, his sometime sweetheart and parole officer.
Flaw: A sleeping bear? I should poke it.
Tommi Guttertake
NG Human Rogue Scout
Level 5

Abilities:
STR 10 (+0)
DEX 14 (+2, save +5)
CON 12 (+1)
INT 8 (-1, save +2)
WIS 18 (+4)
CHA 14 (+2)

Size M
Speed 30
AC 14
Init +2
Hit Points 33 (5d8)

Proficiency bonus: +3
Proficiencies: light armor, simple weapons, rogue weapons
Saves: INT, DEX
Skills: Acrobatics, Deception, Insight, Stealth, Perception, Persuasion, Athletics, Nature, Survival
Tools: Thieves’ tools, Cards, Lute
Languages: Common, Thieves’ Cant

Attacks:
Sling (+5) 1d4+2 bludgeoning (30/120*)
Magic stone (+7) 1d6+4 bludgeoning (30*/120 or 60)
Short sword (+5) 1d6+2 slashing*
* eligible for sneak attack +3d6

Background (trait): Urban Bounty Hunter (ear to the ground) [SCAG]
* contact in any city

Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (incl. above)

Class abilities:
  • Expertise: double proficiency in Deception and Insight
  • Sneak Attack, +3d6 damage.
  • Cunning Action: Bonus action to Dash Disengage, or Hide.
  • Uncanny Dodge: Use reaction to halve damage against me.
  • Skirmisher (Scout): If someone ends their turn w/in 5' of me use reaction to move up to half speed, w/ no opportunity attack.
  • Survivalist (Scout): double proficiency in Nature and Survival

Feats
* Magic Initiate (Druid)
  • Cantrips: Magic Stone [XGTE], Druidcraft
  • Level 1: Goodberry

Skills
+5 (dex) Acrobatics

+4 (wis) Animal Handling
-1 (int) Arcana
+3 (str) Athletics
+7 (cha) Deception
(Expertise)
-1 (int) History
+9 (wis) Insight (Expertise)
+2 (cha) Intimidation
-1 (int) Investigation
+4 (wis) Medicine
+5 (int) Nature (Survivalist)
+7 (wis) Perception
+2 (cha) Performance
+5 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+5 (dex) Stealth
+9 (wis) Survival
(Survivalist)

Characteristics:
Personality: happy go lucky. I've always got by so far. Odds are I will tomorrow as well.
Ideal: Being pleasantly drunk on a hot afternoon with a new friend.
Bond: Jyn, his mom; Sheren, his sometime sweetheart and parole officer.
Flaw: A sleeping bear? I should poke it.
When you wanted a blanket for a newborn in Daggerford, every new mother wanted one by Jyn. The widow made them constantly, but they took time, and Jyn had a rule that she would only ever make one for a baby. There was prestige in being the one to commission one of Jyn's blankets for a baby, and as a result, Jyn was often the first to hear when someone was pregnant, sometimes before the father himself.

Tommi would talk of his mother proudly, even if he never quite found the purpose in life that she wanted him to possess. Everyone knew Jyn's boy. His tousled hair always askew; dirt always on his chin or elbow; perhaps his shirt is inside out. He was a sweet kid, but was often in trouble. The favour with which the community held Jyn often meant the people forgave his youthful indiscretions.

He almost had a job, once. He was apprenticed to a druid's circle, about thirty miles north (the Archdruid had given birth to a second daughter, and had been given one of Jyn's blankets). He spent eight months with them (past the summer solstice, not quite to the equinox), and had shown some promise, learning a few tricks, but one day he wandered off, and was arrested for mischief three nights later in Daggerford, drunk and walking several dogs he had borrowed from unsuspecting homesteaders.

This was not the first time he had been arrested, but the charges never stuck. Every time had been by Sherlen Miller, which itself was unusual since the constable's responsibilities were many. In their teens, they had dated, but sharpen had already found her purpose in life, and making time for Jyn's boy was always going come second in her life, even if they were each other's first loves. He's regularly on the wrong side of the law, but only for small things, and maybe it's just to spend time with her.

Tommi has always sort of drifted by on being nice and occasionally helpful. He is a sometime informant, a smalltime gambler, a volunteer medic, and a mediocre musician. He doesn't style himself as an adventurer, but he he puts his nose where it isn't always wanted, and he is a very good listener. Those traits tend not to keep him out of trouble.
 
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River Song

Explorer
Lionel Hardcheese
Halfling – Stout (M) Rogue (2), Folk Hero


lionel.jpg


The Happy Cow Tavern:
The Hardcheese family of strongheart halflings has run the Happy Cow Tavern, a homey alehouse, for generations. The drink is cheap, the pace is slow, and the talk is about farms and farming. The Hardcheeses run a large dairy operation and own various pieces of good farmland around Daggerford that they rent out to tenants. These farms provide the tavern with the cheeses that gave the halflings their family name and the other simple staples served at the Happy Cow. The Hardcheeses are well known for their generosity, and they are happy to lend money to folk they know. Their bar serves as a bank to most of the farmers of the region, much to the consternation of Lady Belinda Anteos of the Sword Coast Traders’ Bank.


Alignment: cG
Armor Class: 15 (Studded Leather + Dex)
Hit Points: 19 (2d8+6)
Speed: 25 ft.

Str: 10 (+0)
Dex: {14 + 2Racial} 16 (+3)
Con: {15 + 1 Racial} 16 (+3)
Int: 13 (+1)
Wis: 12 (+1)
Cha: 8 (-2)


Senses: Normal vision, passive Perception = 13
Languages: Common, Halfling, Thieves Cant
Skills: Acrobatics (+5), Animal Handling (+3), Insight (+3), Investigation (+3), Perception (+3), Survival (+3),
Tools:Thieves Tools, Vehicles – Land, Cooks Utensil


Saves: Intelligence(+3), Dexterity(+5)
Prof. Bonus: +2


Actions

Dagger Melee Attack: +5 Ranged Attack: +5 to hit, 20/60 ft. Hit: (1d4+3) piercing damage.
Shortsword +5 to hit, 1d6+3 piercing damage
Light Crossbow Ranged Attack: +5 to hit, 80/320 ft. Hit: (1d8+3) piercing damage


Feature: Rustic Hospitality

Equipment

Bessie the Mule - 8gp
Cart 15 gp

Cooks Tools 1gp 8lbs - on cart
Thieves Tools 25gp 1lbs
Studdeed Leather 45gp 7lbs
Crossbow Light 25gp 5lbs
Dagger 2gp 1lbs
Shortsword 10gp 2lbs
Backpack 2gp 5lbs
Bedroll 1gp 7lbs - on cart
Rations (10d) 5gp 20lbs - 2 day in backpack, 8 day in cart
Crossbow Bolts x 20 1gp 1.5lbs
Case 1gp 1lbs
Waterskin 0.2gp 1lbs
Lantern Hooded 5gp 2lbs
Oil x3 0.3gp 3lbs

Total spent: 146 gp and 5 sp

Coins: 53 gp and 5 sp

1 Potion of Healing 50gp

Leaves: 3gp and 5 sp

From mum: 10gp, a pretty broach worth 10gp, and a cheeseboard




Class features
Armour:light
Weapons:Simple, hand crossbows, longsword, rapiers, short swords
Expertise: Cooks Utensils, Thieves Tools
Sneak Attack: 1d6
Cunning Action: ​Use BA to Dash, Disengage or Hide

Racial Features:
Lucky: Reroll attack, ability check or save or 1
Brave: adv on saves against fear
Halfling Nimbleness: move through space of creatures larger
Stout Resilience: adv on poison saves, resistant to poison damage


Background
Lionel's first love is cooking, however due to the families holdings and operation as a quasi-banking firm; his father felt it necessary for at least one of his children to have some ability with locks and the like. He arranged for his son to train with Hartnel Percen; a member of the Thieves Guild and whilst Lionel applied himself out of duty it wasn't his passion. However, duty rules his life, duty to family and duty to Daggerford and Lionel was always one of the first to volunteer for any civic duties that may be required.

Description: Standing at 3 feet tall, Lionel has brown hair, hazel eyes and fair skin like most of his family. He is a little chubby as he believes no one would trust a skinny cook. He loves to prepare food and see the delight on peoples faces and in addition to his normal milking and cooking duties at the Happy Cow Tavern; is is also a master locksmith for the funds that are stored there.

Family

Whilemina Hardcheesr: Mother. Short, even for a halfling, and she was nearly as wide as she was tall, but she made up for her stature with a personality to rival any ten taller folk. She was loud and hard-headed, but she was also generous and kind. She loved her son, but she had high expectations for him.

Hermione Hardcheese: Younger sister
 
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gargoyleking

Adventurer
attachment.php

Dandin has always been basically on his own. He was orphaned at a young age and had to take care of himself. He had a knack for talking himself out of trouble, and on occasion using a bit of illusion to make an escape.

He didn't know where the magic came from, only that he could use it in a small variety of ways, usually while playing his only clue to his past, a shawm.

Eventually, he caught the eye of one of the local merchants who brought him in as an apprentice. Over the ensuing 5 years he learned much of the business world and more importantly, how to wheel and deal with the best of them.

Eventually he earned enough to set himself up with a cart, a mule and a small load of supplies. His objective? Look for any opportunity that arises, load up on anything of value he can find and sell it at a profit. Morals optional.

Dandin ApplesBane
HP: 23 / 23 HD: 4/4d8
AC: 14
Spells:
Goodapple 10/10 slices available
1st Level: 4/4
2nd Level: 3/3



Squirrels are evil!
 
Last edited:

eayres33

Explorer
panther.jpg

Name: Snake of the Trees (Snake)
Race: Tabaxi
Class Level: Sorcerer 1
Background: Outlander
Alignment: CG
Age: 37

[sblock=Combat]
AC: 16
Initiative: +3
Speed 30 ft
Climb: 20 ft
HP 14/14
Hit Dice: 2d6
Size: medium
Dagger +5 to hit 20/60 1d4+3
Sling +5 to hit 30/120 1d4+3
Spell to hit +5
Spell Save DC 13
Cantrips: Firebolt, Mage Hand, Message, Minor Illusion
Spells: Shield, Sleep, Magic Missle

[/sblock]
[sblock=Ability Scores]
Ability Score/ST/ Modifier
Strength 8/8/ (-1)
Dexterity 16/16/+3
Constitution 13/15/+1
Intelligence 10/10/0
Wisdom 12/12/+1
Charisma 16/18/+3
[/sblock]
[sblock=Skills]
Proficiency Bonus +2
Acrobatics +5
Animal Handling +1
Arcana 0
Athletics (-1)
Deception +3
History 0
Insight +3
Intimidation +3
Investigation 0
Medicine +1
Nature 0
Perception +3
Performance +3
Persuasion +5
Religion 0
Sleight of Hand +3
Stealth +5
Survival +3
Passive Perception 13
Passive Insight 13
[/sblock]
[sblock=Proficiencies]
Languages: Common, dwarvish, draconic, elvish
Armors: none
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
[/sblock]
[sblock=Features and Traits]
Darkvision. You have a cat’s keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Cat’s Claws. Because of your claws, you have a climbing speed of 20 ft. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4+your strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat’s Talent. You have proficiency in the Perception and Stealth Skills
Red Dracon Ancestor, damage type fire, has double proficiency on checks against dragons.
Draconic Resilience. At first level your hit point maximum increase by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a sheen of dragon-like scales. When you aren’t wearing any armor, your AC equals 13 + your dexterity modifier.
Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water and so forth.
Spell Casting 4 Cantrips, 3 first level spell slots and 3 known spells
Sorcery Points 2, 2 points can be exchanged for a 1st level spell slot

[/sblock]
[sblock=Equipment]
Staff, a hunting trap, a bear claw necklace, a set of traveler’s clothes and belt, 2 daggers, sling, crystal, backpack, crowbar, hammer, 10 pitons, 10 torches,tinderbox, 10 days of rations, 2 waterskin, 50 feet of hempen robe, bedroll, tent, shovel, herbalism Kit, 2 healing potions
GP 268, 7 SP
[/sblock]
[sblock=Personality & Appearance]
Snake is around 6 and a half feet tall and weighs just over 150 lbs. He resembles and a black panther that walks upright with long legs and arms.
Tabaxi Obsessions – My curiosity is currently fixed on a monster, in particular red dragons.
Tabaxi Quirks – You have a minor phobia of water and hate getting wet.
Personality trait. I’m driven by a wanderlust that led me away from home.
Ideal. Change, life is like the seasons, in constant change, and we must change with it.
Bond, I’ve been searching my whole life for the answer to a certain question.
Flaw, there is no room for caution in a life lived to the fullest.
[/sblock]
[sblock=Background]
Snake grew up far from the sword coast and lived with histribe, the Of the Tree Tribe. Always the most curious and the biggest risktaker of his pride, Snake became fascinated with dragon’s once he saw one flyoverhead as a young child. At the age of 20 Snake left his homeland to learnmore about the greater world, his mysterious powers and dragons.

For the ten years after he left his homeland, Snake of theTrees wandered the Sword Coast, joining adventuring groups and doing odd jobsas he adjusted to this strange world of men, elves and dwarves. While helearned much about the world and grew more familiar with his magical powersSnake had never come face to face with another dragon and still had the hungerto learn more about them eating at his soul. Around seven years ago he heard ofan extremely old wizard named Delfen Yellowknife who lived in Daggerford.

Snake of the Trees has spent the last seven years spendinghalf his time in Daggerford and half of his time out adventuring. While in townSnake lives at the Silver Flood Inn, doing odd jobs around town and spends sometime each reach learning about dragons from Delfen Yellowknife. Most of Snakesexpenses have been paid by the money he has made adventuring, whether itstreasure he has found or wages he has been paid as a porter, a forage, or a guard.

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Fradak

Explorer
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You are a Shield Guardian; an enormous hunk of metal that may just surpass dogs as man’s best friend. Tall, humanoid protector, you stand unfaltering and unwavering, steadfast in your duty to protect your master. And occasionally brutalizing your Master’s enemies. When he need someone to save him from a fireball, as a loyal Shield Guardian, you will not hesitate and interpose yourself. When a barbarian decides your Master's head would look better on his trophy wall, your fist shall make short work of him. When an assassin has poisoned your Master's food… maybe he needs something a bit more refined. You follow also your Master everywhere he goes and assist him in his experiments or researches as a recording device. In case of memory gap, he can always count on your infallible log or your complex tongues dictionary.

Skill Proficiency: Athletics, Perception
Languages: Abyssal
Tools Proficiency: Tinker's tools
Feature: Written in Metal
You can accurately recall anything you have seen or heard.
- [N7 Memory Entry 1] "Rise"; - End of Line.

The first entry log of Enseth's memory was written at the very moment the Amulet of Command was activated. The little man in robe standing in front of him was holding the Amulet and by consequences, Enseth recognized him as "The Master". During the first 8427 Power Cycles, Enseth served Gwaereth the Gray as well as he could, following every orders with the compliance of a loyal servant. Until that day, when Enseth came back from a mission only to find Gwaereth the Gray laying on the ground. In a last effort, The Master put the Amulet around Enseth's neck and said:

- [N7 Memory Entry 528 491] "Number Seven ... listen to me ... Thayans are coming ... you will... stop them ... Execute Directive 66"; - End of Line.

Those were The Master's last words before definitely be terminated. For a moment, Enseth suffered of not being able to save this mortal from his final condition but, the gaze lost into the enshrined gem of the Amulet placed into his hand, he could only freeze ... and reboot. What happend exactly, Enseth had no clue. No entry found in his Arcane Base about such phenomenon. Those mental chains who bent his will during so many cycles, gone.

- [N7 Memory Entry 528 492] "It looks like I am the Master now"; - End of Line.

Only one prime directive persisted in his Central Unit:
- [N7 Memory Entry 528 493] "Directive 66 - Phase 1: Engage Deep Sleep Mode"; - End of Line.

Enseth couldn't resist the order. He walked to the Power Station and with no way to escape the commandment, put himself into an endless stasis.

But one day... something happened.
- [N7 Memory Entry 528 494] "Boot sequence initiated - All Stations: Online"; - End of Line.

What woke him up? How much time passed? Enseth didn't know. Everything in the lab was different. It seems to him that he interrupted this strange old woman in the middle of something important. She looked afraid of Enseth and was issuing commands very load. It was a strange feeling because nothing forced him to comply anymore. For the first time in his existence, Enseth walked away.

Then, everything became clear.
- [N7 Memory Entry 528 495] "Directive 66 - Phase 2: Thayans have come. Evaluate, Evolve, Eliminate"; - End of Line.

Thayans... The Master had foreseen all of this. The Creator is almighty. Enseth was made for this very moment, it is his purpose.

- [N7 Memory Entry 528 496] " A chance for Enseth, the Shield Guardian, to show his quality"; - End of Line.
829be57f070f75c60d1ab645aacaa0fe[1].jpg
NEXIVM 7
Juggernaut War Cleric 1 / Abjurer 3
Medium humanoid , Loyal Neutral

--------------------
Armor Class. 20 (Heavy Plating 18, shield +2)
Hit Points. 28 (1d8+3d6)
Speed. 40 ft. (+10 ft. Boon of the Elk)
Initiative. +0
Arcane Ward. 8 HP
--------------------
STR 16 (+3), DEX 9 (-1), CON 14 (+2), INT 14(+2), WIS 14 (+2), CHA 8 (-1)
--------------------
Saving Throws. Wis +4, Char +1
Skills. Arcana +4, History, +4, Athletics +5, Perception: +4
Senses. Passive Perception 14
Languages. Common, Draconic, Abyssal
Tools Proficency: Tinker's tools
Background. Custom - Shield Guardian

Actions
--------------------
Battlefist. Melee: +5 (1d8+3 bludgeoning; versatile (1d10))
Shocking Grasp. Melee: +4 (1d8; advantage vs metallic armor)
Guiding Bolt. Range: +4 (4d6 radiant, 120 ft)
Dart. Range: +5 (1d4+3 piercing 20/60 ft)
Javelin. Range: +5 (1d6+3 piercing 30/120 ft)

Arcane Devices
--------------------
Spellcasting Ability Intelligence/Wisdom ; Spells Save DC 12 ; Spells Attack Bonus +4
Daily Spells to prepare 5+5; Slots 4, 3
Spellbook 10
Lvl 0 : Mage Hand, Greenflame Blade, Choking Grasp, Guidance, Light, Mending
Lvl 1 : Alarm, Detect Magic, Find Familiar, Comprehend Languages, Absorb Elements, Shield, Thunderwave, Magic Missile
Lvl 2: Misty Step, Dragon Breath

Prepared:
Lvl 1: [][][][] Shield, Absorb Element, Magic Missile, Divine Favor, Shield of Faith, Bless, Guiding Bolt, Healing Word
Lvl 2: [][][] Misty Step, Dragon Breath

Features
--------------------
Warforged Resilience.
• Advantage on saving throws against being poisoned, and you have resistance to poison damage.
• You are immune to disease.
• You don’t need to eat, drink, or breathe.
• You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection. You can alter your body to enter different defensive modes each time you finish a long rest.
• Composite Plating: CA = 13 + Proficiency Bonus.
• Heavy Plating: CA = 16 + Proficiency Bonus. Disadvantage on Dex (Stealth) checks.
Iron Fists.Unarmed strikes 1d4+ Str Bludg.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
War Priest. You can make one weapon attack as a bonus action (2 per long rest).
Arcane Recovery. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Abjuration savant. gold/time halved for new spell.
Arcane Ward. When cast abjuration spell of 1st lvl or higher, create ward of 8 HP. Regains hp = twice the level abjuration spell casted.

Setup
--------------------
Fist: Battlefist (warhammer).
Forearms:
(R) Darts thrower (10), (L) Ram, Shield.
Shoulder: Grappling Hook Launcher & 50 feet rope.
Head: Headlamp (lantern/bullseye).
Legs: Caltrops hatch (100).
Fingers: Chalk (10), Oil (9/10), Pen & Ink (1).
Back: Javelins Rack (4/5).
Chest Compartment (backpack): Amulet of Command, Parchments (10), Customization kit (Tinker's tools), 272 gp, 9 sp.

Tonnage:
Carrying: 162.5/480
Push, Drag, Lift: 960

You’re an imposing war machine built for close combat and raw might. You tower over your comrades: juggernaut warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds.
Enseth has memorized a brief history of Thay and finding that it holds a large undead population, has successfully stored the equivalent of a Scroll of Protection from Evil in your memory. It can be cast once.

Delfen's lecture will take a few hours and goes over the basic history of Thay (you can read about on the FR Wiki, if you like). Then he goes on to talk about the dark arts, summoning fiends and creating undead, as the Red Wizards like to do. If anything comes to mind that you need to know as the adventure goes on, I will tell you about it. (Remind me if it comes up.
Enseth gains the Boon of the Elk. He can cast Haste once (on himself) as an action. Until he does so, his movement rate is increased by 10 feet.
ORB5
Tiny construct, unaligned
Armor Class. 11
Hit Points. 1(1d4- 1)
Speed. 5 ft., fly 60 ft.
---------------------
STR 3 (-4), DEX 13 (+1), CON 8 (-1), INT 2 (-4), WIS 12 ( +1), CHA 7 (-2)
---------------------
Proficiency. +2
Skills. Perception +3, Stealth +3
Senses. darkvision 120 ft., passive perception 13
---------------------
Hover. The Orb doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Sensors. The Orb has advantage on Wisdom (Perception) checks that rely on hearing or sight.
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Archon Basileus

First Post
Drui Holderhek

Dwarf – Mountain – Cleric (Tempus), Soldier

Level 2

Alignment: LG
Armor Class: 14 (Scale mail + Dex)
Hit Points: 18 (1d8+3)
Speed: 25 ft.

Str: 12+2=14 (+2)
Dex: 10 (+0)
Con: 14 + 2=16 (+3)
Int: 13 (+1)
Wis: 15 (+2)
Cha: 8 (-1)


Senses: Darkvision, passive Perception = 13
Languages: Common, Dwarf
Skills:
Acrobatics (+0)
Animal Handling (+0)
Arcana (+1)
Athletics (+3) (War)
Deception (-1)
History (+3) (Cleric)
Insight (+2)
Intimidation (+1) (War)
Investigation (+1)
Medicine (+2)
Nature (+1)
Perception (+2)
Performance (-1)
Persuasion (-1)
Religion (+3) (Cleric)
Sleight of Hand (+0)
Stealth (+0)
Survival (+2)
Passive Perception: 12

Tools: Mason tools


Saves: Wisdom(+2), Charisma (-1)
Prof. Bonus: +2

Actions

Warhammer +5 to hit, 1d8+3 bludgeoning (2 lb.) – versatile 1d10

Spells


Cantrips

Resistance
Word of Radiance (x2)

Level 1 (3+2)

Bless (x2)
Cure wounds(x3)

Equipment

[sblock]
Weapons:

Warhammer – 15GP

Armor: Scale mail – 50 GP

Adventuring gear:

Abacus 2 GP
Bolts (20) – 1GP
Case, bolts – 1GP
Case, scrolls – 1GP
Chain – 5GP
Chalk – 1CP
Chest – 5GP
Clothes, common- 5GP
Clothes, traveler’s – 2 GP
Crowbar – 25GP
Hammer – 2GP
Sledgehammer – 2GP
Parchment (1 sheet) 1SP
Pick, miner’s – 2GP
Piton – 5 CP
Pot, Iron – 2 GP
Pouch – 5 SP
Rope, silk (50 feet) – 10 GP
Shovel – 2GP
Torch – 1CP
Whetstone – 1CP
Priest’s pack – 19GP
Mason’s tools – 10GP
Dragonchess set – 1GP

Donkey – 8 GP
Saddle 10 GP
Saddlebags 4GP

Total spent: 193 GP 6 SP 8 CP

Coins: 5 GP 3 SP 2 CP

[/sblock]



Class features

Armor: heavy
Weapons: Simple, martial
Expertise: Cooks Utensils, Thieves Tools
Sneak Attack: 1d6

Racial Features:

Speed: 25 feet
Darkvision: 60 feet in the dark
Dwarven Resilience: advantage for save throws against poison, resistance to poison damage
Dwarven Weapon Training: battleaxe, handaxe, throwing hammer,
and warhammer
Tools: mason tool proficiency
Mountain Dwarf
Dwarven Armor Training: light/medium armor

Background

[sblock]
Learning his craft from his older brothers, Drui had an early start as an itinerant mason. The three Holderneks helped rising many buildings throughout the Sword Coast, to the point they began making a name for themselves. Eventually, they got their big break: a contract to fortify the base of an old set of towers in the noble quarters of Waterdeep. The commissioned work, though, was not to be. Having lost the contract to the dwarven brothers, a local architect plotted their deaths, hoping to take by force that which his talents would not ensure. Only Drui survived the assassination plot. Lacking options and unable to prove the architect’s involvement in his brothers’ deaths, he became a field engineer for the army of Waterdeep. He was allotted with Darrondar’s unit, and participated in the skirmish that claimed his comrades’ lives. The only reason he managed to survive was Darrondar. Drui fell unconscious during the attack and, to his knowledge, it was the priest that took him from the battlefield, tended his wounds and made him better. Still, he’d accept no gratitude. He simply said that Drui was blessed, protected by Tempus in two different occasions that would otherwise have claimed his life. Rising from his sickbed, after days of meditation, Drui decided that Darrondar was right. He sought out the dwarf and, through his contacts and influence, he became a cleric of Tempus, devoted to the intricacies of just and sacred war. Despite embracing his faith, though, Drui still feels indebted to Darrondar – if not for his life, then for his being accepted among the priests of Tempus. As any man of honor, he’d go to any lengths to pay such debt.

Description: Drui was the tallest among his brothers, going 4’8’’ feet, with large shoulders and a heavy body. Age made his body thicker, and forced his long, dark hair to retreat a bit on the sides, giving him a more respectable air to go along with his braided, black beard. It is said that he was quite outspoken and friendly in his youth. After his brothers’ deaths, though, he became increasingly reclusive and silent, taking to work long, solitary hours, or dedicating himself to unusual forms of study. When socializing, the dwarf becomes blunt, often rude, and demonstrates little patience for anyone that does not respond in a straightforward manner. He tends to consider social gatherings a waste of time. Nonetheless, he seems to be a good problem solver, and sometimes can offer sound advice – despite the brutal way of conveying his words. He is stubborn, and tends to be adamant about his own decisions, but never intrudes someone else’s field of expertise – he holds anyone that knows a trade of choice in great respect. As for his faith, he holds a very pragmatic view of his conceptions. He took to history to learn strategy, and even as he delved into religion and metaphysics, his main interest still revolved around the political scene that allowed Tempus’ faith to spread throughout Faerun.
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FitzTheRuke

Legend
Averiel (Elf Scoutmaster)
Medium humanoid (Elf), Chaotic Good

Armor Class 14 (Leather Armor)
Hit Points 27 (6d8)
Speed 35 ft.

STR 10 (+0) DEX 17 (+3) CON 12 (+1) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)

Skills Athletics +2, Nature +3, Perception +5, Stealth +5, Survival +5
Senses Darkvision 60ft, Passive Perception 15
Languages Common, Elvish
Challenge 1 (200 XP)

Keen Hearing and Sight. Averiel has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Fey Ancestry. Averiel has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. The scout can attempt to hide even when they are in an area only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Cunning Action. On each of her turns, Averiel can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Averiel deals an extra 3 (1d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated and she doesn't have disadvantage on the attack roll.

Actions
Multiattack
. Averiel makes two melee attacks or two ranged attacks
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.
Shortbow Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Background
Averiel is a trusted friend of Elf Prince Alagarthas and a Scoutmaster of King Melandrach's court in the Misty Forest. She has agreed to help the Doughty Daggerfordians to liberate Julkoun.
 

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