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LG Halfelf Cleric of Death 10
HP: 62 AC 17. Spellslots: 4/3/3/3/2
Chill touch: 1d20+8, 2d8 (x2)
Short Sword: 1d20+6, 1d6+2 piercing + 1d8 necrotic.
Cure wounds: 1d8+4
Abilities:
STR 10 (0)
DEX 14 (+2)
CON 12 (+1) [advantage on concentration checks]
INT 8 (-1)
WIS 18 (+4) (save +8)
CHA 16 (+3) (save +7)
Size M Speed 30 AC 17 (with shield) Init +2 Hit Points: 62 (10d8)
Proficiency bonus: +4 Proficiencies: light and medium armor, simple and martial weapons Skills: Perception, Acrobatics, Persuasion, Insight, Religion, Deception Tools: Thieves’ Tools, Herbalism kit Languages: Common, Elf, Gnoll
Attacks:
Chill Touch: to hit 1d20+8. Damage = 2d8 [two beams vs. opponents w/in 5']. range 120'
Short sword: to hit: 1d20+6. Damage = 1d6+2 piercing + 1d8 necrotic (no resistance).
Background: Gravedigger (custom)
skills: Deception, Religion
tools: Thieves’ Tools, Herbalism kit
feature: Bad Reputation (from Sailor)
equipment (as Hermit)
Race abilities:
Darkvision 60’
Fey Ancestry (no magical sleep, advantage on charm)
Cleric abilities:
* Spellcasting (DC 16, attack mod +8)
Cantrips: Guidance, Mending, Spare the Dying, Chill Touch, Thaumaturgy, Light
Spell Slots: 4/3/3/3/2/0/0/0/0
Spells Known: 13 (+domain)
Level 1: Inflict Wounds, Cure Wounds, Bless, Command (+ false life, ray of sickness)
Level 2: Lesser Restoration, Calm Emotions (+blindness/deafness, ray of enfeeblement)
Divine Intervention: action to implore help. 10% (level) for intervention (DM's choice, equiv. of Cleric spell or domain spell). If it works, 1/7 days. If it doesn't 1/long rest.
Ritual Casting
Reaper: Chill Touch can target two creatures within 5’
Divine Strike: 1/turn +1d8 necrotic to a weapon strike
Inescapable destruction: necrotic energy ignores resistance
Channel Divinity: 2/ short or long rest.
Turn Undead (wisdom save or undead w/in 30' turned; destroyed if CR 1 or lower)
Touch of Death (after successful melee attack, 5+(2x level) necrotic damage).
Feat:
Warcaster
advantge on Constitution saves for concentration
can perform semantic components with weapon in hand
Characteristics:
Personality: Upbeat and encouraging. Now he's seen Death, he knows how to enjoy life.
Ideal: Tranio believes death is misunderstood. He wants others to see Death as he does, not as something to be feared.
Bond: Tranio is always falling in love, and his affections seem to flit from person to person.
Flaw: Tranio has no respect for social hierarchies, and will be rude to those who see themselves as superior.
Chain shirt
shield
short sword
Light crossbow with 20 bolts
Explorer’s pack
Holy symbol
scroll case filled with notes and prayers
winter blanket
common clothes
herbalism kit
amulet (holy symbol) with Continual Flame
7gp, 2 sp, 4 cp
***
[sblock="Level 1"]Abilities:
STR 10 (0)
DEX 14 (+2)
CON 12 (+1)
INT 8 (-1)
WIS 16 (+3) (save +5)
CHA 16 (+3) (save +5)
Size M Speed 30 AC 18 Init +2 Hit Points: 9 (1d8)
Proficiency bonus: +2 Proficiencies: light and medium armor, simple and martial weapons Skills: Perception, Acrobatics, Persuasion, Insight, Religion, Deception Tools: Thieves’ Tools, Herbalism kit Languages: Common, Elf, Gnoll
Attacks:
Chill Touch: to hit 1d20+5. Damage = 1d8 [two beams vs. opponents w/in 5']. range 120'
Background: Gravedigger (custom)
skills: Deception, Religion
tools: Thieves’ Tools, Herbalism kit
feature: Bad Reputation (from Sailor)
equipment (as Hermit)
Race abilities:
Darkvision 60’
Fey Ancestry (no magical sleep, advantage on charm)
Cleric abilities:
* Spellcasting (DC 13, attack mod +5)
Cantrips: Guidance, Mending, Spare the Dying, Chill Touch
Spell Slots: 2/0/0/0/0/0/0/0/0
Spells Known: 4 (+domain)
Level 1: Inflict Wounds, Cure Wounds, Bless, Create or Destroy Water (+ false life, ray of sickness)
Ritual Casting
Reaper: Chill Touch can target two creatures within 5’
Characteristics:
Personality: Upbeat and encouraging. Now he's seen Death, he knows how to enjoy life.
Ideal: Tranio believes death is misunderstood. He wants others to see Death as he does, not as something to be feared.
Bond: Tranio is always falling in love, and his affections seem to flit from person to person.
Flaw: Tranio has no respect for social hierarchies, and will be rude to those who see themselves as superior. [/sblock][sblock="Level 2"]Abilities:
STR 10 (0)
DEX 14 (+2)
CON 12 (+1)
INT 8 (-1)
WIS 16 (+3) (save +5)
CHA 16 (+3) (save +5)
Size M Speed 30 AC 17 (with shield) Init +2 Hit Points: 15 (2d8)
Proficiency bonus: +2 Proficiencies: light and medium armor, simple and martial weapons Skills: Perception, Acrobatics, Persuasion, Insight, Religion, Deception Tools: Thieves’ Tools, Herbalism kit Languages: Common, Elf, Gnoll
Attacks:
Chill Touch: to hit 1d20+5. Damage = 1d8 [two beams vs. opponents w/in 5']. range 120'
Short sword: to hit: 1d20+4. Damage = 1d6+2 piercing.
Background: Gravedigger (custom)
skills: Deception, Religion
tools: Thieves’ Tools, Herbalism kit
feature: Bad Reputation (from Sailor)
equipment (as Hermit)
Race abilities:
Darkvision 60’
Fey Ancestry (no magical sleep, advantage on charm)
Cleric abilities:
* Spellcasting (DC 13, attack mod +5)
Cantrips: Guidance, Mending, Spare the Dying, Chill Touch
Spell Slots: 3/0/0/0/0/0/0/0/0
Spells Known: 5 (+domain)
Level 1: Inflict Wounds, Cure Wounds, Bless, Create or Destroy Water, Detect Magic (+ false life, ray of sickness)
Ritual Casting
Reaper: Chill Touch can target two creatures within 5’
Channel Divinity: 1/ short or long rest.
Turn Undead (wisdom save or undead w/in 30' turned)
Touch of Death (after successful melee attack, 5+(2x level) necrotic damage).
Characteristics:
Personality: Upbeat and encouraging. Now he's seen Death, he knows how to enjoy life.
Ideal: Tranio believes death is misunderstood. He wants others to see Death as he does, not as something to be feared.
Bond: Tranio is always falling in love, and his affections seem to flit from person to person.
Flaw: Tranio has no respect for social hierarchies, and will be rude to those who see themselves as superior. [/sblock]
[sblock="Level 3"]Abilities:
STR 10 (0)
DEX 14 (+2)
CON 12 (+1)
INT 8 (-1)
WIS 16 (+3) (save +5)
CHA 16 (+3) (save +5)
Size M Speed 30 AC 17 (with shield) Init +2 Hit Points: 21 (3d8)
Proficiency bonus: +2 Proficiencies: light and medium armor, simple and martial weapons Skills: Perception, Acrobatics, Persuasion, Insight, Religion, Deception Tools: Thieves’ Tools, Herbalism kit Languages: Common, Elf, Gnoll
Attacks:
Chill Touch: to hit 1d20+5. Damage = 1d8 [two beams vs. opponents w/in 5']. range 120'
Short sword: to hit: 1d20+4. Damage = 1d6+2 piercing.
Background: Gravedigger (custom)
skills: Deception, Religion
tools: Thieves’ Tools, Herbalism kit
feature: Bad Reputation (from Sailor)
equipment (as Hermit)
Race abilities:
Darkvision 60’
Fey Ancestry (no magical sleep, advantage on charm)
Cleric abilities:
* Spellcasting (DC 13, attack mod +5)
Cantrips: Guidance, Mending, Spare the Dying, Chill Touch
Spell Slots: 4/2/0/0/0/0/0/0/0
Spells Known: 6 (+domain)
Level 1: Inflict Wounds, Cure Wounds, Bless, Create or Destroy Water, Detect Magic (+ false life, ray of sickness)
Level 2: Lesser Restoration (+blindness/deafness, ray of enfeeblement)
Ritual Casting
Reaper: Chill Touch can target two creatures within 5’
Channel Divinity: 1/ short or long rest.
Turn Undead (wisdom save or undead w/in 30' turned)
Touch of Death (after successful melee attack, 5+(2x level) necrotic damage).
Characteristics:
Personality: Upbeat and encouraging. Now he's seen Death, he knows how to enjoy life.
Ideal: Tranio believes death is misunderstood. He wants others to see Death as he does, not as something to be feared.
Bond: Tranio is always falling in love, and his affections seem to flit from person to person.
Flaw: Tranio has no respect for social hierarchies, and will be rude to those who see themselves as superior. [/sblock][sblock="Level 4"]Abilities:
STR 10 (0)
DEX 14 (+2)
CON 12 (+1)
INT 8 (-1)
WIS 18 (+4) (save +6)
CHA 16 (+3) (save +5)
Size M Speed 30 AC 17 (with shield) Init +2 Hit Points: 27 (4d8)
Proficiency bonus: +2 Proficiencies: light and medium armor, simple and martial weapons Skills: Perception, Acrobatics, Persuasion, Insight, Religion, Deception Tools: Thieves’ Tools, Herbalism kit Languages: Common, Elf, Gnoll
Attacks:
Chill Touch: to hit 1d20+6. Damage = 1d8 [two beams vs. opponents w/in 5']. range 120'
Short sword: to hit: 1d20+4. Damage = 1d6+2 piercing.
Background: Gravedigger (custom)
skills: Deception, Religion
tools: Thieves’ Tools, Herbalism kit
feature: Bad Reputation (from Sailor)
equipment (as Hermit)
Race abilities:
Darkvision 60’
Fey Ancestry (no magical sleep, advantage on charm)
Cleric abilities:
* Spellcasting (DC 14, attack mod +5)
Cantrips: Guidance, Mending, Spare the Dying, Chill Touch, Thaumaturgy
Spell Slots: 4/3/0/0/0/0/0/0/0
Spells Known: 8 (+domain)
Level 1: Inflict Wounds, Cure Wounds, Bless, Create or Destroy Water, Detect Magic (+ false life, ray of sickness)
Level 2: Lesser Restoration, Enhance Ability, Calm Emotions (+blindness/deafness, ray of enfeeblement)
Ritual Casting
Reaper: Chill Touch can target two creatures within 5’
Channel Divinity: 1/ short or long rest.
Turn Undead (wisdom save or undead w/in 30' turned)
Touch of Death (after successful melee attack, 5+(2x level) necrotic damage).
Characteristics:
Personality: Upbeat and encouraging. Now he's seen Death, he knows how to enjoy life.
Ideal: Tranio believes death is misunderstood. He wants others to see Death as he does, not as something to be feared.
Bond: Tranio is always falling in love, and his affections seem to flit from person to person.
Flaw: Tranio has no respect for social hierarchies, and will be rude to those who see themselves as superior. [/sblock][sblock="Level 5"]Abilities:
STR 10 (0)
DEX 14 (+2)
CON 12 (+1)
INT 8 (-1)
WIS 18 (+4) (save +7)
CHA 16 (+3) (save +6)
Size M Speed 30 AC 17 (with shield) Init +2 Hit Points: 33 (5d8)
Proficiency bonus: +2 Proficiencies: light and medium armor, simple and martial weapons Skills: Perception, Acrobatics, Persuasion, Insight, Religion, Deception Tools: Thieves’ Tools, Herbalism kit Languages: Common, Elf, Gnoll
Attacks:
Chill Touch: to hit 1d20+7. Damage = 2d8 [two beams vs. opponents w/in 5']. range 120'
Short sword: to hit: 1d20+5. Damage = 1d6+2 piercing.
Background: Gravedigger (custom)
skills: Deception, Religion
tools: Thieves’ Tools, Herbalism kit
feature: Bad Reputation (from Sailor)
equipment (as Hermit)
Race abilities:
Darkvision 60’
Fey Ancestry (no magical sleep, advantage on charm)
Cleric abilities:
* Spellcasting (DC 14, attack mod +5)
Cantrips: Guidance, Mending, Spare the Dying, Chill Touch, Thaumaturgy
Spell Slots: 4/3/2/0/0/0/0/0/0
Spells Known: 9 (+domain)
Level 1: Inflict Wounds, Cure Wounds, Bless, Create or Destroy Water (+ false life, ray of sickness)
Level 2: Lesser Restoration, Calm Emotions (+blindness/deafness, ray of enfeeblement)
Level 3: Revivify, Bestow Curse, Speak with Dead (+animate dead, vampiric touch)
Ritual Casting
Reaper: Chill Touch can target two creatures within 5’
Channel Divinity: 1/ short or long rest.
Turn Undead (wisdom save or undead w/in 30' turned; destroyed if CR 1/2 or lower)
Touch of Death (after successful melee attack, 5+(2x level) necrotic damage).
Characteristics:
Personality: Upbeat and encouraging. Now he's seen Death, he knows how to enjoy life.
Ideal: Tranio believes death is misunderstood. He wants others to see Death as he does, not as something to be feared.
Bond: Tranio is always falling in love, and his affections seem to flit from person to person.
Flaw: Tranio has no respect for social hierarchies, and will be rude to those who see themselves as superior. [/sblock][sblock="Level 6"]Abilities:
STR 10 (0)
DEX 14 (+2)
CON 12 (+1)
INT 8 (-1)
WIS 18 (+4) (save +7)
CHA 16 (+3) (save +6)
Size M Speed 30 AC 17 (with shield) Init +2 Hit Points: 39 (6d8)
Proficiency bonus: +2 Proficiencies: light and medium armor, simple and martial weapons Skills: Perception, Acrobatics, Persuasion, Insight, Religion, Deception Tools: Thieves’ Tools, Herbalism kit Languages: Common, Elf, Gnoll
Attacks:
Chill Touch: to hit 1d20+7. Damage = 2d8 [two beams vs. opponents w/in 5']. range 120'
Short sword: to hit: 1d20+5. Damage = 1d6+2 piercing.
Background: Gravedigger (custom)
skills: Deception, Religion
tools: Thieves’ Tools, Herbalism kit
feature: Bad Reputation (from Sailor)
equipment (as Hermit)
Race abilities:
Darkvision 60’
Fey Ancestry (no magical sleep, advantage on charm)
Cleric abilities:
* Spellcasting (DC 14, attack mod +5)
Cantrips: Guidance, Mending, Spare the Dying, Chill Touch, Thaumaturgy
Spell Slots: 4/3/3/0/0/0/0/0/0
Spells Known: 10 (+domain)
Level 1: Inflict Wounds, Cure Wounds, Bless, Create or Destroy Water (+ false life, ray of sickness)
Level 2: Lesser Restoration, Calm Emotions (+blindness/deafness, ray of enfeeblement)
Characteristics:
Personality: Upbeat and encouraging. Now he's seen Death, he knows how to enjoy life.
Ideal: Tranio believes death is misunderstood. He wants others to see Death as he does, not as something to be feared.
Bond: Tranio is always falling in love, and his affections seem to flit from person to person.
Flaw: Tranio has no respect for social hierarchies, and will be rude to those who see themselves as superior. [/sblock]
[sblock=Equipment]
Chain shirt
shield
short sword
Light crossbow with 20 bolts
Explorer’s pack
Holy symbol
scroll case filled with notes and prayers
winter blanket
common clothes
herbalism kit
amulet (holy symbol) with Continual Flame
7gp, 4 sp, 4 cp[/sblock]
Abilities:
STR 10 (0)
DEX 14 (+2)
CON 12 (+1)
INT 8 (-1)
WIS 18 (+4) (save +7)
CHA 16 (+3) (save +6)
Size M Speed 30 AC 17 (with shield) Init +2 Hit Points: 45 (7d8)
Proficiency bonus: +3 Proficiencies: light and medium armor, simple and martial weapons Skills: Perception, Acrobatics, Persuasion, Insight, Religion, Deception Tools: Thieves’ Tools, Herbalism kit Languages: Common, Elf, Gnoll
Attacks:
Chill Touch: to hit 1d20+7. Damage = 2d8 [two beams vs. opponents w/in 5']. range 120'
Short sword: to hit: 1d20+5. Damage = 1d6+2 piercing.
Background: Gravedigger (custom)
skills: Deception, Religion
tools: Thieves’ Tools, Herbalism kit
feature: Bad Reputation (from Sailor)
equipment (as Hermit)
Race abilities:
Darkvision 60’
Fey Ancestry (no magical sleep, advantage on charm)
Cleric abilities:
* Spellcasting (DC 14, attack mod +5)
Cantrips: Guidance, Mending, Spare the Dying, Chill Touch, Thaumaturgy
Spell Slots: 4/3/3/1/0/0/0/0/0
Spells Known: 11 (+domain)
Level 1: Inflict Wounds, Cure Wounds, Bless, Create or Destroy Water (+ false life, ray of sickness)
Level 2: Lesser Restoration, Calm Emotions (+blindness/deafness, ray of enfeeblement)
Characteristics:
Personality: Upbeat and encouraging. Now he's seen Death, he knows how to enjoy life.
Ideal: Tranio believes death is misunderstood. He wants others to see Death as he does, not as something to be feared.
Bond: Tranio is always falling in love, and his affections seem to flit from person to person.
Flaw: Tranio has no respect for social hierarchies, and will be rude to those who see themselves as superior.
Abilities:
STR 10 (0)
DEX 14 (+2)
CON 12 (+1) [advantage on concentration checks]
INT 8 (-1)
WIS 18 (+4) (save +8)
CHA 16 (+3) (save +7)
Size M Speed 30 AC 17 (with shield) Init +2 Hit Points: 57 (9d8)
Proficiency bonus: +4 Proficiencies: light and medium armor, simple and martial weapons Skills: Perception, Acrobatics, Persuasion, Insight, Religion, Deception Tools: Thieves’ Tools, Herbalism kit Languages: Common, Elf, Gnoll
Attacks:
Chill Touch: to hit 1d20+8. Damage = 2d8 [two beams vs. opponents w/in 5']. range 120'
Short sword: to hit: 1d20+6. Damage = 1d6+2 piercing + 1d8 necrotic (no resistance).
Background: Gravedigger (custom)
skills: Deception, Religion
tools: Thieves’ Tools, Herbalism kit
feature: Bad Reputation (from Sailor)
equipment (as Hermit)
Race abilities:
Darkvision 60’
Fey Ancestry (no magical sleep, advantage on charm)
Cleric abilities:
* Spellcasting (DC 16, attack mod +8)
Cantrips: Guidance, Mending, Spare the Dying, Chill Touch, Thaumaturgy
Spell Slots: 4/3/3/3/1/0/0/0/0
Spells Known: 13 (+domain)
Level 1: Inflict Wounds, Cure Wounds, Bless, Command (+ false life, ray of sickness)
Level 2: Lesser Restoration, Calm Emotions (+blindness/deafness, ray of enfeeblement)
Characteristics:
Personality: Upbeat and encouraging. Now he's seen Death, he knows how to enjoy life.
Ideal: Tranio believes death is misunderstood. He wants others to see Death as he does, not as something to be feared.
Bond: Tranio is always falling in love, and his affections seem to flit from person to person.
Flaw: Tranio has no respect for social hierarchies, and will be rude to those who see themselves as superior.
Chain shirt
shield
short sword
Light crossbow with 20 bolts
Explorer’s pack
Holy symbol
scroll case filled with notes and prayers
winter blanket
common clothes
herbalism kit
amulet (holy symbol) with Continual Flame
7gp, 2 sp, 4 cp
[SBLOCK=Features]
Human (Variant), LN
Increase two ability scores by one (DEX, INT)
Gain 1 feat (Lucky)
Gain 1 skills: Perception
Languages: Common, Elven (Human), Celestial (Noble)
Member of the Lords Alliance
Wizard (Level 1, 2, 3, 4, 5, 6, 7)
HD: d6
Weapon Proficiencies: Daggers, Darts, slings, quarterstaffs, light crossbows
Saves: INT, WIS
Skills: Insight, Arcana
Spellcasting
Arcane Recovery
Ritual Casting
Arcane Tradition: Abjuration
Arcane Ward: Gain level*2 + INT ward when you cast an abjuration spell. The Ward recharges twice the spell level whenever I cast an abjuration spell
Projected Ward: When a creature within 30ft of you takes damage use your reaction absorb the damage with your ward.
Waterdavian Noble:
Skills: History, Persuasion
Feature: Kept in Style: You go not have to pay up to 2GP per day to maintain a comfortable or better lifestyle as long as people know Waterdeep.
FEATS AND ASI
Lucky: re-roll a d20 roll you make, or an attack against you 3/day
+1 INT[/SBLOCK]
[SBLOCK=Equipment and Spells] EQUIPMENT
Runed Quarterstaff (Spell focus)
Explorers Pack (backpack, bedroll, mess kit, a tinderbox, 10 torches, 10 rations, and a waterskin, 50 feet hemp rope)
Spellbook
Fine Clothes
Bottle of fine wine
Scroll of Pedigree
Signet Ring
Belt pouch Potion of Healing Runed Conch Shell As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.
PP GP EP SP CP
0 0 0 4 4
IOU of 7GP each to Ordar, Aremus and Bethany
Detect Invisibility: Within 60ft magical invisibility fails to conceal anything from the Tressym's sight
Keen Smell: Advantage on WIS Perception checks that rely on smell
Poison Sense: A tressym can detect if a substance is poisoned by taste touch or smell
[/SBLOCK]
[SBLOCK=personality] DESCRIPTION
Fistan is of average height but slight of build. His stooped shoulders give away his preference for books, but he still seems to enjoy the hardships of being outdoors, at least for short intervals. He takes great pains to be clean and neat, but clearly is behind on the current fashions, both in clothing style and conversation topics, much preferring practical clothes and obscure subjects.
TRAITS
Personality: Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Ideal: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
Bond: I would like my life's work to be a set of great tomes detailing secrets of the world
Flaw: I am easily distracted by the promise of information.
BACKGROUND:
Growing up Fistan always wanted to read, he found the pointless rhetoric of court mind numbingly boring. His parents always insisted that he learn the intrigues of court and he would have not had a choice had he been the first born.
After some rebellion and public embarrassment for his family Fistan was finally allowed to apprentice as a mage. During his absence rumours grew and multiplied about the strange child in the family, was he disfigured, simple, insane?
Years later Fistan returned to find life at court awkward. He had even less desire than before to tolerate the mundane nothings that nobles choose to discuss. Things were especially difficult because of the rumours regarding his absence.
It didn't take Fistan long to commenting the conclusion that he wanted something else. The rumours regarding goblins around nightstand would make an excellent opportunity to prove his worth as a mage and would give him the opportunity to prove to Lady Velrosa that he wasn't crazy, that would go some way to making his life more tolerable.
[/SBLOCK]
Eldrath, A Druid of the Circle of the Shepherd
Neutral Wood Elf
[sblock=Abilities STR 8 (-1) DEX 16 (+3) CON 13 (+1) INT 10 (0) (save +2 WIS 16 (+3) (save +5) CHA 12 (+1)
Speed: 35 AC: 16 Init: +3 HP: 9 (1d8)[/sblock]
[sblock=Proficiencies] Proficiency bonus: +2 Weapon/Armor: light and medium armor, Shields, Druid and Elf Weapons Skills: Insight, Nature, Perception, Persuasion, Survival Tools: Lyre, Herbalism kit Languages: Common, Elf, Goblin, Druidic[/sblock]
[Sblock=Attacks Scimitar: +5/1d6+3 Slashing Produce Flame: +5/1d8 fire (range 30) Thorn Whip: +5/1d6 Piercing (Melee 30ft, pull target 10ft)[/sblock]
[sblock=Background: Outlander] Wanderer: I have an excellent memory for maps and geography, and I can always recall the general layout of terrain, settlements, and other features around me. in addition, I can find food and fresh water for myself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.[/sblock]
[sblock=Race abilities (Wood Elf)
* Darkvision 60’
* Fey Ancestry: no magical sleep, advantage on charm
* Fleet of Foot: Move speed increased by 5ft (35ft total)
* Trance: Meditate for 4 hours instead of sleep
* Mask of the wild: Hide when lightly obscured by natural phenomona.[/sblock]
[sblock=Characteristics Personality: I watch over my friends as if they were a litter of newborn pups. I feel far more comfortable around animals than people. Ideal: Nature: the natural world is more important than all the constructs of civilization. (Neutral) Bond: I suffer awful visions of a coming disaster and will do anything to prevent it. Flaw: I am slow to trust members of other races, tribes, and societies. Story: The spirits have guided Eldrath his entire life, guiding him on his path as a druid, allowing him to protect his home when necessary. Recently his communication with the spirits has grown somewhat strange, as if there was some type of impending doom. The nature of the situation is unclear, but the spirits have guided him to the village of Nightstone where Humans stand in conflict with a tribe of Wood Elves and the surrounding wilderness.
As a druid, Eldrath is tied more to the land and the spirits of the wilderness than to the tribe itself. While the people of Nightstone encroach on the wilderness, conflict between the elves and the humans of Nightstone is just as bad as their encroachment. Hoping to come to some agreement that would avoid bloodshed and protect the wilderness while allowing the village to survive, Eldrath has set out from the wilderness to speak with the Lady of the keep.
While uncertain if this has anything to do with the sense of impending doom the spirits keep conveying, he is certain they have led him to Nightstone for a reason.[/sblock]
[SBLOCK=Backstory]
"Carolina was born to a high ranking lieutenant in a prominent thieves guild. She was small even by halfling standards, and guild officials quickly began training her to use her size to her (and the guild’s) advantage by training her in the art of stealth and breaking and entering. Carolina rarely saw her mother and secretly loathed her for her lack of affection--and for allowing the guild to use her as a tool. Not having the chance to experience life outside of the guild, Carolina swore to one day break free and strike out on her own.
Perhaps sooner than she could have imagined, she got her chance.
Carolina watched from the sewers beneath the city as her house was successfully defending an attack brought on by a rival guild. Soon she saw opportunity, and sneaked into the bowels of her own guild house. Without even an instant of hesitation, she put a torch to the structure's supporting timbers.
Back down in the sewers, Carolina waited… and waited. After the screams had subsided and the last of the smoke began to drift away, she made her way back out onto the blackened streets. Wading through the rubble of her fallen guild house, she didn’t even notice when she stepped on her mother’s charred hand. Convinced her work was done, she left the city and never looked back.
Carolina now wonders the countryside experiencing whatever life has to offer. Those who encounter her are often surprised at her stoicism and lack of typical halfling merriment, but those few who take the time to get to know her will find that the have made a friend for life. Those who dare to cross her may find their backs the target of a well placed crossbow bolt."
[/SBLOCK]
[SBLOCK=Carolina (Halfling Rogue (6)] Name: Carolina Sex: Female Race: Halfling Class/Level: Rogue 6 Archetype: Thief Alignment: Neutral Faction: The Harpers Size: Small Type (Subtype): Humanoid (halfling) Init: +4 Speed: 25ft Senses: Passive Perception: 17 Languages Common, Halfling, Thieve's Cant
STATISTICS Str 8 (-1), Dex 19 (+4), Con 12 (+1), Int 14 (+2), Wis 13 (+1), Cha 11 (+0)
[SBLOCK=SKILLS]
4 Rogue, 2 background; Proficient skills in bold
Mod Attribute Name of Skill +9 (dex) Acrobatics
+1 (wis) Animal Handling
+2 (int) Arcana
-1 (str) Athletics +3 (cha) Deception
+2 (int) History
+1 (wis) Insight
+0 (cha) Intimidation +8 (int) Investigation
+1 (wis) Medicine
+2 (int) Nature +7 (wis) Perception
+0 (cha) Performance
+0 (cha) Persuasion
+2 (int) Religion +6 (dex) Sleight of Hand +9 (dex) Stealth
+1 (wis) Survival
[/SBLOCK]
[SBLOCK=RACIAL FEATURES] Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave: You have advantage on saving throws against being frightened. Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours. Languages: Common, Halfling
[/SBLOCK]
[SBLOCK=BACKGROUND FEATURES]
Criminal Skill Proficiencies: Deception, Stealth Tool Proficiencies: One type of gaming set (Bone dice), Forgery kit Language None Feature (Criminal Contact): You have a reliable and trustworthy contact who acts as your liason to a network of other criminals.
Traits: "I am incredibly slow to trust. Those who seem the fairest often have the most to hide." "I am always calm, no matter what the situation. I never raise my voice or let me emotions control me." Ideal: "People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care." Bond: "Something important was taken from me, and I aim to steal it back." Flaw: "An innocent person is in prison for a crime that I committed. I'm okay with that."
[/SBLOCK]
[SBLOCK=CLASS FEATURES] Proficiencies: Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, Thieves' tools - Expertise: (Acrobatics, Investigation, Perception, Stealth) Proficiency bonus is doubled for any checks of the selected skills or thieves' tools. - Sneak Attack +3d6 damage on attacks with advantage, or if another enemy of the target is within 5 feet of it. - Thieves' Cant: A secret language used to hide messages in plain sight. - Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. - Archetype: Thief
- Fast Hands: You can use the bonus action granted by your Cunning Action to make a Dexterity {Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
- Second-Story Work: Climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
[/SBLOCK]
Bethany is a former soldier at loose ends, with no home to go back to. She longs to use her sword and shield to do good in the world.
[sblock=Appearance, Personality and Backstory]Age 19 Gender Female Height 6'3"" Weight 225 lbs. Hair Brown Skin Fair Eyes Brown
Description
A statuesque woman, Bethany seems almost stern at first, but can warm up with those she is close too. Her long hair is usually worn coiled in a bun at the back of her head.
Traits
She loves games of physical skill of all types.
Bethany reacts from her heart, not her head usually.
Ideal
The strong are obligated to help the weak.
Bond
Bethany has no bonds to specific things, except her sense of honor and obligation to help people.
Flaw
She is a notoriously bad gambler, her sense of risk and reward is skewed.
Backstory
Bethany was the daughter of an innkeeper. Her mother died in childbirth, so her dad raised her as best he could. Bethany dreamed of life as anywhere but working in her father's inn as a cook or barmaid.She was fascinated by stories of battle travelers brought in, and when she was sixteen she ran off to Baldur’s Gate and joined the Flaming Fists. As a rookie, she mostly cooked and kept watch over the beggars in the slums.
Her opportunity for glory came when the Fists took part in the Klauthen Crusade, a coalition effort to slay an ancient red dragon that has made the North it's home. Beth would be sent on this mission, but only as a cook far away from the action. Her one bright spot was training with Ednar of Neverwinter, a grizzled quartermaster who used to be an active soldier. He sparred with her and he tried to get her a combat position. It was he who inducted her into the Order of the Gauntlet.
Klauth, commonly called Old Snarl, easily scattered the invading forces. Rather than make the long trip back South, she returned home and learned of her father's death. She is at a loss as to what is next. She came to Nightstone to find work, whether a guard on a hunt, or whatever looked tempting.
Proficiencies Armor All Armor, Shields Weapons Simple Weapons, Martial Weapons Tools Dice, Vehicles(land), Languages Common, Orcish[/sblock][sblock=Combat]AC 18 Initiative +0 Speed 30 ft Passive Perception +15 HP 53 Hit Dice 5/5 HD type 1d10+2
I have a military rank from my career as a soldier. Soldiers loyal to my former military organization still recognize my authority and influence. I can invoke my rank to influence soldiers and temporarily requisition simple equipment or horses. I can usually gain access to friendly military encampments and fortresses where my rank is recognized.
Feats
Shield Master
As a bonus action, when I use the Attack action, I can shove someone within 5 ft with my shield.
I add my shield's AC bonus to Dex saves vs. effects targeting only me.
As a reaction, if I succeed on a Dex save for half damage, I can interpose my shield to avoid the damage.
Fighter Features
Fighting Style: Dueling
You gain a +2 bonus to damage while wielding a weapon in one hand and no other weapons.
Second Wind
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. (1d10+5) Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
1 extra action on your turn, 1/SR
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Battlemaster Features
Combat Superiority
4d8 superiority dice. Save DC 13
Goading Attack - Sup. Die to damage; Wis save or disadv. to all targets other than me.
Menacing Attack - Sup. Die to Damage; Wis save or frightened of me.
Riposte - Missed attack on you; reaction one attack on creature; Sup. Die to damage
[sblock=Kaelan Dhaine]1) He grew up in the shadow of the Spine of the World. He spent many harsh winters scouring the countryside in search of wildlife and plants to eat, training to be a ranger for his tribe, the Broken Watch. His summers were spent training with a variety of weapons, seeing what he was more proficient with, he preferred sword and shield. Once he was proficient enough in the summer air his training in the freezing winds began and on his 16th name day he participated in his first raid.
2) By his 22nd name day, he was a ranger for the Broken Watch, leading raids on other tribes hostile to the natives that live in relative peace. His longboat, the Jagged Blade, has been seen sailing up and down the Sword Coast distributing wealth from warlords bent on claiming the realm for themselves, both upstarts and some well established ones.
3) One night he had a dream on a lone wolf wondering the winter fields in the shadow of the Spine of the World taking on all manner of beasts. When he woke his mind was already made up and before breakfast was finished he left the Broken Watch, set out on his own claiming that the Gods spoke to him in his dream. His banner is a howling wolf set against the Spine of the World. He wears the skin of a wolf draped across his shoulders.
4) He doesn’t care to talk much, probably due to the fact that he spends a lot of time alone, and when he does talk it’s straight to the point, often times without tack. You could say he lacks the tongue of a diplomat but in his defense a sword can help solve many disagreements.
5) He has a sister named Sasha Dhaine, she was to be a druid but on her 14th name day she was taken as ‘tribute’ by a now nameless warlord. Once he found where she was being held, he put together a raiding party. For 3 days he and his men trekked through the wilderness, over frozen plains and across iced over lakes but his journey was in vain. The warlord heard of his coming from his scouts and bolstered his defenses. In the hope of deterring the raiders he left Sasha’s head on a spike 100 yards in front of his small keep, this only enraged them further. They took the keep in a day. Judgment was passed on the warlord, it turns out he was an exiled member of the Broken Watch, and he was taken to the wilds, stripped naked, and left for the wolves to eat. He carries a small crystal that faintly glows in moonlight, it belonged to his sister.[/sblock]
Figured I'd go ahead and park his background story here just in case you need me. I'll fill out the actual character sheet over the next few days. Happy gaming everyone!
Paladin 1 Divine Sense (Action, 60', 4x per long rest), Lay on Hands: 5 HP per level (See above)
Paladin 2 Spellcasting (Two level 1 slots, Prepare: 5 (Cha mod + half level), Fighting Style (Duelist),
Paladin 2 Divine Smite (on a melee hit, spend a 1st level slot, do an extra 2d8 radiant damage, +1d8 per slot level above 1st)
Paladin 3 Spellcasting (another Level 1 slot), Divine Health (Immune to disease)
Paladin 3 Sacred Oath (Heroism); Oath Spells (Always have prepared Expeditious Retreat & Guiding Bolt)
Paladin 3 Channel Divinity (1 per short rest)
-Peerless Athlete Bonus Action - You gain advantage on Athletics and Acrobatics checks for 10 minutes.
=Legendary Strike Bonus Action - For 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Paladin 4 Feat: Inspiring Leader - 10 minutes - Up to six friendly creatures (which can include yourself) with 30 feet of you who can see or hear you (and understand you) gain 8 Temp HP (level + Cha mod). A creature can’t gain these THP again until a short or long rest.
Paladin 5 Oath Spells (Always have prepared Misty Step, Moonbeam)
Paladin 5 Spellcasting (another Level 1 slot & 2 Level 2 Slots)
Paladin 5 Extra Attack (When you use the attack action, attack twice)
Paladin 6 Aura of Protection (When you or a friendly creature within 10' rolls a saving throw, they get a +3 bonus (your Cha Mod, min 1). You must be conscious to grant this bonus.
Paladin 7 Mighty Deed - Once per turn, when you score a Crit or reduce a creature to 0 HP, you can choose 3 (Cha mod) creatures that you can see within 30 feet to gain either 1d6+3 (Cha mod) THP (allies) or the creature must make a Wisdom save or be frightened of you until the start of your next turn (enemies).
Paladin 7 Spellcasting (another Level 2 slot).
Paladin 8 Ability Score Increase: Dexterity to 18.
Paladin 9 Spellcasting (2x Level 3 slots). Oath Spells (Always have prepared Haste & Protection from Energy)
Prepared Spells x7 (3 Cha + half level) & 2 Oath spells per Spell Level) Level One
Bless Concentration - Up to 3 creatures you choose within 30 feet can add a d4 to all attack rolls and STs for 1 minute. Higher Levels - An additional target for each slot above 1st. (VSM) Compelled Duel Concentration, Bonus Action - A creature you can see within 30 feet must make a Wis Save. On a fail, for 1 minute, the creature has disadvantage on attack rolls against creatures other than you, and must pass another Wis Save to move to a space more than 30 feet away from you. The spell ends if you attack any other creature, or cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. (V) Cure Wounds - A living creature you touch regains hit points equal to 1d8 plus your spellcasting ability modifier. Higher Levels - An additional 1d8 healing for each slot above 1st. (VS) Divine Favor Concentration, Bonus Action - Your weapon attacks deal an extra 1d4 radiant damage on a hit for 1 minute. (VS) Expeditious Retreat Concentration, Bonus Action - When you cast this spell, and then as a bonus action on each of your turns for 10 minutes, you can take the Dash action. (VS) Guiding Bolt - Make a ranged spell attack on a target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage. Higher Levels - an extra 1d6 damage for each slot above 1st. (VS) Heroism Concentration - A willing creature you touch is immune to being frightened and gains 3 Temp HP (your SCAM) at the start of each of its turns for 1 minute. When the spell ends, any remaining Temp HP vanish. Higher Levels - an additional target for each slot above 1st. (VS) Level Two
Enhance Ability Concentration - A creature you touch gains one of the following effects for 1 hour: Bear's Endurance Advantage on Constitution checks & 2d6 THP until the spell ends. Bull's Strength Advantage on Strength checks & carrying capacity doubles. Cat's Grace Advantage on Dexterity checks & no damage from falling 20 feet or less if not incapacitated. Eagle's Splendor Advantage on Charisma checks. Fox's Cunning Advantage on Intelligence checks. Owl's Wisdom Advantage on Wisdom checks. Higher Levels An additional target for each slot above 2nd. (VSM) Enthrall - A creature you can see within 60 feet that can hear you must make make a Wisdom save (a creature that can't be charmed succeeds automatically, and if you or your companions are fighting it, it has advantage) or have disadvantage on Perception checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. (VS) Magic Weapon Concentration, Bonus Action - A nonmagic weapon you touch becomes a magic weapon with a +1 bonus to attack and damage rolls for 1 hour. Higher Levels - (Level 4 Slot) +2 Weapon, (Level 6 Slot) +3 Weapon. (VS) Misty Step Bonus Action - You teleport up to 30 feet to an unoccupied space that you can see. (V) Moonbeam Concentration - Dim light shines in a 5-foot-radius, 40-foot-high cylinder centered on a point within 120 feet for 1 minute. When a creature enters the area for the first time or starts its turn there, it takes 2d10 radiant damage (Constitution ST for half). A shapechanger makes its ST with disadvantage and if it fails, instantly reverts to its original form and can't assume a different form in the spell's light. On each of your turns you can use an action to move the beam 60 feet. Higher Levels - An extra 1d10 damage for each slot above 2nd. (VSM) Level Three
Haste Concentration - For 1 minute, a willing creature that you can see within 30 feet gains a +2 bonus to AC, its speed is doubled, it has advantage on Dexterity saves, and it gains an additional action on each of its turns, which can be used only to make a single Attack, Dash, Disengage, Hide, or Use an Object. When the spell ends, the target can't move or take actions until after its next turn. (VSM) Protection from Energy Concntration - For 1 hour, a willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. (VS) Revivify - You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. (VSM 300gp)
Chain Shirt & Shield
Rapier & Daggers (x3)
Short Bow & Quiver
Explorer's Pack - Backpack, Bedroll, Mess Kit, Torches, Tinderbox, Rations, Waterskin, Rope
Emerald Enclave Symbol
Common Clothes
Purse 25.4 gp
Faction Agent for the Emerald Enclave
Personality: I can find common ground between the fiercest of enemies, empathizing with them and working toward peace. Ideal: Charity - I try to help those in need, no matter the personal cost. Bond: My family has served the Abbot of Goldenfields for generations. Though my human father has passed away, my elven mother works there still as a healer. Flaw: My faith in the Emerald Enclave sometimes leads me to blindly trust those who profess to follow that Faction.
Proficiencies: all weapons, all armors, all shields
STATISTICS
Str 18(+4), Dex 10 (+0), Con 18 (+4), Int 14 (+2), Wis 12 (+1), Cha 8 (-1)
str 15; dex 10; con 13; int 14; wis 12; cha 8; +2 dwarf to CON, mountain +2 STR ASI 8 +2 CON
Feats:
(Unearthed Arcana)
You master the handaxe, battleax, great axe, warhammer, and maul. You gain the following benefits when using any of them:
+1 bonus to attack rolls you make with the weapon with advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. with disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit. If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.
Traits:
Personality: I begin or end my day with small traditional rituals that are unfamiliar to those around me
I judge people by their actions, not their words
Ideal: Inquisitive - everything is new, but I have a thirst to learn
Nothing and no one can steer me away from my higher calling
Bond: My tools are symbols of my past life, and I carry them so that I will never forget my roots.
I'm fascinated by the beauty and wonder of this new land
Flaw: I have a weakness for the exotic beauty of the people of these lands
I have a weakness for the new intoxicants and other pleasures of this land.
chainmail
warhammer and shield
two handaxes
dungeoneer's pack (backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 rations, a waterskin, and 50' hempen rope)
Pendant of the Order
A gong
Inheritance (Multicolored stone disk)
travelers clothes
15 gp
Trinket (fighter): A brass orb etched with strange runes
Second wind: bonus action to regain 1d10 + level HP; recovers at short rest
Action surge: take one additional action; recovers at short rest
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Indomitable Stand: as an action inscribe the rune on the ground, advantage on all rolls to resist movement; any creature coming within 10' needs to make STR DC 12 or stop Stone Soul: Ordrar cannot be petrified Stone's Secrets: as an action, learn the location and size of all creatures standing or touching that surface within 30' Crushing Brand: bludgeoning weapon inscribed ignores resistance and immunity. If max damage is rolled on the die, the target is knocked prone. Expend spell slot to grant +1 to hit and damage Earthen step: meld into stone as bonus action 1/ short rest Overwhelming bolt: expend spell slot for 2d8 + 1d8 / level and prone; STR DC 12+spell slot level for half and no prone
KYO RUNE CUBE
Master rune, rare (requires attunement)
A glass cube with a size length of exactly one foot. As one gazes through, the kyo rune – the rune of force – can be vaguely distinguished. As you touch it you feel parts of your body being compressed and constricted. This feeling passes after a moment. Immovable Object (Simple Property). While attuned to this rune you have resistance to Force damage and have an advantage on all checks to avoid forced movement. Poltergeist (Simple Property). While attuned to this rune you may use a bonus action to manipulate objects similar to the mage hand spell. The limitation of this is 10 pounds and objects may either be drawn towards you or pushed away a maximum of 30 feet; the rune power is incapable of fine manipulations. Aspect of the Ram (Simple Property). While attuned to this rune you gain the advantage to Athletics checks for jumping, shoving, and breaking down doors. Repelling Shield (Complex Property). Over the course of a short rest, you inscribe this rune onto a normal-sized shield or buckler as you expend a spell slot. The air around the shield takes on a distorted appearance.
If someone defending with the shield is attacked and missed in combat, they may spend their reaction to block. This will deal 1d6 force damage per level of the spell slot to the attacker, and they must make a Strength saving throw (DC 12 + the level of the expended spell slot) or be knocked prone.
These effects last for 24 hours or until you use this property again. Force Wave (Complex Property). You trace the rune into the air in front of you as an action and spend a spell slot. Up to 3 adjacent creatures in an arc in front of you (in melee range) are pushed by a wave of force and must make a Strength saving throw (DC 12 + the level of the expended spell slot). On a failed saving throw, creatures take 1d8 force damage per level of the spell and are pushed back 5 feet. On a successful saving throw, creatures take half damage and are not pushed. Feet of Attraction (Complex Property). You may inscribe this rune in inverse upon your feet and expend a spell slot to gain the Spider Climb effect. It lasts for 5 minutes per level of the spell slot expended, but does not require concentration.
Skill Attrib Mod Prof Total
Acrobatics DEX +0 +0
Animal Handling WIS +1 +1
Arcana INT +2 +4 +6
Athletics STR +4 +4 +8
Deception CHA -1 -1
History INT +2 +2
Insight WIS +1 +1
Intimidation CHA -1 -1
Investigation INT +2 +2
Medicine WIS +1 +1
Nature INT +2 +2
Perception WIS +1 +4 +5
Performance CHA -1 -1
Persuasion CHA -1 -1
Religion INT +2 +2
Sleight of Hand DEX +0 +0
Stealth DEX +0 +0
Survival WIS +1 +4 +5
Languages: Common, Dwarven, Primordial
Racial Abilities:
Darkvision
Poison resistance
Dwarven combat training
Dwarven armor training
Ordrar is the dwarf in the prime of his life. With little more than a century behind him, he would be little more than a skilled warrior or craftsman in his own clan. He is dark-haired, a common trait in the deep reaches of Underdark. But fate decreed otherwise. Several years after he was born, too little for him to remember, the dwarves of Deeplake encroached into deep dragon territory. This dragon terrorized the miners, harassed the merchant trains and in general, created problems for the dwarves. He spurned any and all offers or advances of the clan for peaceful coexistence. With the beast so adamant and with dwarves being lost daily, the clan moved away. Or more precisely, moved up into the world of light. They pushed out some orcs and other humanoids and in less than a human generation, they had the fully fortified city under the mountain.
The scouts and miners went back down, careful not to disturb the dragon again. They went on the other side. And Dumathoin smiled upon them as they found rich veins of metals. Always taking care not to veer into dragons territory they prospered. Ordrar was one such scout. Sturdy and strong, knowledgeable about stone, but not really subtle. And that cost him and his patrol. They were ambushed and he found himself separated from the group and beset by a group of kobolds. While harmless against the patrol numbers, Ordrar knew better than to stand against them alone in the open. Unfortunately, crafty beasts prepared well for the ambush and he found himself in a deep hole pelted by stones, spears and less savory substances.
Harmless, but he couldn't get out. In time, they got tired of the game and started throwing bigger things and his shield and shield-arm could hold against only so much abuse. At one point, the rolled heavy boulder above him. He noticed it at the last moment and dodged aside. The boulder passed through the bottom of the hole and Ordrar wasted no time in following it, just checking there is bottom visible before diving in.
He followed the tunnel for several hundred steps before coming upon a pedestal with a glowing rune-etched sphere hovering over it. Right next to it on the wall was a big circle, somewhat similar to a gate with the crack along its length and held in the middle by a stone, again with the rune in the center. And that was it, no other exit.
With nowhere to go, he made his stand here awaiting kobolds and their masters. He fought. He bled. He killed. But there were always new foes to slay. Finally, he couldn't hold it anymore. His last memory, the thing he saw last was a hobgoblin, reaching for the orb and an old dwarf stepping out of the wall and swatting the offending humanoid away. When he woke up, he was holding that same orb, had a multicolored stone from 'the gate' around his neck and knowledge of two things; how to dig himself out of the now-closed chamber and how to get to Nightstone, a settlement on the surface. There he was to wait for 'All surface goodly races and fey half-blood.' For 20 years he waited patiently as only a dwarf can. Praying every day that today is that day. But no, there were elves, there were humans and dwarves and half-elves and half-orcs...even occasional dragonborn or goliath. But never had they come together. And now, with Nightstone in ruins, his inn destroyed and villagers in caves...he finally lost hope.
He separated from the villagers and prayed in secluded niche deep in the cave. And as he prayed he felt a small tremor. Then another one and another. As if steps were coming closer and he somehow could feel them. Smile slowly spread across his face as understanding came. It is time!