D&D 5E [Rogues Gallery] hafrogman's Hoard of the Dragon Queen

hafrogman

Adventurer
Roster:
Forged Fury - Morgan Cavendish, half-elf fighter
kuey1975 - Carad'anoron Isilme, elf rogue
Skarsgard - Agowawere "Hunter" Tsyffonji, human barbarian
Spartain104 - Venndur "Venn" Elkezerai, half-elf warlock
Steve Gorak - Jenivestia "Jeni" Elananthael, elf druid

Notable NPCs:
Rezmir [female half-dragon (black)] - a bandit hunted by and responsible for wiping out the Black Tide mercenary company
Leosin Erlanthar [male wood elf monk] - a traveling scholar

Treasure:
none

XP:
none
 

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kuey1975

First Post
Carad'anoron Isilme - Eladrin Arcane Trickster

Carad (small 2).jpg

Code:
Name:       Carad’anoron "Carad" Isilme 
Class:      Rogue (Arcane Trickster) 3
Race:       Elf (Eladrin)
Background: Sage
Size:       Medium (5'8", 120 lbs)
Gender:     Male
Age:        104
Alignment:  Neutral Good

STR:  8 (-1)             HP: 24 (3d8+6)
DEX: 16 (+3) Save: +5    AC: 14 (Leather)
CON: 14 (+2) 
INT: 16 (+3) Save: +5    Speed:   30
WIS: 12 (+1)             Init:    +3
CHA:  8 (-1)             Passive Perception: 15


Skills:                  Abilities:
*Acrobatics        +5    Darkvision
Animal Handling    +1    Keen Senses
*Arcana            +5    Fey Ancestry
Athletics          -1    Trance
Deception          -1    Elf Weapon Training
*History           +5    Fey Step
Insight            +1    
Intimidation       -1    Researcher
*Investigation     +5    
Medicine           +1    Expertise (Stealth, Perception)
Nature             +3    Sneak Attack (2D6)
**Perception       +5    Bonus Language (replace Thieves’ Cant)
Performance        -1    Cunning Action
Persuasion         -1    Spellcasting
Religion           +3    Mage Hand Legermain
*Sleight of Hand   +5
**Stealth          +7
Survival           +1

Proficiencies:
Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Longbows
Tools: Thieves’ Tools
Languages: Common, Elvish, Dwarvish, Sylvan, Draconic

Spellcasting:
Spell Attack Modifier: +5
Spell Save DC: 13
Cantrips Known: Mage Hand, Minor Illusion, Prestidigitation
Spells Known: Find Familiar, Sleep, Silent Image
Spell Slots: 2/-/-/-/-/-/-/-

Feats:
None

Weapon                Attack  Damage     Type  Range
Rapier                 +5     1d8+3        P
Dagger                 +5     1d4+3        P   (20/60)
Shortbow               +5     1d6+3        P   (80/320)

Familiar: Scree (owl) - AC:11, HP:1, Speed: 5ft fly 60ft, Per+3 Ste+3, Darkvision 120 ft, Flyby, Keen Hearing and Sight, Talons +3 1
[ATTACH=CONFIG]70069._xfImport[/ATTACH]

Equipment:
Leather
Rapier
Dagger x 2
Shortbow
Quiver of Arrows (20)
Component Pouch
Thieves’ Tools
Common Clothes
Backpack
- Bedroll
- Mess Kit
- Tinder Box
- Torch (10)
- Rations (10)
- Waterskin
- 50' Hemp Rope
- Healer's kit (10)
- Caltrops
- Ball Bearings
- Steel Mirror
- Bottle of Black Ink
- Quill
- Parchment (10)
- Small Knife
- Parchment from dead mentor with drawings of raging bonfires, pillars of lightning, noxious-looking gas clouds, icy storms and waves of acid surrounding 10 evil-looking eyes, and the words "i' mori alu" (the dark waters) 

Money: 12 GP

Personality Trait: There's nothing I like more than a good mystery, and nothing excites me more than solving it.
Ideal: Self-Improvement. The goal of a life of study is the betterment of oneself.
Bond: I seek to uncover magical lore, especially in relation to the Weave.
Flaw: I am easily distracted by the promise of information.

[sblock=Background]
A red sky at night, a sailors' delight.
A red sky at morning, a sailor's warning.

Carad'anoron Isilme (Carad for short) was borned on isle of Evermeet on the very moment of the Spellplague, which was triggered by the assassination of the goddess Mystra and the subsequent convulsion of the Weave. The arcane forces ripped the island into the Feywild, amongst other chaos that resulted throughout the realms. His birth was thus seen as a ill omen, leading to his naming - "Red Dawn", to ward against the ill fortune of his untimely birth and also to foreshadow the future chaos the Spellplague would bring.

As a result, as Carad was growing up, those who knew him inevitably kept him at a arms' length, consciously or unconsciously associating him with the disaster wrought by the Spellplague. The one exception was Kuune'ithil, the High Priestess of Mystra who took him under her wing, not just to comfort him, but also because she noted that Carad was strongly fey-touched, likely a result of his birth occurring just when the land was transported to the Feywild. Under her tutelage, Carad grew to appreciate the teachings of the church and grew an interest in magical lore. In time, he also honed his fey-gifted abilities to serve the church as a scout, seeking to learn of the effects caused by the Spellplague to the Toril lands which Evermeet left behind.

The Spellplague ended with the event known as Mystra's Return. Her rebirth and the consequent tremor throughout the Weave triggered a vision in Kuune'ithil. The vision was so overwhelming that the shock claimed her life, but not before she recorded what she saw on a parchment and passed it to Carad.

Carad thus struck forth into the lands of Toril, seeking to uncover the mystery of his mentor's vision. His travels led him eventually to the Black Tide mercenary company on the Sword Coast. Suspecting some connection with the cryptic words "i' mori alu" left by Kuune'ithil on the parchment, Carad joined the band as a scout and harrier, whilst surreptitiously investigating any possible links with the drawings left by his mentor, spending many nights listening to the half-crazed ramblings of Venn for possible clues.

The investigations turned up nothing for months and Carad was on the verge of leaving, until the fateful bandit job. He survived the dragon attack primarily because he was at the fringe of the group, and slipped through the bandit counter-attack via a timely brief escape into the fey. He eventually managed to link back up with the Morgan, his field officer, Venn and Hunter, making use of illusions to mask their escape to Scornubel. Finally, the connection with Kuune'ithil's visions seemed to be falling into place, and Carad debated whether it was time to share this piece of mystery with his surviving companions.

[/sblock]
 
Last edited:

Forged Fury

First Post
LT Morgan Cavendish - Half-Elf Battlemistress

Crusader-Female.jpg
Code:
Name:       Morgan Cavendish
Class:      Fighter (Battlemistress) 3
Race:       Half-Elf
Background: Soldier
Size:       Medium (5'6", 125 lbs)
Gender:     Female
Alignment:  Lawful Good

STR: 16 (+3) Save: +5    HP: 28 (3d10+6)
DEX: 08 (-1)             AC: 19 (Chainmail + Shield + Fighting Style)
CON: 14 (+2) Save: +4
INT: 10 (+0)             Speed:   30
WIS: 12 (+1)             Init:    -1
CHA: 16 (+3)             Passive Perception: 13


Skills:                  Abilities:
Acrobatics         -1    Darkvision
Animal Handling    +1    Fey Ancestry
Arcana             +0    Defensive Fighting Style
*Athletics         +5    Second Wind
Deception          +3    Action Surge
*History           +2    Combat Superiority (4d8/DC13): Distract, Feint, & Rally
*Insight           +3    Student of War (Cartography)
*Intimidation      +5    
Investigation      +0
Medicine           +1
Nature             +0
*Perception        +3
Performance        +3    Military Rank (Officer)
*Persuasion        +5
Religion           +0
Sleight of Hand    -1
Stealth            -1
Survival           +1

Proficiencies:
Armor: All Armor & Shields
Weapons: Martial Weapons & Simple Weapons
Tools: Cartography, Dragonchess, & Vehicles (Land)
Languages: Common, Dwarvish, & Elvish

Spellcasting:
Spell Attack Modifier: NA
Spell Save DC: NA
Cantrips Known: None
Spells Known: None
Spell Slots: -/-/-/-/-/-/-/-

Feats:
None

Weapon                Attack  Damage     Type  Range
Flail                  +5     1d8+3        B
Handaxe                +5     1d6+3        S  (20/60)
Javelin                +5     1d6+3        P  (30/120)
Dagger                 +5     1d4+3        P  (20/60)

Equipment:
Chain Mail
Flail
Shield
Dagger
Javelin (4)
Lieutenant Rank Insignia
Tattered & Burned Black Tide Standard
Common Clothes
Backpack
- Deck of Cards
- Dragonchess Set
- Book of Military History
- Healer's Kit (10 Uses)
- Cartographer's Tools
- Bedroll
- Mess Kit
- Tinder Box
- Torch (10)
- One Day's Rations (10)
- Waterskin
- 40' Hemp Rope

Money: 15 GP

Personality Trait: I'm always polite and respectful.
Personality Trait: I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
Ideal: Greater Good, Our lot is to lay down our lives in defense of others.
Bond: I fight for those who cannot fight for themselves.
Flaw: I obey the law, even if the law causes misery.

[sblock=Background]Morgan was the daughter of Sergeant Alistair Cavendish, a respected leader of the Black Tide mercenary company, and Adrie Nailo, one of the Black Tide camp followers. When Morgan was young, Adrie was killed during a campaign when an orc band the Black Tide had been contracted to eliminate infiltrated the rear element of the Company and killed many of the support staff. In the aftermath, Alistair found Morgan hidden under the body of her mother. In respect for the elf woman's sacrifice, Alistair chose to take responsibility for raising the girl.

Once she was of age, Morgan elected to join the Black Tide. Due to her natural charm as well as her long association with and understanding of the workings of the Company, she was made an officer. Leading a platoon of infantry soldiers, she gained a greater understanding of warcraft. Alistair kept her learning continuous by giving her a book of military history and teaching her how to play the game of dragonchess.

Recently, the Black Tide was hired to find the leader of a group of bandits, a half-dragon named Rezmir. It was believed that the bandits had been spotted launching raids from the Hill of Lost Souls area. When the Company reached the area, they moved to engage the bandits, but were ambushed by a red dragon from the hill. Staying well out of any danger, the dragon was nonetheless able to break the Company, bathing huge swaths of the battlefield in fire. The bandits swept through the remaining force, and then quit the field, moving out to the south. Alistair Cavendish was among those slain.

Morgan was one of the few survivors of the attack. She found Venn wandering the blasted battlefield, presumably searching for more mysteries. Joined by the scouts Hunter and Carad, they decided to retreat and regroup in Scornubel. When they arrived, they were met by a wood elf named Jeni who was looking for Alistair on behalf of another elf from Greenest. Having little in the way of funds to fall back on, the survivors joined with the elf and began their journey to Greenest.[/sblock]
 
Last edited:

Steve Gorak

Adventurer
jeni.jpg
Code:
Name:       Jenivestia "Jeni" Elananthael
Class:      Moon druid
Race:       Wood elf
Background: Outlander
Size:       Medium (5'6", 125 lbs)
Gender:     Female
Alignment:  Neutral Good

STR:  8 (-1)             HP: 21 (3d10+3)
DEX: 16 (+3)             AC: 16 (1 leather + 2 Shield + 3 dex)
CON: 13 (+1) 
INT: 12 (+1) Save:+4     Speed:   35
WIS: 16 (+3) Save:+5     Init:    +3
CHA: 10 (+0)             Passive Perception: 15


Skills:                  Abilities:
Acrobatics         +3    Darkvision
Animal Handling    +3    Fey Ancestry: Adv vs Charm, immune to magic sleep
Arcana             +1    Trance (4h rest)
*Athletics         +1    Fleet of Foot: base speed 35'
Deception          +0    Mask of the Wild: Can hide with only light obscurement in natural environment
History            +1       (lightly obscured by foliage, heavy rain, falling snow, mist, etc)
*Insight           +5    Wildshape (CR 1, no fly), 2x any rest
Intimidation       +0    
Investigation      +1    Background feature: Wanderer
Medicine           +3      Excellent memory for maps and geography, 
Nature             +1       can find food and water for group 
*Perception        +5 
Performance        +0    
Persuasion         +0
Religion           +1
Sleight of Hand    +3
*Stealth           +5
*Survival          +5

Proficiencies:
Armor: Light, Medium, shields (only nonmetal armor)
Weapons: Clubs, daggers, darts, jevelins, maces, staves, scimitars, sickles, slings, spears
Skills: Insignt, survival
Tools: Herbalism Kit
Saves: Intelligence and Wisdom
Skills from outlander background: Athletics, stealth (replaces survival), musical instrument (lute) 


Spellcasting:
Spell Attack Modifier: +5
Spell Save DC: 13
Cantrips Known: Druidcraft, mold earth
Spells Known (6):
Level 1: goodberry, Entangle, Faerie Fire, Healing Word
Level 2: Moonbeam, barkskin
Spell Slots: 4/2/-/-/-/-/-/-

Feats:
None

Weapon                Attack  Damage     Type  Range
longbow               +5      1d8+3      P     150/600  
scimitar	      +5      1d6+3      S
Dagger                +5      1d4+3      P     20/60
	

Equipment:
•  a wooden shield 
•  dagger
•  Scimitar
•  Leather armor
•  Staff (druidic focus)
•  explorer’s pack
   - backpack, 
   - bedroll, 
   - a mess kit, 
   - a tinderbox, 
   - 10 torches, 
   - 10 days of rations 
   - a waterskin. 
   - 50 feet of hempen rope strapped to the side of it.

A staff, a hunting trap,  a trophy from an 
animal you killed, a set o f traveler’s clothes,  and a belt 
pouch containing Money

Longbow
2 quivers of arrows

Money: 6 GP

Additional gear purchased
50gp longbow
2gp 2 quivers
2gp dagger

3 oil flasks with trips of cloth wrapped around the neck (obtained from the keep's armory)


Personality Trait: I place no stock in wealthy or well-mannered folk.  Money and manners won’t save you from a hungry olbear.
Ideal: Greater Good,   It is each person’s responsibility to make the most happiness for the whole tribe.
Bond: The dragons destroyed everything you hold dear. They killed your family and destroyed your home. Now, with nothing but what you carry on your back and a horrid scar of the near fatal wounds you sustained in the attack, you seek revenge.
Also, the people of Greenest took you in. Anyone who threatens Greenest is your sworn enemy.
Flaw: I  remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me

[sblock=Background]Jenivestia Elananthael, known as Jeni in Greenest, grew up with her clan of woodelves in the Woods of the Sharp Teeth.
They had incorporated some old ruins into their village, including some with strange inscriptions and murals. One night, their peace was shattered in fire and steel as raiders attacked the village.
They seemed more intent on driving the elves from the ruins than actual theft or bloodshed. Jeni and the other survivors made their way southeast to Greenest.
Some of the refuges have settled down there, some have left to other corners of the world.
One of the elves, known to Jeni, is a monk named Leosin Erlanthar. He is a scholar and traveler. He keeps leaving Greenest, trying to find the truth behind the attack and the ruins.
He believes something is coming and has sent Jeni to Scornubel with a note for Alistair Cavendish.
He has heard that the Black Tide hunts the half-dragon Rezmir and believes their causes may be linked.
However, when Jeni arrives in town, she finds only a few Black Tide left
[/sblock]
 
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Spartain104

First Post
Venndur "Venn" Elkezerai, the Mad Magician

old wizard.jpg
Code:
Name:       Venndur "Venn" Elkezerai
 Class:      Warlock 3 Of the Great Old Ones (Unknown entity)
 Race:       Half-Elf
 Background: Mad Hermit
 Size:       Medium (5'7", 130 lbs)
 Gender:     Male
 Alignment:  Chaotic. Just chaotic.
 STR: 08 (-1)     HP: 27 (8+3, +8(5+3), +8(5+3))
 DEX: 08 (-1)             AC: 10 (Leather(11) + Dex (-1))
 CON: 16 (+3)               Speed:   30
 INT: 10 (+0)             Initiative -1
 WIS: 15 (+2) Save: +4          Passive Perception: 12  
 CHA: 17 (+3) Save: +5           

 Skills:                  Abilities:
 Acrobatics         -1    Darkvision
 Animal Handling    +2    Fey Ancestry
 *Arcana             +2    Telepath communication up to 30ft
 Athletics         -1    Incantation: Eyes of the Rune Keeper: can read all writing
 Deception          +3    Incantation: Agonizing Blast (+CHAMOD to eldritch blast damage)
 *History           +2    
 *Insight           +4    
 Intimidation      +3    
 *Investigation      +2
 *Medicine           +4
 Nature             +0
 Perception        +2
 Performance        +3    
 Persuasion        +3
 *Religion           +2
 Sleight of Hand    -1
 Stealth            -1
 Survival           +2
Proficiencies:
 Armor: Light Armor
 Weapons: Simple Weapons
 Tools: Herbalist Kit
 Languages: Common, Elvish, Draconic
 Spellcasting:
 Spell Attack Modifier: +5 (Cha+3 prof+2)
 Spell Save DC: 13 (8+2+3)
 Cantrips Known: Eldritch Blast, Poison Spray, *Prestidigitation, *Light, and *Blade Ward. (* spells from Tome Pact)
 Spells Known: Witch Bolt, Crown of Madness, Hold person, Hellish Rebuke
Spell Slots: -/2/-/-/-/-/-/-
 Feats:
 None
 Weapon                Attack  Damage     Type  Range
 Quarterstaff             +1     1d8-1        B
 Eldritch Blast           +5     1d8+3       Force  (120)
 Dagger                 +1     1d4-1           P    (20/60)
 Poison Spray DC13 Con Save 1d12      Poison (10)
 Hellish rebuke DC13 Dex save 3d10     Fire    (60) Half damage on fail (Reaction to attack)
 Witch Bolt            +5     2d12          Lightning (120) 1d12 each turn if concentrated/sustained
 Equipment
 Leather tatters
 Quarterstaff
 Arcane Focus
 Dagger (2)
 Common Clothes
Winter cloak
 Backpack
 - Bottle of ink and pen
 - Book of lore
 - Tome of ancient warlock gone mad
 - Herbs
 - Herbalist Kit
 - Bedroll
 - small knife
 - bag of sand
 - Torch (2)
 - One Day's Rations (10)
 - Waterskin
 - Scrolls of various indecipherable notes
 Money: 65 GP
 Personality Trait: I've been isolated so long I've forgotten common niceties and speech. Very confusing and cryptic.
 Personality Trait: I connect everything that happens to a grand cosmic plan
 Ideal: Inquiry and Curiosity are the pillars of progress.
 Bond: My isolation and research brought be closer to knowledge of a great evil. It seems only I know of the great folds in the plan.
 Flaw: I like wine. Like a lot.
  Flaw: I'd risk everything for more knowledge.
[sblock=Background]Venn is a strange man. Born of mixed racial background and sort of left to his own devices he was soon enthralled with magic. He fled his childhood home and began to search for answers. Of course, oftentimes its what you search for that reaches back. As Venn began to learn more of the ancient magicks in the world he was "contacted" by a strange being. Afterwards he had no memory of the encounter other than a simple task. To search for more. More what? He assumed magic, but he does not know. Within his mind he carries a burning sensation for more knowledge and not just any knowledge but the most secret, ancient and forgotten texts.

He soon found his new powers inherently. Bestowed upon him by the being he uses them to further his research and go where he was once too afraid to go. The burning thirst eventually led him to a tome. Locked away in a deep dungeon that held magicks lost to mortals. Although unable to decipher all the texts he had begun to gleam various spells and incantations. Moving on his adventures he continued his practice while searching and eventually came into the hands of The Black Tide. With knowledge of herbal lore and a clever knack for the arcane he was soon a sort of strange addition to the company. He helped tend to the wounded on the road, and often told strange tales when inebriated at night. They liked Venn, strange as he was. He spoke funny, and cryptic messages were his forte. However they knew not to cross him, for the searing bolts of ethereal power he used to cauterize his enemies were more than enough to do the job. There were even strange tales of the things he may have done to get his powers.

Nonetheless the company had a spell-caster, he aided in retrieving items, solving riddles, and healing the sick. Occasionally he would join in the fray, warding blows and dueling other spell-casters. During the dragon attack he fled with Morgan Cavendish, whom he trusted simply because he could remember her name. Together they sought refuge in the nearby town of Scornubel. Venn hasn't spoken since the encounter, but he follows Morgan willingly. As for Carad and Hunter, Venn simply dismisses them as barbaric brutes and sly thieves. He is constantly on the lookout for Carad picking his pockets (he assumes he picks all pockets) and worries Hunter will break his neck while he sleeps (probably from some misinterpreted remark). He does notices the elf watching him while he speaks and wonders what to make of it. If only for a moment.

Outwardly a shell, he seems to just do as she commands as a remnant of his past with the company. Yet inside, his mind ticks away as he contemplates what secrets those dragons may know...[/sblock]
 
Last edited:

Skarsgard

Explorer
View attachment 70122








Code:
Name:       Agowawere "Hunter" Tsyffonji
Class:      Barbarian (Wolf Totem) 3
Race:       Human - Chult
Background: Outlander - exile
Size:       Medium (5'5", 145 lbs)
Gender:     male
Alignment:  ChaoticGood

STR: 16 (+3) Save: +5    HP: 26 (3d12)
DEX: 14 (+2)             AC: 17 (Chainshirt +dex + Shield)
CON: 10 (+0) Save: +2
INT: 10 (+0)             Speed:   30
WIS: 16 (+3)             Init:    +2
CHA: 8 (-1)             Passive Perception: 20


Skills:                  Abilities:
Acrobatics         +2    Rage 3/day
Animal Handling    +3    Reckless Attack
Arcana             +0    Unarmoured Defence
*Athletics         +5    Danger Sense
Deception          -1    Spirit Seeker - beast sense, speak with animals
History           +0    Totem Spirit - Wolf
Insight           +3    Wanderer
Intimidation      -1    
Investigation      +0
Medicine           +3
*Nature            +2
*Perception        +5
Performance        -1    
Persuasion        -1
Religion           +0
Sleight of Hand    +2
*Stealth            +4
*Survival           +5

Proficiencies:
Armor: Light and medium Armor & Shields
Weapons: Martial Weapons & Simple Weapons
Tools: Flute
Languages: Common, Draconic & Elvish


Feats:
Observant

Weapon                Attack  Damage     Type  Range
Warhammer               +5     1d8+3        B
Handaxe                +5     1d6+3        S  (20/60)
Javelin                +5     1d6+3        P  (30/120)


Equipment:
Chain Shirt
Warhammer
Shield
Hand Axe (2)
Javelin (4)
Wolf head headdress
Travellers Clothes
Backpack
- Bedroll
- Mess Kit
- Tinder Box
- Torch (10)
- One Day's Rations (10)
- Waterskin
- 50' Hemp Rope
- Beltpouch
- Hunting Trap

Money: 0 GP

Personality Trait: I have a lesson for every situation, drawn from observing nature
Ideal: Change, Life is like the seasons, in constant change and we must change with it.
Bond: My tribe is the most important thing in my life, even if they are far from me..
Flaw: I am too enamoured of ale, wine or other intoxicants

[sblock=Background]
Agowawere tsyffonji was a scout for the black tide on the fateful day the dragon attacked and fled to with the others. Originally from the steaming jungles of chult he was exiled after an unsuccessful bid for the chieftainhood.

The dark skinned warriors fled north and found employment with the black tide. With him he took the secrets of hi tribes wolf spirit to aid him. Soon they became his new tribe and after the attack he felt as if he had failed them as well.

He is dour and weighed down by the bitter disappointments of his life and often turns to drink.

Recently, the Black Tide was hired to find the leader of a group of bandits, a half-dragon named Rezmir. It was believed that the bandits had been spotted launching raids from the Hill of Lost Souls area. When the Company reached the area, they moved to engage the bandits, but were ambushed by a dragon from the hill. Staying well out of any danger, the dragon was nonetheless able to break the Company, bathing huge swaths of the battlefield in fire. The bandits swept through the remaining force, and then quit the field, moving out to the south.

Having been recovered by Morgan, they decided to retreat and regroup in Scornubel. When they arrived, they were met by a wood elf named Jeni who was looking for Alistair on behalf of another elf from Greenest. Having little in the way of funds to fall back on, the survivors joined with the elf and began their journey to Greenest.[/sblock]
 

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