D&D 5E [RG] Escape From Castle Illvithar


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Forged Fury

First Post
Whisper, Halfling Rogue (RIP)

Whisper.jpg

Code:
Name:       Whisper
Class:      Rogue (Arcane Trickster) 3 (XP: 2,123)
Race:       Halfling (Stout)
Background: Urchin
Size:       Small (3', 40 lbs)
Gender:     Female
Alignment:  ???

STR: 10 (+0)             HP: 0/27 (3d8 HD)
DEX: 16 (+3) Save: +6    AC: 14 (Leather + DEX)
CON: 16 (+3)
INT: 10 (+0) Save: +3    Speed:   25
WIS: 14 (+2)             Init:    +3
CHA: 08 (-1)             Passive Perception: 14


Skills:                  Abilities:
*Acrobatics        +5    Lucky: Reroll 1s on attack/ability/save
Animal Handling    +2    Brave: Advantage vs. Frightened
Arcana             +0    Nimbleness: Move through space of larger creatures
*Athletics         +2    Stout: Advantage on poison saves and resistance to poison damage
Deception          -1    Expertise: Stealth & Thieves Tools
History            +0    Sneak Attack: 2d6 if advantage on attack or ally within 5' of target
Insight            +2    Thieves' Cant
Intimidation       -1    Cunning Action: Bonus action to Dash, Dodge, or Hide
*Investigation     +2    Mage Hand Legerdemain: Use [I]Mage Hand[/I] to pick locks/disarm traps/etc, adds to Cunning Action
Medicine           +2    
Nature             +0    City Secrets
*Perception        +4
Performance        -1
Persuasion         -1
Religion           +0
*Sleight of Hand   +5
*Stealth (E)       +7
Survival           +2

Proficiency:
Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbow, Longsword, Rapier, & Shortsword
Tools: Disguise Kit & Thieves Tools
Languages: Common & Halfling

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

Magic
Cantrips: [I]Dancing Lights, Mage Hand[/I], & [I]Message[/I]
Spells Known: [I]Color Spray, Detect Magic, & Silent Image (1st)[/I]
Spell Slots: 2/-/-/-/-
Spell Save DC = 10, Spell Attack Modifier: +2

Equipment:
Short Sword
Short Bow
Arrows (31)
Dagger (2)
Spell Component Pouch
Thieves Tools
[I]Wand of Secrets[/I]
[I]Nothing to See Here[/I]​ Book
Leather Armor
Magic Robe (+1 All Saves)
Backpack
Crowbar
Map of Waterdeep
Pet Rat (Estelle)
Hammer
Pitons (9)
Torches (9)
Tinderbox
Day's Rations (14)
Waterskin (Empty)
50' Hemp Rope
Common Clothes

Money: 10GP

Personality Trait: I like to squeeze into small places where no one else can get to me.
Personality Trait: I think anyone who’s nice to me is hiding evil intent.
Ideal: I help the people who help me—that’s what keeps us alive.
Bond: I owe a debt I can never repay to the person who took pity on me.
Flaw: People who can't take care of themselves get what they deserve.

Background: Whisper was born an orphan on the cruel streets of Waterdeep. She never knew her parents and has no idea how she became to be in her situation. Taken in by a local thieves guild, she survived initially as a panhandler and occasional pickpocket, before moving up to greater levels of larceny, eventually developing skill at second-story work. Recently, Whisper's throat was cut after finding herself on the wrong end of a bloody civil war within her thieve's guild. Although she should have died, she woke to a mysterious black-robed figure who nursed her to health and told her that her destiny would soon call to her. As a result of the grievous wound, her voice has now been reduced to a harsh whisper and a mass of scar tissue crosses her throat like a choker. Not trusting the man, she escaped and fled into the alleys of Waterdeep.
 
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tglassy

Adventurer

old_dwarven_paladin_by_seraph777-d7yhgzn.jpg



Code:
Name: Koregar
Code:
[SIZE=3][COLOR=#000000][FONT=Calibri]Gender: Male[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Race: Mountain Dwarf[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Class: Paladin 3 (Vengeance) (1573 xp)[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Alignment: ??? [/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Background: Guild Artisan
[/FONT][/COLOR][/SIZE]Height: 4' 8"
Weight:  175
[FONT=Calibri][SIZE=3][COLOR=#000000]
[/COLOR][/SIZE][/FONT]
[SIZE=3][COLOR=#000000][FONT=Calibri]Attributes:[/FONT][/COLOR][/SIZE]
[FONT=Calibri][SIZE=3][COLOR=#000000]Str: 17                                                [/COLOR][/SIZE][SIZE=3][COLOR=#000000]HP: 31[/COLOR][/SIZE][/FONT]
[FONT=Calibri][SIZE=3][COLOR=#000000]Dex: 11                                              [/COLOR][/SIZE][SIZE=3][COLOR=#000000]AC:18 (Chain mail plus shield)[/COLOR][/SIZE][/FONT]
[FONT=Calibri][SIZE=3][COLOR=#000000]Con: 17                                              [/COLOR][/SIZE][SIZE=3][COLOR=#000000]Speed:25[/COLOR][/SIZE][/FONT]
[FONT=Calibri][SIZE=3][COLOR=#000000]Int: 10                                                [/COLOR][/SIZE][SIZE=3][COLOR=#000000]Initiative:+0[/COLOR][/SIZE][/FONT]
[FONT=Calibri][SIZE=3][COLOR=#000000]Wis: 8                                                 [/COLOR][/SIZE][SIZE=3][COLOR=#000000]Passive Perception: 9[/COLOR][/SIZE][/FONT]
[SIZE=3][COLOR=#000000][FONT=Calibri]Cha: 12[/FONT][/COLOR][/SIZE]

[SIZE=3][COLOR=#000000][FONT=Calibri]Skills:[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Athletics: +5[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Insight: +1[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Intimidation: +3[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Persuasion: +3[/FONT][/COLOR][/SIZE]


[SIZE=3][COLOR=#000000][FONT=Calibri]Features:[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Darkvision: 60 Ft[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Adv on save vs. Poison, poison resistance[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Double prof on history checks concerning stonework[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Detect location of celestial, fiend, or undead, and anyconsecrated or desecrated place[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Lay on Hands: 10hp[/FONT]
[FONT=Calibri]Dueling Fighting Style[/FONT]
[FONT=Calibri]Spellcasting[/FONT]
[FONT=Calibri]Divine Smite[/FONT]
[FONT=Calibri]Channel Divinity (Abjure Enemy and Vow of Enmity)
[/FONT]Divine Health (Immune to disease)

[FONT=Calibri]Spells:[/FONT]
[FONT=Calibri]Detect Magic[/FONT]
[FONT=Calibri]Searing Smite[/FONT]
Bane
Hunter's Mark

[/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Proficiencies:[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]All weapons and armors[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Smith’s tools[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Glassblower’s tools[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Common[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Dwarvish[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Infernal[/FONT][/COLOR][/SIZE]

[FONT=Calibri][SIZE=3][COLOR=#000000]Weapons:            [/COLOR][/SIZE][SIZE=3][COLOR=#000000]Attack        [/COLOR][/SIZE][SIZE=3][COLOR=#000000]Damage[/COLOR][/SIZE][/FONT]
[FONT=Calibri][SIZE=3][COLOR=#000000]Battleaxe:           [/COLOR][/SIZE][SIZE=3][COLOR=#000000]+5              [/COLOR][/SIZE][SIZE=3][COLOR=#000000]1d8+ 5 (Dualing Fighting Style)[/COLOR][/SIZE][/FONT]
[FONT=Calibri][SIZE=3][COLOR=#000000]Javelin:                 [/COLOR][/SIZE][SIZE=3][COLOR=#000000]+5             [/COLOR][/SIZE][SIZE=3][COLOR=#000000]1d6 + 3[/COLOR][/SIZE][/FONT]

[SIZE=3][COLOR=#000000][FONT=Calibri]Equipment:[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Smith’s tools[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Letter of Introduction from Guild[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Bone Dice[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Traveler’s clothes[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Belt pouch[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Battleaxe and Shield[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Five Javelins[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Chain Mail[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Explorer’s Pack[/FONT][/COLOR][/SIZE]
[SIZE=3][COLOR=#000000][FONT=Calibri]Holy Symbol (Pendant on necklace)[/FONT][/COLOR][/SIZE]

[SIZE=3][COLOR=#000000][FONT=Calibri]Money: 15 gp[/FONT][/COLOR][/SIZE]




Koregar is not a lucky dwarf. In fact, most of his life might be what most would consider unlucky. He spent most of his life in the artisan's guild, makin' crafty things for others to buy. Unfortunately, nobody really took to his style, which was simplistic and lacked imagination, as most would say.

But he eked out a living, and even managed to find himself a woman willin' to bear him children!

But none of them survived to adulthood. Six children, he did have. Three died 'afore they were out of diapers, two to goblins that raided his house, and the last one...

He doesn't like to think about that last one. That was nigh fifty years ago, and he has yet to get over it. His poor wife did not. Took to illness, and the healers and clerics said she was fadin' because she had no will to go on, seeing their most recent, poor little one turn out so.

His business went under soon after he put her in the stone, and he left his community, to seek what he may. 200 years he had been a craftsman, and his beard had turned white, but he still felt as strong as he did a hun'red years ago. Recently, he found the voice of the divine flowing into his hairy ears, but has been trying to ignore it. While he was a good dwarf, and always said his prayers to Moradin, part of him just can't let go of his children, and can't help but wonder why the gods would pick on him so.

But the power did come, and he started using it to kill as many goblins as he could find. That's what he was doin' the last he remembered...before he found himself strung up by his arms like a sack of meat!
 
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Uller

Adventurer
Siljar.png

Code:
Name:       Siljar
Class:      Wizard 1
Race:       Human
Background: Sage
Size:       Medium (5' 8", 140 lbs)
Gender:     Male
Alignment:  Lawful ???

STR: 11 (+0)             HP: 7 (1d6 HD) Current: 7
DEX: 14 (+2)  	         AC: 12 (DEX)
CON: 13 (+1)
INT: 16 (+3) Save: +5	 Speed:   30
WIS: 15 (+2) Save: +4    Init:    +2
CHA: 09 (-1)             Passive Perception: 12


Skills:                  Abilities:
Arcana (+5)		 Spellcasting (DC 13, Atk +5)
History (+5)                Arcane Recovery
Investigation (+5)
Medicine (+4)

Spell Slots:
1st: 2

Used:
1st: 0

Spellbook:
Cantrips: Light, Minor Illusion, Ray of Frost
1st: Mage Armor, Shield, Magic Missile, Sleep, Unseen Servant, Comprehend Languages

Prepared:
1st: Shield, Magic Missile, Sleep, Unseen Servant

Proficiency:
Armor: None
Weapons: Daggers,darts,slings,quarterstaffs,light	
crossbows
Tools: None
Languages: Common, Dwarvish, Elvish, Infernal

Weapon        Attack  Damage          Type  Range
Quarterstaff  +0      1d8 (versatile) B    
Ray of Frost  +5      1d8 	      Cold  60'

Equipment:
Quarterstaff
Arcane Focus (Orb)
backpack
bedroll
mess kit
tinderbox
10 torches
10 days	of rations
waterskin
50 feet	of hempen rope	
Spellbook
Bottle of Black Ink
Quill
Small Knife
A letter from a lost colleague regarding secrets below castle Illvithar
Common Clothes
10 gp
A silver skull the size of a coin


Money: 10GP

Small, clever, quick but thoroughly miserable as a child, Siljar lived on the fringes of his town, both literally and in the sense that he was generally despised by the other children.

He spent most of his time alone in his uncle's library reading books of forgotten lore and (when none of the servants were about) sneaking peeks at the more...forbidden...tomes. This enraged his uncle who (recognizing the boy's potential) sent the incorrigible boy to study with a friend. Siljar's new master was not so kind and was incredibly strict. It took some getting used to but the regimented atmosphere focused the young wizard's mind and he learned a sense of strict discipline.
His master left on an errand, promising to return in several days. Weeks passed. He never came back. Debt collectors came calling. Young Siljar did his best to keep them at bay and pay what he could but eventually it became clear that his master's home would be forfiet. Siljar gathered what he could carry and left. Among his master's belongings he found a scrap of paper with scribblings about lost secrets below Castle Illvithar.

So he set out in search of the place and his only clue as to the location of his lost mentor. The journey was difficult and dangerous. Along the way most what he salvaged was lost, consumed or bartered away for passage or room and board. And now he has awoken here...somewhere under the castle...
 

Azurewraith

Explorer
104087319274cfee7773de8fe3ec782d.jpg
Naeris.
Height5ft 3
Weight95lbs


Naeris was raised in the Underdark far away from civilization near a tear into the Feydark, his house was exiled long ago but this wasn't spoken of for generations and only the oldest of the house remember this. Naeris was only 56 when he slew his first opponent a Hulking cyclops that broke through the line and was heading towards the settlement Naeris grabbed his Shortbow and hit the beast again and again with a volley of arrows until it fell, to this day he still wears its eye on a string around his neck.

When Nareis was 70 he joined the ranks of the other warriors of his house repelling the fey invaders until one day a Formorian was riding a purple worm which tore through the line of Drow straight through the tiny camp exterminating anyone and everything in its path by some ill fortune Naeris survived the only one.... As far as Naeris was concerned he was the last drow alive. He had never been told of menzobran or any others of his kind he is also haunted by the screams of his family as the worm devoured them when ever he finds his mind wandering from the task at hand.

Been filling this in through out the day with both kids, hope i didn't miss everything and it all reads ok ill get round to checking it at some point...

Eventually Naeris recovered from his wounds and did all he could think of wander endlessly almost aimlessly his superb training keeping him one step ahead of the horrors in the Underdark. One day Naeris found his way upwards into a place that reeked of pure evil having nothing to lose he ventured further up the passage.



 
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Creamsteak

Explorer
Caretaker
Large undead, neutral evil

Armor Class 8
Hit Points 180 (19d8 + 95)
Speed 20 ft.

Str 19 (+4)
Dex 6 (-2)
Con 20 (+5)
Int 6 (-2)
Wis 10 (+0)
Cha 5 (-3)

Damage Immunities poison
Condition Immunities poisoned
Damage Vulnerability Fire, Radiant

Senses passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 5 (1800 XP)

Berserk Whenever a caretaker is damaged by fire it must make a Constitution saving throw (DC 12) or catch fire. If the caretaker catches fire it gains the benefits of the haste spell but also takes 2d8 fire damage (before vulnerability) at the end of each of its turns. It can make a Constitution saving throw as an action (DC 12) to extinguish its flames and end this effect. If the caretaker falls to 0 hit points while berserk it explodes dealing 8d6 fire damage in a 20 foot radius burst (DC 12 for half).

Combustible Bodily Fluids If a caretaker is ever below its maximum hit point total it leaks a flamable 5 ft wide trail of black fluid everywhere it goes. For every 40 points of damage the caretaker has currently taken this trail widens by 5 additional feet. If ignited, this trail burns for 1 round dealing 2d6 fire damage to all targets in the area (reflex save DC 12 for half) including the caretaker.

Angler Caretakers can have a magical lightsource attached to their bodies to allow them to see in darkness. This light emits bright light in a 30 foot radius and dim light out to 60 feet. The light source has an AC of 20 and 1 hit point.

Actions
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

Lurching. When damaged by a ranged attack, the caretaker can move its speed towards the source of the damage. It can take this reaction once on each other creature's turn.
[sblock]yorick.jpg[/sblock]
 
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Azurewraith

Explorer
Caretaker
Large undead, neutral evil

Armor Class 8
Hit Points 180 (19d8 + 95)
Speed 20 ft.

Str 19 (+4)
Dex 6 (-2)
Con 20 (+5)
Int 6 (-2)
Wis 10 (+0)
Cha 5 (-3)

Damage Immunities poison
Condition Immunities poisoned
Damage Vulnerability Fire, Radiant

Senses passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 5 (1800 XP)

Berserk Whenever a caretaker is damaged by fire it must make a Constitution saving throw (DC 12) or catch fire. If the caretaker catches fire it gains the benefits of the haste spell but also takes 2d8 fire damage (before vulnerability) at the end of each of its turns. It can make a Constitution saving throw as an action (DC 12) to extinguish its flames and end this effect. If the caretaker falls to 0 hit points while berserk it explodes dealing 8d6 fire damage in a 20 foot radius burst (DC 12 for half).

Combustible Bodily Fluids If a caretaker is ever below its maximum hit point total it leaks a flamable 5 ft wide trail of black fluid everywhere it goes. For every 40 points of damage the caretaker has currently taken this trail widens by 5 additional feet. If ignited, this trail burns for 1 round dealing 2d6 fire damage to all targets in the area (reflex save DC 12 for half) including the caretaker.

Angler Caretakers can have a magical lightsource attached to their bodies to allow them to see in darkness. This light emits bright light in a 30 foot radius and dim light out to 60 feet. The light source has an AC of 20 and 1 hit point.

Actions
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

Lurching. When damaged by a ranged attack, the caretaker can move its speed towards the source of the damage. It can take this reaction once on each other creature's turn.
Not to be messed with R.I.P Naeris. Funnily enough if we didn't set it alight he would still be alive.
 


Creamsteak

Explorer
Evil Otto
Medium beast, neutral evil

Armor Class 12 (natural armor)
Hit Points 90 (12d12 + 12)
Speed fly 30 ft.

STR 19 (+4)
DEX 10 (+0)
CON 13 (+1)
INT 3 (-4)
WIS 12 (+1)
CHA 7 (-2)

Skills Perception +3
Senses blindsight 120 ft., passive Perception 13
Languages -
Challenge 4 (1100 XP)

Berserk. In combat, whenever Otto starts its turn roll a d4. On a 4, Otto's fly speed increases by 15 ft.

ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Otto can't bite another target.

Swallow. Otto makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover againt attacks and other effects outside Otto, and it takes 10 (3d6) acid damage at the start of each of Otto's turns. Otto can only have one target swallowed at a time. If Otto takes 15 damage or more on a single turn from a creature inside it, Otto must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of Otto. If Otto dies, any swallowed creatures are no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. If a creature dies within Otto, Otto must make a constitution saving throw (DC 16) or die. If Otto makes this saving throw, Otto immediately gains 3d12+3 hit points, increases in size, and Otto's fly speed increases by 15 ft.

[sblock]otto.jpg[/sblock]
 
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Creamsteak

Explorer
Bighands
Large aberration, chaotic evil

Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft.

STR 19 (+4)
DEX 10 (+0)
CON 16 (+3)
INT 5 (-3)
WIS 11 (+0)
CHA 5 (-3)

Skills Perception +4
Senses Blindsight 10 ft, passive Perception 14
Languages understands Deep Speech but can't speak
Challenge 5 (1800 XP)

Blood Scent. Bighands can pinpoint, by scent, the location of bleeding creatures, fresh blood, or bloodstone within 300 feet of it.

Multiattack. Bighands makes two claw attacks, one with each claw. If Bighands is grappling a creature, he can also use his bite once.

Little Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and Bighands doesn't have two other creatures grappled.

Big Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and Bighands doesn't have two other creatures grappled.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

[sblock]bighand.jpg[/sblock]
 
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