D&D 5E [OOC] Adventures in Ashwell: The Edge of Dispater

industrygothica

Adventurer
Here's a tentative sheet for Kilvo. Everything is complete except for the backstory, which I'm still brainstorming on. If you'd look over the crunch to make sure everything fits within your vision, I'd appreciate it. Happy to change anything that needs changing. Looking forward to this!

[SBLOCK=Character Portrait]
2d9nwad.jpg
[/SBLOCK]

[SBLOCK=Backstory]
In Progress
[/SBLOCK]

[SBLOCK=Kilvo Greyclaw (Hill Dwarf Artificer 1)]
Name: Kilvo Greyclaw
Sex: Male
Race: Dwarf
Class/Level: Artificer 1
Alignment: Neutral Good
Age: 128
Faction: --
Size: Small (4' 1", 155 lbs.)
Type (Subtype): Humanoid (Hill Dwarf)
Init: +3
Speed: 25ft
Senses: Darkvision 60 ft.
Passive Perception: 9
Languages Common, Dwarven, Elven

STATISTICS
Str 9 (-1), Dex 16 (+3), Con 16 (+3), Int 16 (+3), Wis 9 (-1), Cha 9 (-1)

[SBLOCK=DEFENSE]
AC: 16 (Scale mail, +3 Dex)
HP: 12 (1d8+3, +1 Dwarven Toughness)
Saves: Constitution +5, Intelligence +5
[/SBLOCK]

[SBLOCK=OFFENSE]
Melee: Thunder cannon +5 Attack, 2d6+3 Piercing
Melee: Dagger (range 20/60) +5 Attack, 1d4+3 Piercing
Ranged: Light crossbow +5, 1d8+3
Spell Attack: +5 (INT)
Spell Save DC: 13
[/SBLOCK]

[SBLOCK=SPELLS]
Spell Save DC: 13
Spell Slots: 0, 0, 0, 0, 0, 0, 0, 0, 0
Slots Used: 0, 0, 0, 0, 0, 0, 0, 0, 0
Spells Prepared: (0)
  • Cantrips:Mending (**)
  • Rituals: Detect Magic (**), Identify (**)
  • 1st Level: --
(*) can be cast at higher levels; (**) spell granted via a class feature
[/SBLOCK]

[SBLOCK=SKILLS]
3 Artificer, 2 background; Proficient skills in bold
Mod Attribute Name of Skill
+3 (dex) Acrobatics
-1 (wis) Animal Handling
+5 (int) Arcana
-1 (str) Athletics
-1 (cha) Deception
+5 (int) History
+1 (wis) Insight
-1 (cha) Intimidation
+5 (int) Investigation
-1 (wis) Medicine
+3 (int) Nature
-1 (wis) Perception
-1 (cha) Performance
+1 (cha) Persuasion
+3 (int) Religion
+3 (dex) Sleight of Hand
+3 (dex) Stealth
-1 (wis) Survival
[/SBLOCK]

[SBLOCK=RACIAL FEATURES]
Hill Dwarf
Darkvision: 60 ft
Dwarven Resilience: You have advantave on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency: You gain proficiency with brewer's supplies
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal bonus.
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages: Common, Dwarf
[/SBLOCK]

[SBLOCK=BACKGROUND FEATURES]
Guild Artisan (Tinker)
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: Alchemist's supplies
Feature (Guild Membership): PHB p.133
Languages (one]: Elven

Traits: I always want to know how things work and what makes people tick.
Ideal: I work hard to be the best there is at my craft.
Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.
Flaw: I'll do anything to get my hands on something rare or priceless.
[/SBLOCK]

[SBLOCK=CLASS FEATURES]
Proficiencies: Light & meduim armor, Simple weapons, Thieve's tools, Smith's tools, Tinker's tools
Artificer Specialist: Gunsmith
Magic Item Analysis: Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.
Master Smith: When you choose this specialization at 1st level, you gain proficiency with smith's tools, and you learn the mending cantrip.
Thunder Cannon: Forge Thunder Cannon, a two-handed ranged firearm that deals 2d6 piercing damage. Reload as a bonus action.
Arcane Magazine: At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.

You can use the Arcane Magazine to produce ammunition for your dun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.
[/SBLOCK]

[SBLOCK=EQUIPMENT]
Combat Gear:
Thunder Cannon
Dagger x2
Light crossbow
Crossbow bolts x20
Scale mail


Other Gear: Thieve's tools, Dungeoneer's pack, Alchemist's supplies, Letter of introduction from guild, Traveler's clothes, Belt pouch with 15 gp

Carrying Capacity: 135 lbs
Push/Drag/Lift: 270 lbs
[/SBLOCK]

[SBLOCK=MONEY LOG]
Code:
Starting Gold: 15 gp
[/SBLOCK]
[/SBLOCK]
 

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Neurotic

I plan on living forever. Or die trying.
Ersarkess Masheken
Half elf bard 1

STR 9+1 (racial) = 10
DEX 13 +1 (racial) = 14
CON 13+1 (racial) = 14
INT 13+1 (racial) = 14
WIS 10+1 (racial) = 11
CHA 15+1 (racial) = 16


[sblock=IMAGE]
Ersarkess.jpg
[/sblock]


Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Half elf)
Init: +2 (+2 dex)
Senses: Darkvision (60 ft.)
Passive Perception: 13

DEFENSES
AC: 15
HP: 9
Saves: Wisdom, Charisma
Special Defenses: Advantage vs Charm, Immune to magical sleep

OFFENSE
Speed: 30ft
Melee:
Rapier +4 / 1d8+2 piercing 2 lb. Finesse
Whip +4 / 1d4+2 slashing 3 lb. Finesse, reach

Ranged:
Javelin +4 / 1d6+2 piercing 2 lb. Thrown (range 30/120)
Net 1gp — 3 lb. Special, thrown (range 5/15)

Traits:
Ability to use nets safely (currently they are strangely written so you always use them with disadvantage)
Luck



SKILLS: 2 background (Deception, Stealth), 2 half elf (Perception, Athletics), 3 bard (Performance, Sleight of Hand, Insight)
Gaming set, Thieves tools

Acrobatics (Dex) +2
Animal Hanldling (Wis) +1
Arcana (Int) +1
Athletics (Str) +2
Deception (Cha) +5
History (Int) +1
Insight (Wis) +3
Intimidation (Cha) +3
Investigation (Int) +1
Medicine (Wis) +1
Nature (Int) +1
Perception (Wis) +3
Performance (Cha) +5
Persuasion (Cha) +3
Religion (Int) +1
Sleight of Hand (Dex) +4
Stealth (Dex) +4
Survival (Wis) +1

[sblock=FEATURES]
Half elf
Darkvision: Can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light normally apply.
Languages: Common, Elven, ??

Spy
Criminal Contact
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 g

Bard
Spells known:
0 1 2
2 4 0

Spell save DC: 8 +2 (prof) +3 (CHA) = 13
Bonus action inspiration: 1d6 3/short rest
Ritual Caster

0: Mage Hand, Minor Illusion, Prestidigitation, Vicious Mockery
1: Charm Person, Dissonant Whispers
2:


Proficiencies:
Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

[/sblock]

Traits: I always have a plan for what to do when things go wrong.
Ideal: People deserve to be treated with dignity and respect...or destroyed utterly if guilty.
Bond: I sponsor an orphanage to keep others from enduring what I was forced to endure
Flaw: I like keeping secrets and its hard for me to share them.


[sblock=EQUIPMENT]
Rapier 2lbs
Diplomats kit
Leather armor 10lbs
Dagger 1lb
Javelin x2 1gp 4lbs
Bedroll 1 gp 7 lb
Kit, healer’s 5 gp 3 lb.
Manacles 2 gp 6 lb.
Robes 1 gp 4 lb.
Net 1 gp 3 lb. x2
-------------------
Total : 11gp 39lbs

4 remaining gp
[sblock=Diplomats kit]
Diplomat's Pack (39 gp).
a chest,
2 cases for maps and scrolls,
a set of fine clothes,
a bottle of ink,
an ink pen,
a lamp,
2 flasks of oil,
5 sheets of paper,
a vial of perfume,
sealing wax,
soap
[/sblock]
[/sblock]


Needs some more work, but in a nutshell:
[sblock=Description and History]
Ersarkess lost his village to monsters. He survived due luck as the house collapsed and trapped him inside, but hid him from the invaders.
[MENTION=552]Creamsteak[/MENTION], this may need to change if there are not supernatural monsters at all

Once upon a time, a boy came over strange item in the forest. Idling his summers away, curious boy knew surroundings of his village very well. In the village inn, he always listened to travellers stories even if sometimes he had to sneak in. Thus he heard stories of happenings worlds away. So, when he found the gleaming metal shape in the middle of the forest, supported by stone that looked like it grew from the ground rather than being built, he knew he found his own adventure. He was cautious, observing it first, looking as small animals approached it and even through some things at it. Returning over the course of the week, he tried everything and anything he could think of. He talked to it, touched it, looked for hidden latches, poked it with wood, stone and metal. One day he slept right next to it. Yet nothing happened. As the days passed, he grew bored. Finally, in frustration, he kicked the stone under the thing and to his surprise, it broke off and the metallic things fell over the leafs and branches on the forest floor. And still, nothing happened. The boy huffed and stomped off. That night, there was a storm and terrible wailing filled the night. The lightning started fires, screams started and people ran around trying to see what is happening, to flee or defend their homes. His own home collapsed over Ersarkess and he lost consciousness. When he woke up, everyone was dead or missing. The village destroyed. He called, searched and cried. As the sun rose higher, he went into the forest to the item he kicked over earlier. There was nothing. No trace the item ever was. Ersarkess blamed himself. Returning to the village, he waited for someone to come along.

Next visitors, guards from the local lords found the boy sitting in the ruins, waiting for them. When questioned, the boy just said "Monsters did this." in a quiet, eerily calm voice. The guards took him with them, but the boy unnerved them. He looked at the weapons, his brows would furrow as he concentrated on the little details of their lives, sharpening weapons, polishing armor, caring for horses...when they returned with the report, the boy was given into the priestly care. The library had many wonderful tomes about the times forgotten, magic, monsters and items of power. He read them all, doing his chores without complaint just to be able to read.
He grew up an intense young man with strange interest in the occult. Whenever there was a report of strange happenings, he was there with the guards to investigate. He devoted his years to fighting the monsters, collecting bits and pieces of knowledge to fight them better. In time, he became good at getting into various repositories of lore, jealously guarded by churches, academies or learned lords and ladies. The knowledge gained would send him away to investigate a ruin, a tomb or consult with a sage. He maintains contacts in various cities and receives reports from wide network of spies. At one point he learned he was part elven as he consulted with an elven sage. In time, he found out who his mother was, but also found out she died and nobody knows how or why, just that she went into human lands and never came back. His mission in life remains unchanged, find the artifact that destroyed his village.

Occasionally, he would catch a wind of some ancient find and would hurry to see what could be salvaged.

Ersarkess learned to be cautious with his knowledge, not everyone reacts well to 'witchcraft rituals' or 'dark knowledge' he occasionally references. He is somewhat jaded, but still tries to find the best in people. Too light, too intense eyes betray his heritage. His life of loneliness and tomb raiding led him to hard earned lesson: have a plan for every eventuality and every plan needs a failsafe.

When he learned about Ashwell, he went there as fast as he could.
[/sblock]
 
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Matthan

Explorer
I want to throw my hat in the ring if I can. I'm going to try and read through the thread to figure out where everyone is feeling their role. I think there is a Lore Bard (skill/magic), Artificer (support, I think?), Cleric (healer), and Fighter (front line) so far. I'll try to find a niche that doesn't step on anyone's toes.
 

Matthan

Explorer
Okay, I've read the thread and I think I have better sense of things now. I missed that the cleric was going to transition to wizard (I play a Knowledge Cleric/Wizard elsewhere. It's a fun combo).

Here's where my heads at. I want to play a human that is native to Ashwell. I'm not sure on the timeline from the guy discovering the silver statue to present, but if the timeline isn't super long, I would love to have a before/after relationship with the world underneath. When the town beneath was breached, he became infected by strange dreams that called to him to come free something from the world below. The voice grew stronger as time passed and now he can even hear it during the day at times. He's begun to feel sparks of power. Now, he's set to venture beneath and free the source of his power.

The basic idea is a Warlock. If you're open to it, I would like to use the Hexblade patron from the recent UA and maybe some of the accompanying Invocations. I would leave the flavor of the patron up to you, but a sentient artifact that becomes my pact weapon could be cool. Maybe it's weak from being locked away for so long? Maybe I just find something that acts as a conduit to something beyond?

The long and short of it is magical warrior with a strong interest in going beneath Ashwell. Would that work?
 

Neurotic

I plan on living forever. Or die trying.
[MENTION=6798581]Azurewraith[/MENTION], you could take drums for that bombastic "orcs are attacking" feel when you announce your arrival from afar :) [MENTION=552]Creamsteak[/MENTION], the story and most of the character is done [MENTION=15132]Steve Gorak[/MENTION], how about we know each other, you more scholarly and sedentary with Ersarkess coming in as knowledgeable, but somewhat suspicious character (Indiana Jones kind of a field expert)
 



Steve Gorak

Adventurer
[MENTION=6798581]Azurewraith[/MENTION], you could take drums for that bombastic "orcs are attacking" feel when you announce your arrival from afar :) [MENTION=552]Creamsteak[/MENTION], the story and most of the character is done [MENTION=15132]Steve Gorak[/MENTION], how about we know each other, you more scholarly and sedentary with Ersarkess coming in as knowledgeable, but somewhat suspicious character (Indiana Jones kind of a field expert)

I'd definitely be down to that. We could even be related (cousins?). We could have been exchanging letters since your character was a child (mine is a your 85 yearl old elf), and this would make for good start for party cohesion.
Cheers,

SG
 

Neurotic

I plan on living forever. Or die trying.
Hmmm. .. My story about looking for my elven family just got changed...I'll think on how this would affect bards thinking
 

BeaniBum

Explorer
[Recruiting] Adventures in Ashwell

This sounds very good and I am very interested in joining but I have to ask how would you handle home brew content would we have to pass it by you or is none allowed because I have a class that would fit this setting well. If not that's perfectly fine.


Sent from my iPhone using EN World mobile app
 
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