D&D 5E [RG] Adventures in Ashwell


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industrygothica

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

[SBLOCK=Backstory]

[/SBLOCK]

[SBLOCK=Kilvo Greyclaw (Hill Dwarf Artificer 2)]
Name: Kilvo Greyclaw
Sex: Male
Race: Dwarf
Class/Level: Artificer 2
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: 21 (2d8+6, +2 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: Smith's tools
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, Alchemist's supplies, 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 gun. 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.
Tool Expertise: Your proficiency bonus is doubled for any of the tool proficiencies you gain from this class.
[/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 2

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]
View attachment 82897
[/sblock]


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

DEFENSES
AC: 15 (leather armor + dex)
HP: 18
Saves: Str +0; Dex +4; Con +2; Int +2; Wisdom +2; Cha +5
Special Defenses: Advantage vs Charm, Immune to magical sleep

OFFENSE
Speed: 30ft
Melee:
Rapier +4/1d8+2 piercing
Whip +4/1d4+2 slashing Reach

Ranged:
Javelin +4/1d6+2 piercing Thrown (range 30/120)
Net +4/- 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) +3
Animal Handling (Wis) +0
Arcana (Int) +3
Athletics (Str) +2
Deception (Cha) +5
History (Int) +3
Insight (Wis) +2
Intimidation (Cha) +4
Investigation (Int) +3
Medicine (Wis) +1
Nature (Int) +3
Perception (Wis) +2
Performance (Cha) +5
Persuasion (Cha) +4
Religion (Int) +3
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 (Kengetic/Sansori), Elven, Sclyvendi

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
Jack of All Trades (add 1/2 prof to any non-proficient skill)
Song of Rest

0: Minor Illusion, Vicious Mockery
1: Bane, Faerie Fire, Dissonant Whispers, Heroism, Healing Word
2:


Proficiencies:
Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice (an oboa, a harp (hand version), Ganza)
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.
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Azurewraith

Explorer


attachment.php

Notable features Ritual scars covering his body.

Raghnall Ursidae

Race: Human(Scylvendi)
Class: Fighter 2
Alignment: LN
Background:Far Traveler(SCAG)
Ability Scores:
-STR: 16(+3)
-DEX:10(0)
-CON: 16(+3)
-INT: 8(-1)
-WIS:14(+2)
-CHA:10(0)

AC: 18 (Chain+Shield) 16(Chain)
Init. Bonus: 0
Speed: 30ft.
HP: 22/22
Hit Dice: 1d10
Prof. Bonus: +2

LANGUAGES/PROFICIENCIES
Languages: Scylvendi, Dûnyainic, Xianic
Armour: All
Weapons: All
Tools:
Instruments:Flute

Saving Throws:
Str +5(P)
Dex 0
Con
+5(P)
Int -1
Wis
+2
Cha


Skills
Acrobatics (Dex)
+0
Animal Handling (Wis) +4(P)
Arcana (Int) -1
Athletics (Str) +5(P)
Deception (Cha)0
History (Int) +3(p)
Insight (Wis) +4(p)
Intimidation (Cha)0
Investigation (Int) +1
Medicine (Wis) +2
Nature (Int) -1
Perception (Wis)
+4(p)
Performance (Cha) +4
Persuasion (Cha) 0
Religion (Int) -1
Sleight of Hand (Dex)0
Stealth (Dex)0
Survival (Wis)+4(P)

Combat
Battle Axe +5 1d8+5 Slashing Melee
Hand Axe +5 1d6+5 Slashing 20/40
Shield Bash (r) +5 Bludgeon 1d4+3 Melee


INVENTORY
Chain mail Backpack 5GP
Shield Bedroll
Battle Axe Mess kit
2xHandaxe Tinderbox
Travelers cloths Rations X10
Musical Instrument TorchesX10
Poorly wrought maps of the Steppe Water skin
Bronze Torc(10gp) 50ft Hemp rope
Flute




RACIAL TRAITS



CLASS FEATURES
Fighting Style Dueling +2damage when holding a weapon in one hand

Second wind(b) heal 1d10+fighter(2)

Action surge:Once per short rest take an extra action.

Traits
Shield Bash (r) When a melee attack misses you deal 1d4

Spell breaker: advantage on attacks against concentrating foes.

BACKGROUND
Far Traveler
Feature
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands,
to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people
and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Trait: I have a strong code of honor or sense of propriety that others don't comprehend.
Ideal: Reserved As someone new to these strange lands, I am cautious and respectful in my dealings.
Bond:I was bested by another fighter i must get stronger
Flaw: I sometimes come across as being aggressive when i do not intend to

Personal Info
Age:32
Skin:White
Height:6ft 2
Weight:177lbs




Raghnall lived a happy life in the Jiüanti steppe moving with the seasons to allow the cattle ample grazing, occasionally heading to war it was a good life and Raghnall became a mighty warrior, perhaps the mightiest in the steppe. Raghnall did not flaunt his combat prowess however in fact he Raghnall disliked killing he found it wasteful to throw ones life away and would offer mercy whenever he could this set him apart from his brethren who relished in killing. On the occasions Raghnall has to kill he takes part in the ritual of Swazond marking him carrying the weight of his kills forward with him.

Things changed when one day a man from a far off land appeared where his tribe was currently camped he stayed with Raghnall's people for some time learning from there culture and Raghnall picked up some of his strange tongue. On the day this stranger from a strange land left the tribal camp he challenged Raghnall to a sparing match and thoroughly trounced him. Ever since that day Raghnall has become obsessed with becoming stronger so he could track down and beat this stranger in armed Combat, so Raghnall set of to this strange place of Ashwall hearing of the things beneath a perfect opportunity to gain strength.
 

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Steve Gorak

Adventurer
[sblock]
View attachment 82841
[sblock=spell cheat sheet]
Cantrips
Guidance: link,
light: link,
mending: link,
Prestidigitation: link (note that Prestidigitation can also do what thaumaturgy can )

1st Level Spells Prepared: 2 1st level slots (* is a domain spell)
Bless: link
Cure wounds: link
Healing Word: link
Command*: link
Identify*: link
[/sblock]

Name: Thael Silverleaf
Sex: Male
Race: High elf
Class/Level: Cleric 1 (knowledge)
Alignment: Lawful Neutral
Size: Medium
Type (Subtype): Humanoid (Elf)
Init: +2
Passive Perception: 14

DEFENSE
AC: 18 (14 Scale Mail, +2 Shield, +2 Dex)
HP: 10 (1d8 +2 Con)
Saves: Wisdom & Charisma
Special Defenses: none

OFFENSE
Speed: 30ft
Melee: Dagger +4 Attack, 1d4+2 Piercing; mace +3 attack, 1d6+1 bludgeoning
Ranged: Light Crossbow +4 Attack 1d8+2

STATISTICS
Str 13 (+1), Dex 14 (+2) , Con 14 (+2), Int 16 (+3), Wis 13 (+1), Cha 9 (-1)
points: 4 5 5 9 4 0 (went +1 everywhere)

SKILLS Proficies in bold, expertise in italics: 2 Cleric, 2 Knowledge Domain, 2 Background, 1 race
Mod Attribute Name of Skill
+2 (dex) Acrobatics
+1 (wis) Animal Handling
+7 (int) Arcana
+1 (str) Athletics
-1 (cha) Deception
+7 (int) History
+3 (wis) Insight
-1 (cha) Intimidation
+5 (int) Investigation
+1 (wis) Medicine
+3 (int) Nature
+3 (wis) Perception
-1 (cha) Performance
-1 (cha) Persuasion
+5 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth *Disadvantage because of armor*
+3 (wis) Survival

Languages: 2 elf race, 2 priest of knowledge, 2 background
Elven
Vasnosri - Sakarpic (common), Atrithi (rare)
Kengetic - Kianni (common, language of Ashwell), High Sheyic (rare)
Kûnüric

BACKGROUND FEATURES Sage
Feature: Researcher
Skill Proficiencies: Investigation, History


Traits: He will talk your ear off if you get him talking about a subject he is passionate about
Ideal: The pursuit of knowledge is not only a path to self improvement, but our duty to both our ancestors and our descendants.
Bond: I work to preserve the knowledge I have studied, and hope to contribute my own works one day and create my own library.
Also, I will fight those that seek to hide the truth and destroy knowledge.
Flaw: I am easily distracted by the promise of information. It can be quite a challenge to tear me away from my work.


CLASS FEATURES Cleric
- Spellcasting: Wisdom is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 12. Your attack bonus when you make an attack with a spell is +4.
Proficiencies Light armor, medium armor, shields, simple weapons
Divine Domain (Knowledge) Blessing of knowledge: add two languages known, select two skills (Arcana, History), you double your proficiency bonus for those skills.
Cantrips Known: Guidance,light, mending, Prestidigitation
1st Level Spells Prepared: 2 1st level slots Bless, Cure wounds, Healing Word, Command*, Identify* (* is a domain spell)

Background approved features
1 wizard cantrip: prestigitation.
1 spellbook. contains comprehend languages which can be cast as a ritual

Equipment
Cleric:
Mace
scale mail
a light crossbow and 20 bolts
an explorer’s pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and
a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
A shield and a holy symbol

Sage:
A bottle of black ink,
a quill,
a small knife,
a letter from a dead colleague posing a question you have not yet been able to answer,
a set of common clothes,
a belt pouch containing 3 gp

Extra purchases:
2gp dagger
5gp holy symbol emblem (on shield)


Physical Appearance:
Tobin is an average sized elf. He is a youngling, being only 85 years old. He has black hair, with green eyes. His complexion is creamy white, which one would expect from someone who spends at much time pouring over old tomes as he does.


Backstory:
Thael came grew in the forests surrounding xxx, hidden from the surrounding human lands. He had a simple and happy childhood in the forest, but his thirst of knowledge brought him to the high elven town of XXXX to study a a young age. No tragedy or twist of fate landed him on the doorstep of the library, simply an unending curiosity about anything and everything. Poor of coin and devoid of any marketable craft skills, Thael elected to join the priesthood of the temple that oversaw The Great Library. He spent many years pouring over old tomes on the arcane, history, religions, and anything else he could get his hands on.

If he had been able to, Thael would have become a wizard. Alas, this was for those of ages past, for the world's magic was now fickle, until now.

The elves, quite cunning, kept abreast of Human developments. This is how Thael learned of the developments in Ashwell. The moment he had heard of the town and what was happening, he knew that he needed to go there.

Upon arriving in the human lands, Thael found that that people refer to him as a "schoolman" almost like a curse. They're very suspicious, but never outright insulting. They fear you, and don't openly oppose you, but you can tell when you sit down in the tavern they talk about you, but never to your face.

[/sblock]
 


FitzTheRuke

Legend
Ebhan Ayomane, Human (Nroni) Merchant Rogue

Str 12(+1) Dex 16(+3) Con 12 (+1) Int 14 (+2) Wis 12 (+1) Cha 13 (+1)

AC 14 (Leather)
HP 9
Hit Dice 1 (1d8+1)

Attack
Shortsword +5 (1d6+3)
Off-Hand Shortsword (1d6)
Dagger +5 (1d4+3)
Sneak Attack +1d6

Skills
Acrobatics +5
Athletics +5 (Expert)
Insight +5 (Expert)
Investigation +4
Perception +3 (Passive 13)
Persuasion +3

Dex Saves +5
Int Saves +4

Thieves' Tools
Vehicles (Water)

Trait
Ebhan can climb at full speed

Languages
Nroni (Native), Kianni (Learned), and Zeumi (Trade)

Equipment
Leathers
Shortswords (×2)
Daggers (×2)
Dungeoneer's Pack
Thieves' Tools
Merchant's Clothes
Guild Papers
15 gp

Background
Born in a cliffside fishing village in Nron, the son of a fisherman, Ebhan learned his father's trade. Uncontent with his family's meager income, he would climb the high cliffs near his home to collect seabird's eggs from the nests there and sell them in the markets. This is where he met, and years later, married his wife, Abonny, who comes from a family of ropemakers. On marriage, Ebhan joined that clan, learning the trade (though his skills are best used in trade deals). As a youth, he met Dhamion, and they became friends, sparring to improve Ebhan's meager, but quickly improving, sword skills, and inventing maneuvers that they could perform in tandem.
When Dhamion chose to return to his homeland, Ebhan convinced his wife and brother-in-law, Maycen, that Ashwell would be an excellent place to sell rope, and the four of them moved to Ashwell to work the market there. But really, Ebhan plans to find treasure in the depths that will raise his family to greater status. That and help his friend.
 

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