D&D 5E 5E The Lost Mine of Phandelver - Full

ccs

41st lv DM
Roy
Human (M) Fighter,
Variant Human, criminal.

Goal: Teach the Redbands a lesson.

Background: Word from Daran Edermath is that there's a new gang of bandits calling themselves the Rdbands starting up operations around Phandalin. Unfortunately for the Redbands, the Phandalin area is already claimed & is currently paid up as far as "protection" goes.
So Roy (and others?) gets sent down to Phandalin to deliver the message.
When Roy arrives he finds the situations worse than expected. Seems the gangs drawn the ire of a Paladin, a Ranger, & there's even rumors they're working with a dragon. ("great" thinks Roy, "more of those cultists....") And one of the guys he'll be working with has some personal issues with the bandits strong enough to have led him to turning himself into a tiefling.


Rolls: _:
4D6.HIGH(3) = [6, 3, 3, 2] = 12
4D6.HIGH(3) = [2, 5, 4, 6] = 15
4D6.HIGH(3) = [3, 4, 5, 2] = 12
4D6.HIGH(3) = [6, 5, 5, 5] = 16
4D6.HIGH(3) = [6, 5, 4, 6] = 17
4D6.HIGH(3) = [6, 3, 6, 1] = 15

Roy

Roy
Human male, Fighter 1, Criminal (enforcer), CN? NE?

Armor Class: 17 (chainmail, defensive style)
Hit Points: 13 (1d10+3)
Speed 30 ft.

Str: 17 (+3)
Dex: 16 (+3)*
Con: 16 (+3)
Int: 12 (+1)
Wis: 16 (+3)*
Cha: 12 (+1)
* = variant human bonus

Defenses:

Senses: Normal vision, passive Perception =
Languages: Common, ancient common?, Ignan*, Thieves' Cant
Skills: Intimidation (+3), history (+3), Perception*(+5), Deception (+3), Stealth (+5), Thieves Tools (+5) , Gaming (Dice & cards) (+3)
*=things from variant human

Saves: Strength (+5), Con (+5)
Prof. Bonus: +2


Actions
Short Sword Melee Weapon Attack: +5 to hit, Hit: (1d6+3) piercing damage. Finese, light

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (d?+3)

Dagger Melee Attack: +5 Ranged Attack: +5 to hit, 20/60 ft. Hit: (1d4+3) piercing damage.

Hand crossbow Ranged Weapon Attack: +5 to hit, ft.30/120, Hit: (1d6+3) piercing damage. Light, Loading

Cantrip: Fire Bolt Ranged spell Attack: +3 to hit, Range: 120ft., Hit: (1d10), 1 action, V&S, instantaneous

Burning Hands Ranged Weapon Attack: Range: Self (15ft cone), Hit: (3d6 fire damage, Dex Save for 1/2, DC=10 )

Feature: Criminal contacts, Defensive fighting style (+1 to AC)
Feat: Magic Initiate (wizard - C:Fire Bolt, C:Mage Hand, 1st:Burning Hands)

Equipment
Crowbar,
extra set of dark common clothes, including a hood,
Belt pouch with 15gp,
gaming cards & a set of dice,
Chainmail,
Hand crossbow + 20 bolts,
Short Sword,
2 daggers*,
Dungeoneers pack
thieves tools
several bottles of strong booze*
some misc equipment*


*things I need to buy with that 15gp....

Background
Roy typically makes his living as an enforcer for the local thieves guild, though he's not adverse to some burglary, tomb robbing, mercenary work, etc....
He learned of the Phandalin job when Daran Edermath contacted the Guild concerning an increase in banditry in the area.
He was tapped as the Guilds "Diplomatic Envoy". He's to relay the message to the Redbands that they're operating in already claimed territory. Their choices are simple. Leave or join the Guild. Either way they owe the Guild restitution.

Roy's fire magic is not a readily known fact. He & a partner were involved in a smash & grab job some time back. One of the things Roy grabbed turned out to be a magical amulet that burst into flame, badly burning him, & searing its' imprint into the palm of his hand. In the process some of the magic seems to have gotten stuck in him.
Roys' since discovered that he has the ability to produce a variety of fire based effects.
"Yeah, it hurt like Hell. Makes me a pretty good arsonist now though."


Description:
6'2", caucasion, brawny male human, brown eyes (except when using his fire magic, then they glow like embers),
Shaven head, burns up right hand & arm with circular scars on the palm of his hand.
And for a big guy who wears chainmail? He's surprisingly agile.
 
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River Song

Explorer
Might give a Bard a go, minor nobleman who dabbles in some shady things here and there :)

Or Cleric.... not sure.

Actually Cleric. Human. No shady background. Probably a Life Cleric.
 
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Kobold Stew

Last Guy in the Airlock
Supporter
Love the idea of a game with die roll stats. If you need a backup, or if someone drops, I'd be interested.

(Rogue, Bard, or ever-lovin' Cleric, as needed)
 

River Song

Explorer
Brother Lantern
Human (M) Cleric of Lathander (Life),
Variant Human, Noble.

Personal Goal: (Noble background)

Civilize Phandalin -- You were born to a noble family displaced from their lands by the eruption of Mount Hotenow. In the last three or four years, hardy settlers have been rebuilding another ruin near the city: the old town of Phandalin, which orcs sacked five centuries ago. Clearly, what Phandalin needs now is a civilizing influence—someone to take the reins and bring law and order. Someone like you.

You’re not the only one with such ideas. A knight named Sildar Hallwinter recently set out for Phandalin in the company of a dwarf named Gundren Rockseeker. They plan to reclaim an ancient mine and restore Phandalin to a civilized center of wealth and prosperity. Since your goals align, Hallwinter should be willing to assist you.

Alignment: NG
Armor Class: 14
Hit Points: 11 (1d8+3)
Speed 30 ft.

Str: 12 (+1)
Dex: 18 (+4)*
Con: 16 (+3)
Int: 12 (+1)
Wis: 16 (+3)*
Cha: 15 (+2)
* = variant human bonus

Defenses:

Senses: Normal vision, passive Perception = 13
Languages: Common, Celestial, infernal
Skills: History (+3), Insight (+5), Medicine (+5), Persuassion (+4), Religion (+3),
Tools:Playing Cards


Saves: Wisdom(+5), Charisma(+4)
Prof. Bonus: +2


Actions

Dagger Melee Attack: +6 Ranged Attack: +6 to hit, 20/60 ft. Hit: (1d4+4) piercing damage.

Cantrip: Produce Flame Ranged spell Attack: +5 to hit, Range: 30ft., Hit: (1d8) FIRE, 1 action, V&S, instantaneous


Feature: Position and Privilege
Feat: HEALER: - use healers kit to stabilise it regains 1HP
- As ACTION can restore 1d6+4 HP to a creature + hit points equal to the creatures maximum number of Hit Dice. Once per SR.

Equipment
Sold all starting equipment with the exception of the explorers pack

Backpack
Bedroll
Messkit
Tinderbox
10 d Rat
Waterskin
Rope Hemp
Fine clothes
Purse with 10 Silver
Signet Ring
Holy Symbol - Amulet

Bought:
Dagger
Healing Potion
Healing Kits x 5

Class features
Armour:All and Shield
Weapons:Simple
Spellcasting: Spell DC 13, Slots: 1st level (2)
Prepared Spells: Bless, Cure Wounds, Healing word, Detect magic (R), Detect Poison and Disease (R), Sanctuary
Ritual Caster
Life Domain: 1st level or higher healing spells restore and additional (2+spell level) Hitpoints



Background Born to privilege the man known as Brother Lantern seemed destined to bring nothing but shame to his family. Where his brothers were large, broad men he was slight and slender. Where they were blood thirsty warriors he loved to heal and respected the sanctity of life. He was sent to become a priest and to get him out of the eye of other nobles, but now a solution had presented. They could honor their obligation to Sildar Hallwinter and he would either make a man of their son or their he would be no more.


Description: Brother Lantern is a slender man of average height, still quite young he hasn't quite filled out, he wears travel worn fine clothes and is blond and fair like the bulk of his family. He carries a large pack with healers kits and always has one in his pouch at his side.
 
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