D&D 5E EB's Out of the Abyss RG

EarlyBird

Explorer
So here is the group...

OotA-Party.jpg

These characters are found throughout the artwork in the adventure and I found myself wondering what class they were (race was easy), where they came from and could they make their way out of the Underdark. I also Remembered a time when I tried to play a game with my group where I controlled the character builds of the PCs and my players were to put character into those stats and features.

So I wish to try that here. I will be controlling the build of the following characters, but I wish for each player to be the soul of those stats, features, and spells. Your actions during the game and your RP will also drive what may or may not end up becoming an ability of the character.

Examples: If your character is always hiding and then sniping at opponents, you may just get the Sniper Feat. Or your always getting stuck in melee you may learn to become more mobile or find a better weapon for fighting in melee. This is D&D skys the limit (and then beyond if you know how to Spelljam).

Please post any questions in the OOC:
EB's Out of My Abysmal Mind
And the IC:
Escape the Underdark, Fear the Madness and get Out of the Abyss
 
Last edited:

log in or register to remove this ad

EarlyBird

Explorer
placeholder and...

Each player will still post in the RG they will keep track of equipment, treasure and of course the PC personality block

for you to copy/paste

[sblock=Personality]
Trait:
Trait:
Ideal:
Bond:
Flaw:

Personality:

Background:[/sblock]
[sblock=Inspiration]
OH! almost forgot. For this experiment I wish to add one more. I will be awarding one group point of Inspiration at some point during the game. That player after using the Group Inspiration may pass it on to a player of his choice, but only to someone who hasn't had it yet.

Then after the last person has used the Group Inspiration I will take it back and will then hand it out for another round of passing by the group sometime later.

Example:
I give the group Inspiration to Kildrak to start.
He uses it and it passes to Thia. After Thia uses the reroll, it must pass to either Finnan or Atallia
Thia passes it to Atallia (its a girl thing)
After Atallia uses the reroll it must pass on to Finnan.
After used by Finnan it gets passed back to the DM.

Then at some point the Group Inspiration DIe will get put back into circulation. I'll keep track of this in the RG, just something else I wish to see how it goes. If it is bad we can try something different or go back to the original way of playing it.[/sblock]
[sblock=Starting Equipment]
[sblock=Thia]
- shortbow, quiver w/ 20 arrows
- diplomat's pack
- lyre
- leather armor (you remeber them tearing it in strips as they removed it from you)
- dagger
- playing cards
- rank insigna lieutant
- trophy: orc talisman
- belt pouch[/sblock]
[sblock=Atallia]
- dagger
- explorer's pack
- 10 darts
- crowbar
- belt pouch[/sblock]
[sblock=Kildrak]
- warhammer
- shield
- hand axe
- explorer's pack
- chainmail
- holy symbol
- staff
- hunting trap
- trophy - grimlock ponytail
- belt pouch [/sblock]
[sblock=Finnan]
- Staff
- arcane focus: cyrstal
- dungeoneer's pack
- leather armor
- sling
- 2 daggers
- bottle black ink and quill
- small knife
- letter from dead colleague: riddle you have unsolved as of yet
- belt pouch[/sblock][/sblock]
[sblock=Armory]
backpack full of pitons (20 in all)
3 bags of hanging hooks (can be used as caltrops)
hammer (not a weapon)
2 100' coils of silk rope
10 cases of hand crossbow bolts: 20/case
3 suits of studded leather
4 drow bucklers (AC +1, still have free hand)
Kildrak's shield
Eldath's shield
Thia's shortbow - no arrows
orcish greataxe
4 hand crossbows
6 daggers
mace
flail
morningstar
war pick
light crossbow, no bolts


Junk chest:
- Thia's orc tailsman
- Kildrak's grimlock pony tail
- Finnan's sling
- trinkets
77 a sheet of parchment upon which is drawn a complex contraption
78 an ornate scabbad that fits no blade youhave found yet
88 a book that tells the story of a legendary hero's rise and fall, with the last chapter missing
22 small wodden statue of a smug halfling
[/sblock]
[sblock=Shrine]
Loot list to come[/sblock]
[sblock=Gnolls Loot]
Loot list to come[/sblock]
 
Last edited:

EarlyBird

Explorer
OotA_Atala.jpg

[sblock=Character Sheet]
Atallia (Ah-TAL-lee-ah)
Race: Human
Class/Level: Monk 4 (Way of the Open Hand)
Alignment: Neutral Good
Size: Medium
Type (Subtype): Humanoid (human)
Init: +3
Speed: 50ft
Senses: Passive Perception: 12
Languages: Common, Gnome
Background: Criminal (Spy)
Madness: Level 0


STATISTICS
Str 11 (+0), Dex 16 (+3) , Con 13 (+1), Int 09 (-1), Wis 15 (+2), Cha 14 (+3)


AC: 15 (dex, wis)
HP: 27 (4d8 +4), HD: 1d8+1
Prof. Bonus +2
Proficiencies: all simple weapons plus shortswords
Tools: Thieves' Tools, Cook's Utensils, Dice
Feats: Mobility
Saves: STR +2, DEX +5
Special Defenses: none


Combat:
MELEE: unarmed strike +5 Attack, 1d4+3 bludgeoning
MELEE: shortsword +5 Attack, 1d6+3 piercing, light, finesse
MELEE: dagger +5 Attack, 1d4+3 piercing, light, finesse
RANGE: dagger +5 Attack, 1d4+3 piercing, light, finesse, thrown, range (20/60)
RANGE: dart +5 Attack, 1d4+3 piercing, finesse, thrown, range (20/60)


Skills:
+5 (dex) Acrobatics*
+2 (wis) Animal Handling
-1 (int) Arcana
+0 (str) Athletics
+4 (cha) Deception*
-1 (int) History
+4 (wis) Insight*
+2 (cha) Intimidation
-1 (int) Investigation
+2 (wis) Medicine
-1 (int) Nature
+2 (wis) Perception
+2 (cha) Performance
+2 (cha) Persuasion
-1 (int) Religion
+3 (dex) Sleight of Hand
+5 (dex) Stealth*
+2 (wis) Survival
* proficient


Racial:
+1 to all abilities
Size: Medium
Speed: 30 feet
Languages: Common, plus one


Criminal:
Skills: Deception and Stealth
Tools: Thieves' Tools and Dice
Languages: None
Feature: Criminal Contact <insert name here> A reliable and trustworthy contact, who can act as your liaison with many criminal networks.


Monk:
-Martial Arts:
-can use DEX instead of STR for attack and damage rolls with unarmed strikes and monk weapons
-use d4 in place of the normal damage of unarmed strikes or monk weapons
-when using the Attack action with an unarmed strike or monk weapon (on your turn), you can make one unarmed strike as a bonus action
-Ki: 4 points
-Flurry of Blows: After taking the Attack action (on your turn), you can spend 1 ki point to make 2 unarmed attacks
-Patient Defense: You may spend 1 ki point to take the Dodge action as a bonus action (on your turn)
-Step of the Wind: Spend 1 ki point to take the Disengage or Dash action as a bonus action (on your turn), also your jump distance is doubled for the turn
-Regain spent ki points after finishing a short or long rest, during which you spent 30 minutes meditating
-Ki save DC12
-Unarmored Movement:
-While wearing no armor or wielding a shield gain +10 ft. to movement
-Deflect Missiles:
-When hit by a ranged attack you can use your reaction to deflect or catch the missile. When you do so the damage is reduced by 1d10+6. If the damage is reduced to 0, you may catch the missile if it is small enough to hold in one hand, and you have one hand free. As part of the same reaction you may spend 1 ki point to make a ranged attack with the weapon or ammunition (range 20/60). The missile counts as a monk weapon and the attack is with proficiency.
-Slow Fall:
-Can use your reaction when you fall to reduce any falling damage you take by five times your monk level; 20pts.
ASI: Feat - Mobility
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
-Way of the Open Hand: DC ??
-Open Hand Technique: Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects.
-Target must succeed on DEX save or be knocked prone
-Target must succeed on STR save or be pushed up to 15 ft. away from you
-Target can't take reactions until the end of your next turn


[/sblock]
[sblock=Physical Description]
Sex: Female
Age: 22
Height: 5'-8"
Weight: 129lbs
Hair Color: black (bushy)
Facial Hair: none
Eye Color: brown
Skin Tone: carmel brown
Scars/Tattoos: none
Description: Atallia is slim and long of limb. Her hair flys out, as if she were just struck by lightning, so she prefers to keep it in a cap or scarf.


Carrying Capacity: 165 lbs
Push/Drag/Lift: 330 lbs
Climb: 25' Swim: 25'
Long Jump: 11' & 5.5'
High Jump: 3' & 1.5'
Hold Breath: 2 minutes[/sblock]
 
Last edited:

EarlyBird

Explorer
OotA_Finnan.jpg

[sblock=Character Sheet]
Finnan (FIN-n)
Race: Halfling (lightfoot)
Class/Level: Warlock 4, (Great Old Ones)
Alignment: Neutral
Size: Small
Type (Subtype): Humanoid (halfling)
Init: +3
Speed: 25ft
Senses: Passive Perception: 10
Languages: Common, Halfling, Deep Speech, Draconic
Background: Sage (Apprentice)
Madness: Level 1


STATISTICS
Str 08 (-1), Dex 16 (+3) , Con 13 (+1), Int 12 (+1), Wis 10(+0), Cha 16 (+3)


AC: 13 (dex), 16 w/ mage armor
HP: 27 (4d8 +4), HD: 1d8+1
Prof. Bonus +2
Proficiencies: light armor and all simple weapons
Tools: none
Feats: magic initiate
Saves: WIS +2, CHA +5
Special Defenses: none


Combat:
MELEE: dagger +5, 1d4+3 piercing, finesse, light
RANGE: sling +5, 1d4+3 bludgeoning, ammunition, range (30/120)
RANGE: dagger +5, 1d4+3 piercing, finesse, light, thrown, range (20/60)
MAGIC: eldritch blast +5, 1d10+3 force, range (-/120)
MAGIC: magic stones +5, 1d6+3 bludgeoning, range (-/60), note can use with the sling


Skills:
+3 (dex) Acrobatics
+0 (wis) Animal Handling
+3 (int) Arcana*
-1 (str) Athletics
+5 (cha) Deception*
+3 (int) History*
+0 (wis) Insight
+3 (cha) Intimidation
+1 (int) Investigation
+0 (wis) Medicine
+1 (int) Nature
+0 (wis) Perception
+3 (cha) Performance
+3 (cha) Persuasion
+3 (int) Religion*
+3 (dex) Sleight of Hand
+3 (dex) Stealth
+0 (wis) Survival
* proficient


Racial:
Ability Scores: +2 DEX and +1 CHA
Size: Small
Speed: 25 feet
Lucky: whenever you roll a 1 on an attack roll, ability check, or save you can reroll that die and must use the new roll
Brave: advantage on saves against being frightened
Halfling Nimbleness: can move through the space of any creature that is of a size catagory larger than yours
Naturally Stealthy: you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you
Languages: Halfling and Common


Sage:
Skills: Arcana and History
Tools: none
Languages: Choice of two.
Feature: Researcher - When you attempt to learn or recall a piece of information, if you don't know it outright, you have an ideal of where you could obtain it (or from whom).


Warlock:
-Otherworldly Patron: The Great Old Ones
-- Expanded Spells: see pg. 110 PHB
-- Awaked Mind: can comunicate telepathically with any creature you can see within 30 ft. - you need not share a language with the creature, but it must be able to understand at least one language
-Pact Magic:
-- Cantrips: eldritch blast, friends, magic stones
-- Spell Slots: 2, Slot Level: 2nd
-- Spells Known: dissonant whispers, arms of hadar, phantasmal force, mirror image, mind spike
-- Spell save DC13
-- Spell attack +5
-- Spellcasting Focus: arcane focus
-Eldritch Invocations:
-- Book of Ancient Secrets: detect magic & ceremony; may also cast warlock spells you know with the ritual tag
-- Agonizing Blast: add your CHA modifier to the damage when you hit with your eldricth blast cantrip
-Pact Boon:
-- Pact of the Tome: light, mage hand, spare the dying
-ASI:
-- Feat: magic iniatiate (INT: +3atk, DC12,) frostbite, prestidigitation, and mage armor
[/sblock]
[sblock=Physical Description]
Sex: Male
Age: 26
Height: 2'-11"
Weight: 41lbs
Hair Color: sandy blonde
Facial Hair: none
Eye Color: green
Skin Tone: pale (indoors alot)
Scars/Tattoos: hand scared around ring finger where drow tried to remove it
Description: Finnan is a handsome halfling although he doesn't care about such things. He tires to keep himself well groomed only because he hates the smell and feel of being overly dingy.


Carrying Capacity: 120 lbs
Push/Drag/Lift: 240 lbs
Climb: 12' Swim: 12'
Long Jump: 8' & 4'
High Jump: 2' & 1'
Hold Breath: 2 minutes[/sblock]
 
Last edited:

EarlyBird

Explorer
OotA_Kildrak.jpg

[sblock=Character Sheet]
Kildrak Firebeard
Race: Dwarf
Class/Level: Paladin 4 (Oath of Vengeance)
Alignment: Lawful Neutral
Size: Medium
Type (Subtype): Dwarf (mountain)
Init: -1
Speed: 25ft
Senses: Passive Perception: 11, darkvision
Languages: Common, Dwarf, Undercommon
Background: Outlander (Guide)
Madness: Level 1


STATISTICS
Str 18 (+4), Dex 08 (-1) , Con 15 (+2), Int 10 (+0), Wis 12(+1), Cha 14 (+2)


AC: 18 (chainmail, shield)
HP: 36 (4d10+8), DR: 3, HD: 1d10+2
Prof. Bonus +2
Proficiencies: All armors and shields, all simple and martial weapons
Tools: Mason's Tools, Drum
Feats: Heavy Armor Master
Saves: WIS +3, CHA +4
Special Defenses: advantage on saves vs poison, resistance to poison damage


Combat:
MELEE: warhammer +6 ATK, 1d8+6 bludgeoning; versatile (1d10)
MELEE: spear +6 ATK, 1d6+6 piercing, versatile (1d8)
RANGE: spear +6 ATK, 1d6+4 piercing, thrown, range (20/60)


Skills:
-1 (dex) Acrobatics
+1 (wis) Animal Handling
+0 (int) Arcana
+6 (str) Athletics*
+2 (cha) Deception
+0 (int) History
+3 (wis) Insight*
+2 (cha) Intimidation
+0 (int) Investigation
+1 (wis) Medicine
+0 (int) Nature
+1 (wis) Perception
+2 (cha) Performance
+4 (cha) Persuasion*
+0 (int) Religion
-1 (dex) Sleight of Hand
-1 (dex) Stealth (disadvantage)
+3 (wis) Survival*
* proficient

Racial Features:
Ability Scores: +2 CON and +2 STR
Size: Medium
Speed: 25 feet, speed not reduced by armor
Darkvision: 60 feet
Dwarven Resilience: advantage on saves vs poison, and resistance to poison damage
Dwarven Combat Training: proficiency with battleaxe, handaxe, light hammer, and warhammer
Tool Proficiency: (chose one) smith's tool, brewer's tools, mason's tools
Stonecunning: +4 to History checks related to the origin of stonework (double proficiency bonus)
Languages: Dwarven and Common


Outlander:
- Skill Proficiencies: Athletics and Survival
- Tool Proficiencies: One type of musical instrument
- Language: One of player's choice
- Feature: Deep Delver - You have a knack for making your way in the deep places of the world. You can recall the twists and turns of passageways and tunnels such that you can always retrace your steps underground. You're also well acquainted with foraging and survival in the Underdark, and can determine when sources of food and water are safe to consume. You can always find sufficient food and water for yourself and up to five other people in the Underdark, as long as sustenance is available in the area.


Paladin:
-Divine Sense (3/long rest) As an action Kildrak can detect the location of any celestial, fiend, or undead within 60 ft. (target must not be behind total cover), also can detect the presence of any place or object that has been consecrated or desecrated, as with a hallow spell
-Lay on Hands:(20 pt. pool), Kildrak's touch can heal wounds up to the amount in his pool, but not above their maximum, alternatively he can expand 5pts to cure the target of one disease or neutralize one poison
-Fighting Style: Dueling -(dwarven style!) Kildrak prefers hammers (big hammers) while wielding a melee weapon in one hand and no other weapon he gains a +2 bonus to damage rolls with that weapon
-Divine Smite: When you hit a creature with a melee attack, you can expend one paladin spell slot to deal an extra 2d8 radiant damage to the target. The damage increases by 1d8 for every lvl the slot is above 1st to a maximum of 5d8 (4th lvl slot). Undead and fiends take an additional 1d8 radiant damage.
-Divine Health: immune to disease
-ASI: Feat - Heavy Armor Master
-Sacred Oath: Oath of Vengeance
--Oath Spells: bane, hunter's mark
--Channel Divinity(1/short or long rest), save DC12, Abjure enemy, Vow of Enmity
-Spellcasting:
-Spell save DC12
-Spell attack +4
-Prepared Spells: 6 spells
-Spellcasting Focus: holy symbol
[/sblock]
[sblock=Physical Description]
Sex: Male
Age: 71
Height: 4'-4"
Weight: 168lbs
Hair Color: red, balding back from forehead
Facial Hair: bushy red beard and mustache
Eye Color: hazel
Skin Tone: ruddy complexioned
Scars/Tattoos: puncture wound scars in back from drow arrows
Description: Kildrak is short and solid. Most of his weight comes form the muscles he usually keeps hidden under his clothes.


Carrying Capacity: 270 lbs
Push/Drag/Lift: 540 lbs
Climb: 12' Swim: 12'
Long Jump: 18' & 9'
High Jump: 7' & 3.5'
Hold Breath: 4 minutes[/sblock]
 
Last edited:

EarlyBird

Explorer
OotA_Thia.jpg

[sblock=Thia]
Thia (Thee-AH)
Race: Elf (high)
Class/Level: Bard 4 (College of Valor)
Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (elf)
Init: +4
Speed: 30ft
Senses: Passive Perception: 11, darkvision
Languages: Common, Elven, Orcish
Background: Soldier
Madness: Level 0


STATISTICS
Str 10 (+0), Dex 18 (+4) , Con 12 (+1), Int 14 (+2), Wis 08 (-1), Cha 14 (+2)


AC: 16 (studded leather, dex)
HP: 27 (4d8 +4), HD: 1d8+1
Prof. Bonus +2
Proficiencies: Light armor, all simple weapons plus hand crossbow, longsword, rapier, shortsword, short bow, and longbow
Tools: Horn, Lyre, Flute, Playing Cards, Vehicles(land)
Feats: Elven Accuracy
Saves: DEX +6, CHA +4
Special Defenses: advantage on saves vs charms, immune to magical sleep


Combat:
MELEE: shortsword +6 Attack, 1d6+4 piercing, finesee, light
MELEE: dagger +6 Attack, 1d4+4 piercing, light, finesee
RANGE: dagger +6 Attack, 1d4+4 piercing, light, finesee, thrown, (range 20/60)
RANGE: shortbow +6 Attack, 1d6+4 piercing, ammunition, (range 80/320), two-handed


Skills:
+5 (dex) Acrobatics
+0 (wis) Animal Handling
+3 (int) Arcana
+2 (str) Athletics*
+3 (cha) Deception
+3 (int) History
+0 (wis) Insight
+4 (cha) Intimidation*
+6 (int) Investigation**
+0 (wis) Medicine
+3 (int) Nature
+1 (wis) Perception*
+4 (cha) Performance*
+3 (cha) Persuasion
+3 (int) Religion
+5 (dex) Sleight of Hand
+8 (dex) Stealth**
+0 (wis) Survival
* proficient
** expertise


Racial:
Ability Scores: +2 DEX, +1 INT
Size: Medium
Speed: 30 feet
Darkvision: 60 feet
Keen Senses: gain proficiency in the Perception skill
Fey Ancestry: advantage on saves against being charmed and magic cannot put you to sleep
Trance: may enter a meditative state for 4 hours, after which you gain the same benefits as sleeping 8 hours
Elf Weapon Training: proficiency with longsword, shortsword, shortbow, and longbow
Cantrip: gain one cantrip from the wizard spell list, INT is your spellcasing ability for this spell - Shocking Grasp
Languages: Elvish, Common, and one other


Soldier:
Skills: Athletics and Intimidation
Tools: gaming set and vehicles (land)
Feature: Military Rank - lieutenant in The Silver Marches 5th Company Scouting Force


Bard:
-Bardic Inspiration(d6): 2/long rest
-Target one creature (other than yourself), within 60 feet, and use a bonus action (on your turn) to give them one Bardic Inspiration die. Once within the next 10 minutes they may roll the die and add the result to one ability check. attack roll, or save.
-A creature may have only one Bardic Dice at a time.
-The Bardic Dice may be rolled after rolling the check/attack, but must be rolled before knowing if the current result succeeds or fails.
-Once used the die is lost, whether a success or failure.
-Combat Inspiration: A creature with a Bardic Die from you may use it in one of the following ways.
-roll and add the result to a weapon damage roll they just made
-use their reaction after an attack is made against them to roll the Bardic die and add the result to their AC before knowing whether it is a hit or miss (player may know the d20 result, not the total)
-Jack of all Trades: +1 bonus to any ability check you make that doesn't already include your proficiency bonus
-Song of Rest: +1d6 extra hit points, to you and any friendly ally that can hear you perform during a short rest in which they regain hit points (can't exceed hp maximum, of course)
-Expertise: choose two skills and double your proficincey bonus in each
-Spellcasting:
-Cantrips: true strike, message, light
-Spells Known: cure wounds, sleep, heroism, longstrider, silence, locate object, hold person
-Spell save DC12
-Spell attack +4
-Ritual Casting
-Spellcasting Focus: musical instrument[/sblock]
[sblock=Physical Description]
Sex: Female
Age: 188
Height: 5'-7"
Weight: 112lbs
Hair Color: blonde, very long, sometimes braided
Facial Hair: none
Eye Color: amethyst
Skin Tone: cream
Scars/Tattoos: numerours minor scars throughout body from naturally healed wounds (possibly dozen in all)
Description: Thia is stocky for an elf, although on average for any human female. She has recieved a number of wounds to her body, arms, and legs, but never to her face.


Carrying Capacity: 150 lbs
Push/Drag/Lift: 300 lbs
Climb: 15' Swim: 15'
Long Jump: 10' & 5'
High Jump: 3' & 1.5'
Hold Breath: 2 minutes[/sblock]
[sblock=Notes]
Great post about her former friends and soldiers. Good example of putting the persona into the characters. Will need to use as name references for later in the adventure.[/sblock]
 
Last edited:

TallIan

Explorer
Finnan

[SBLOCK=Mini Stats]
AC: 13 (DEX) or 16 (Mage armour)
HP: 27 HD: 4/4

Offense:Eldritch blast: +5 120ft 1d10+3F
Tentacle Rod: 3 attacks: +9 15ft 1d6B if all three hit same target make a DC15 CON save: 1/2 move; disadv on DEX saves, no reactions, only action OR bonus action for 1 min save each turn

Spells:
Cantrips: frostbite, prestidigitation; light, mage hand, spare the dying; magic stones; Eldritch Blast, Friends
0/1 Level 1: Mage armour
1/2 level 2: dissonant whispers, arms of hadar, phantasmal force, mirror image, mind spike
Rituals: Detect Magic, Ceremony[/SBLOCK]

[SBLOCK=Personality and Traits]Trait: I'm willing to listen to every side of an argument before I make my own judgment.
Trait: I'm convinced that people are always trying to steal my secrets.
Ideal: The path to power and self-improvement is through knowledge.
Bond: I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
Flaw: Unlocking an ancient mystery is worth the price of a civilization.

Personality: Being the "small one" for last few years, without the usual halfling escapes, has dampened Finnan's usual halfling enthusiasm. He is quite and a little broody, but willing to point out where others are wrong - usually without giving the correct information for fear of it being stolen. The old Finnan is there below the surface though, as he occasionally reverts to his younger, babbly self.[/SBLOCK]
[SBLOCK=Background]Background:Finnan had a typical Halfling childhood in a typical Halfling community. Perhaps it was this typical life that led to his wanderlust to explore farther afield. Whatever the reason Finnan, when he came of age, decided to explore the world before settling down for good. He didn’t have to venture far before crossing paths with a wizard recruiting apprentices. Finnan was charmed by the idea. Magic, what could be more atypical?Krelius took Finnan on, along with a handful of other apprentices, returning to his humble tower to begin their training. It proved frustrating, the training was minimal and Krelius was often locked away in his private chambers. Halfling curiosity got him onto trouble more than once, with both his fellow students and his master. One particular encounter nearly killed the Halfling.Choosing a time when his master was away, Finnan broke into Krelius’s private library, hoping to find something interesting. Interesting he did find, Krelius’s library was full of dark rituals allowing the master to feed off the power of others. Finnan could comprehend none of them, but his skill was just enough to work out the effects. One particular tome though drew Finnan in. He stared at the swirling text, until a voice in his head said, Not yet, but soon. Many hours later Krelius found the unconscious Halfling on the floor.The repercussions were severe, Finnan was made to wear a ring, that he could never take off, and since then his halfling drive faded, he was disinclined to resist Krelius’s instructions or leave his service. Finnan continued life of mediocrity and poor training until Krelius announced that they were to embark on a journey.Leading them deep into cave network, Finnan quickly became lost, as did his fellow apprentices. Krelius’ skill was enough to deal with anything they encountered but Finnan and the others seemed to be getting weaker and weaker, gradually slipping into a delirium.During one particularly brutal fight with some drow, a voice came into Finnan’s head, The ring you fool, it binds you to him and allows him to control you. I will break it and grant you the power to defeat him, but I want…Finnan still isn’t sure what he agreed to but he was able to attack Krelius from behind, causing enough of a distraction that the drow defeated Krelius. Finnan collapsed from the effort and was only dimly aware of the black skinned figures rounding up the survivors.[/SBLOCK]
[SBLOCK=Equipment]
PP 0 GP 1 EP 0 SP 0 CP
Book of Shadows
Dagger
Sling
Studded leather armour
Arcane focus (crystal with swirling purple energy)
Waterskin (2)
Tentacle Rod
Loot[/SBLOCK]
 
Last edited:

Charwoman Gene

Adventurer
Atallia

Trait: Atallia is reserved and graceful in speech and movement.
She's gone through a lot of upheaval in her life, and forms bonds quick but also lets them go easily.

Ideal: Freedom for those who have wronged no one.

Bond: Her mentor and family still live under her original master's control.

Flaw: She tends to default to the simplest answer to a problem, without learning the intricacies.

Personality:
Atallia is cool and unruffled. Her emotions run deep and true but she demonstrates her feelings by acting, not talking.

Background:
Born into service to a cruel fire Genasi noble house, Atallia learned to keep herself centered in difficult situations all her life. Her duties were in the kitchen, which gave her soem measure of free time between meals. Her loyalty wass never suspect, as her parents and sisters were also held by the master. Her training as a monk came when another slave, a gnome named Maarten the Quick, thought she had potential and trained her in secret.
Her relationship with Maarten was a strange one. Though a slave, he was a high status one and had comparable freedom. He singled her out for special treatment but was distant and cold. In addition to martial arts and contemplation Maarten trained her as a spy and infiltrator.
She was "gifted" to a rival noble house, trained to ingratiate herself and find out their secrets. She befriended Zallakien, a drow mercenary, and spent quite some time with him. She was betrayed as a spy when caught by Zaretha, Zallakien's commander and domineering sister. When found out, her original master would not acknowledge her and the rivals were free to do with her as they pleased. Eager to be rid of her, but keep a profit, they sold her to a drow slaver, who took her to the underdark, where she now finds herself alone and possessionless.

Atallia
Human Monk(Open Hand) 3
Spy NG
Strength 11 (+0)
Dexterity 16 (+3)
Constitution 13 (+1)
Intelligence 9 (-1)
Wisdom 15 (+2)
Charisma 14 (+2)
From a life of servitude she understood to one which makes no sense, Atallia remains composed through it all.​

[sblock=Appearance, Personality and Backstory]Age 22
Gender Female
Height 5'8""
Weight 129 lb.
Hair Black
Skin Brown
Eyes Brown

Description
Atallia is slim and long of limb. Her hair flys out, as if she were just struck by lightning, so she prefers to keep it in a cap or scarf.​

Traits
Atallia is reserved and graceful in speech and movement.​
She's gone through a lot of upheaval in her life, and forms bonds quick but also lets them go easily.​
Ideal
Freedom for those who have wronged no one.​
Bond
Her mentor and family still live under her original master's control.​
Flaw
She tends to default to the simplest answer to a problem, without learning the intricacies.​

Backstory
Atallia is cool and unruffled. Her emotions run deep and true but she demonstrates her feelings by acting, not talking.​
Born into service to a cruel fire Genasi noble house, Atallia learned to keep herself centered in difficult situations all her life. Her duties were in the kitchen, which gave her soem measure of free time between meals. Her loyalty wass never suspect, as her parents and sisters were also held by the master. Her training as a monk came when another slave, a gnome named Maarten the Quick, thought she had potential and trained her in secret.​
Her relationship with Maarten was a strange one. Though a slave, he was a high status one and had comparable freedom. He singled her out for special treatment but was distant and cold. In addition to martial arts and contemplation Maarten trained her as a spy and infiltrator.​
She was ""gifted"" to a rival noble house, trained to ingratiate herself and find out their secrets. She befriended Zallakien, a drow mercenary, and spent quite some time with him. She was betrayed as a spy when caught by Zaretha, Zallakien's commander and domineering sister. When found out, her original master would not acknowledge her and the rivals were free to do with her as they pleased. Eager to be rid of her, but keep a profit, they sold her to a drow slaver, who took her to the underdark, where she now finds herself alone and possessionless.​
[/sblock][sblock=Skills & Proficiencies]Proficiency Bonus: +2

Skills
  • Acrobatics +5
  • Animal Handling +2
  • Arcana -1
  • Athletics +0
  • Deception +4
  • History -1
  • Insight +4
  • Intimidation +2
  • Investigation -1
  • Medicine +2
  • Nature -1
  • Perception +2
  • Performance +2
  • Persuasion +2
  • Religion -1
  • Sleight of Hand +3
  • Stealth +5
  • Survival +2
Proficiencies
Armor None
Weapons Simple Weapons, Shortswords
Tools Thieves' Tools, Cook's Utensils, Dice
Languages Common, Gnome[/sblock][sblock=Combat]AC 15
Initiative +3
Speed 40 ft
Passive Perception +12
HP 21
Hit Dice 3/3
1d8+1

Saving Throws
  • Strength +2
  • Dexterity +5
  • Constitution +1
  • Intelligence -1
  • Wisdom +2
  • Charisma +2
Attacks
  • Unarmed Melee +5 / 1d4+3 bludgeoning
[/sblock][sblock=Features]Background: Spy(Criminal Contact)
You have a reliable and trustworthy contact (Maarten the Quick) who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.​

Monk Features
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.​
Martial Arts
  • can use DEX instead of STR for attack and damage rolls with unarmed strikes and monk weapons
  • use d4 in place of the normal damage of unarmed strikes or monk weapons
  • when using the Attack action with an unarmed strike or monk weapon (on your turn), you can make one unarmed strike as a bonus action
Ki
  • 3 points
  • recharge SR
  • save DC 12
Flurry of Blows (Ki)
Patient Defense (Ki)
Step of the Wind (Ki)
Unarmored Movement
While wearing no armor or wielding a shield gain +10 ft. to movement​
Deflect Missles
When hit by a ranged attack you can use your reaction to deflect or catch the missile. When you do so the damage is reduced by 1d10+6. If the damage is reduced to 0, you may catch the missile if it is small enough to hold in one hand, and you have one hand free. As part of the same reaction you may spend 1 ki point to make a ranged attack with the weapon or ammunition (range 20/60). The missile counts as a monk weapon and the attack is with proficiency.​
Open Hand Features
Open Hand Technique
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects.​
  • Target must succeed on DEX save or be knocked prone
  • Target must succeed on STR save or be pushed up to 15 ft. away from you
  • Target can't take reactions until the end of your next turn



[/sblock][sblock=Spellcasting]

[/sblock][sblock=Money and Equipment]Money
0 pp, 1 gp, 0 ep, 0 sp, 0 cp​
[/sblock][sblock=Notes][/sblock]
 
Last edited:

Thia

Trait: I am guarded and slow to become friends.
Trait: I act like I don't care about anything. But important things matter.
Ideal: Freedom is important. Curbed freedom must be fought against.
Bond: Anyone who treats me as weak because I'm a woman or an elf, will find out I'm not so weak.
Bond: Arral Tymon must pay for his betrayal.
Flaw: I don't think there's anyone in this world who will love me and thus I push people away

Personality: Thia was once an outgoing, fun-loving person. When she lets her guard down, that person peeks out sometimes. But otherwise she seems as dour as a dwarf, all business.

Background: Thia was born in the forests around the Highmoon area of the Dalelands. She loves to sing old romantic tales and tell stories of ancient heroes. Doing so reminds her of Feliza Manig, her mentor and teacher for many years. She does not talk about her parents, her father always complained about not having a son. This is also why she doesn't tell people her family name when she introduces herself. The rift between her and her father, Milgal, drove her to move into Highmoon proper. She worked various jobs in Highmoon, including spending a few months working at the Leaves of Learning, a temple to Oghma well known for its library. (Some of the people became friends with there might be Harpers though she would not necessarily be aware of that.)

Raids on nearby villages started happening a year ago. No one knew who the raiders were though there was a mix of rumors blaming the Zhents and the Drow. Thia was working as an entertainer in the Ashen Wheel Inn when she found out about a raid on the village where Feliza lived. When she found out Feliza had died, Thia went to the local barracks and signed up to fight the raiders.

She chaffed over the basic training and thanks to recommendation from an unknown benefactor (a Harper?) in the temple, she found herself being trained in counter-intelligence, spreading rumors and discord among the enemies, investigating rumors, and routing out enemy spies. With several initial successes, she quickly came to notice of the officers as she attained leadership of a four-man infiltration team when promoted to the rank of Lieutenant.

On her last mission, she guided her team into a camp of drow. On later reflection, getting in was too easy. Major Arral Tymon had set up the mission, not her usual commander. Only Tymon knew where they were going and what the goal was. She believes he set them up for failure.

Equipment:
long bow (26 arrows in quiver)
hand crossbow 40 bolts
drow shortsword
crude dagger
Weak knife
studded leather armor
buckler
trophy: orc talisman
100 ft silk rope
2 cases for maps and scrolls
a bottle of ink, an ink pen
5 sheets of paper
a vial of perfume
2 waterskins
sealing wax
soap
a tinderbox
lieutenant insignia
lyre
dagger
belt pouch

Expendables:
Bardic Inspirations: 2/2
Spells 1st: 4/4
Spells 2nd: 3/3
Possession of the group inspiration die: No

AC: 16 (Dex + Studded Leather)
HP: 27/27

Hand Crossbow +6, 1d6+4, 30/120
longbow +6, 1d8+4, 80/320
Drow Shortsword +6, 1d6+4
Dagger +6, 1d4+4
 
Last edited:

hero4hire

Explorer
Kildrak Firebeard

Trait: I place no stock in wealthy or well mannered folk. Money and manners won't save you from an angry Hook Horror.

Ideal: Honor If I dishonor myself, I dishonor the memory of my whole clan.

A dwarf shall never act against any
other dwarf, of any clan, by aiding or using
the aid of nondwarven creatures.
A dwarf shall not refuse to aid another
dwarf of the clan, when the life or health
of the needy dwarf is in danger.
A dwarf shall not steal from another
dwarf, nor keep from another dwarf that
which is his or hers by right, whether
through force or deceit.
A dwarf shall not conceal personal injury
or illness from fellows of the same
clan.
A dwarf shall not speak falsely to another
dwarf.

Bond: I am the last of my clan, and it is up to me to make sure their names become legend.

Flaw: I remember every insult I've received and nurse a silent resentment toward anyone who's every wronged me.

Personality:
Kildrak is full of bluff and bluster. Underneath his gruff exterior his soul mourns for his lost family and friends.

Background:
The Firebeards were a small clan of dwarves who ran an Adamantine mining outpost deep into the Underdark.
The Drow, greedy for the Adamantine as their own, invaded the clan and killed his brethren. The lone survivor of the massacre, Kildrak escaped into Underdark, learning to survive and vowing to Valkauna; the goddess of oaths, death and birth, to avenge the deaths of his kin.
Kildrak has lent his skills more than once to adventuring parties. His latest endeavours have once again found him the sole survivor of another drow massacre. This time however with him in shackles!

Starting Equipment:
• Warhammer and a Shield
• Spear
• Explorer's Pack
• Chain Mail and a Holy Symbol
 
Last edited:

Remove ads

Top