5E Talls S&F - Known Ratcatchers
Results 1 to 7 of 7
  1. #1
    Guide (Lvl 11)

    Join Date
    May 2016
    Brooklyn NY

    Talls S&F - Known Ratcatchers

    Post your approved character sheets here. Please keep other chat to the OOC thread

    OOC Thread
    IC Thread

    Character creation:
    ​Sources: An​y published WotC material is fine. Non-standard races might be hard to deal with, but I will see what comes up before making a decision. No monstrous races though, I can't see that working out.

    Races: The campaign is very human-centric, but halflings and half elves will be very easy to fit in. Dwarves and elves are much less common but east to work with. Dragonborn were the elite troops of King Ormund, but since his death have been scattered. Ajax has declared them outlaws, but many people still remember their unswerving loyalty to King Ormund. Half orcs are called war-bred and were Ajax' counter to King Ormund's dragonborn. Since King Ormund's death the warbred have been cut loose and left to roam the land. Few people have seen one though.

    27 Point buy.

    Feats and Multiclassing are ok.

    Starting at level 5. Max HP at level 1 then average or roll after that, players choice.

    Standard starting equipment plus 650GP and one uncommon magic item. No +1 shields though. I will also consider a rare item, if you can come up with a balancing drawback, similar to the Minor Detrimental Properties of the Artifact rules in the DMG (p 219). It doesnt have to be these but they are good examples.
    You can use your starting gold on the Xanathars buying magical items rules, allowing up to three weeks downtime to search, split as you like.
    You can sell any starting equipment for the PHB value with no exploits to get extra gold.
    All magical stuff is subject to DM's approval - especially if you end up with two great items from rolls in Xanathar's.

    I think it would be good to start this campaign with at least some of the PC's knowing each other. Also feel free to be from Bedgar. It consists of the town of Gravesford, the town of Tarreton and Bedegar Keep, plus supporting farms.

    jmucchiello playing U'Tempei
    KahlessNestor playing Eowyn
    Shayuri playing Arcata with her retainer Gavien the Troubadour-Warrior
    JustinCase playing Saarthax with his retainer Bernold the Battle Priest
    HeroSmith14 Playing Orin
    Last edited by TallIan; Friday, 15th February, 2019 at 08:40 PM.

  2. #2
    Guide (Lvl 11)

    Join Date
    May 2016
    Brooklyn NY
    Retainer Rules:

    Retainers are controlled by the player and act on the PC's initiative.

    Trusted Advisers and Lieutenants: Your retainers will obey your orders to the best of their ability. They are not suicidal though and repeatedly putting them in obvious mortal danger (more than normal adventuring does) they can leave you. "Go ahead, I'm right behind you." if fine. "Charge that ancient red dragon while we run away." is not. I will be using the DMG(p93) Loyalty rule, except the loyalty won't cap at your CHA score - they are loyal because of your reputation, not because of your ability to attract and lead men.
    Health Levels: Rather than tracking Hit Points retainers use Health Levels. HL equals their level. When they take damage, they make a CON save with a DC equal to the average damage of the attack. If they fail they lose 1 HL per dice of the attack. They regain 1 HL after a short rest and regain 1 HL per die of healing. They regain all HL after a long rest.
    Gear: Retainers have gear appropriate to their class unless their leader has given them something else.
    XP: Retainers gain one level for every two their leader does.
    Limited Stat Block:
    PRIMARY ABILITY: This ability gets +4 on ability checks, other ability checks are made at +2.
    SAVES: These saves are made at +6, other saves are made at +3.
    SKILLS: These skills are made at +5, other skills are made at +2.
    SIGNATURE ATTACK: This is their default attack action. Retainers get a move, action, bonus action and reaction as normal.
    SPECIAL ACTIONS: Limited use actions that the retainer can use. These recharge after a long rest.
    Last edited by TallIan; Friday, 1st March, 2019 at 05:22 PM.

  3. #3
    Community Supporter
    Magsman (Lvl 14)

    Join Date
    Jan 2002
    Central, NJ, USA
    Name: U'Tempei !Nothen
    Race: Human Female
    Background: Far Traveler
    Class: Eldritch Knight Fighter-5
    Alignment: Neutral Good
    Proficiency Bonus: +3
    Inspiration: No

    Strength: 10 (+0), save +3
    Athlethics: +0

    Dexterity: 16 (+3)
    +Acrobatics: +6
    Sleight of Hand: +3
    Stealth: +3

    Constitution: 16 (+3), save +6

    Charisma: 10 (+0)
    Deception: +0
    Intimidation: +0
    Performance: +0
    +Persuasion: +3
    Passive Perception: 12
    Passive Investigation: 11
    Initiative: +4
    AC: 15
    Speed: 30 ft; Fly 30 ft
    Hit Dice: 5d10+15; Spent HD: none
    HP: 49/49

    Intelligence: 13 (+1)
    +Arcana: +4
    +History: +4
    Investigation: +1
    Nature: +1
    Religion: +1

    Wisdom: 8 (-1)
    Animal Handling: -1
    +Insight: +2
    Medicine: -1
    +Perception: +2
    Survival: -1

    Name:  Portrait U'Tempei !Nothen.png
Views: 196
Size:  226.5 KB
    The earrings aren't canon.
    OFFENSE Initiative: +4
    Hand Crossbow

    To Hit
    1d8+3 (p)
    1d6+3 (p)
    light, loading, crossbow expert, sharpshooter
    AC: 15 (armor + Dex)
    +Strength: +3
    Intelligence: +1
    Dexterity: +3
    Wisdom: -1
    +Constitution: +6
    Charisma: +0
    Action Surge: 1/1
    Second Wind: 1/1
    Spell slots remaining
    1st Level: 3/3
    Proficiencies and Languages
    Languages: Common. Orcish
    Armor: All Armor and Shields
    Weapons: All simple and martial weapons
    Tools: Shawm
    Race: Human (variant)
    Abilities: +1 to two abilities (Dex, Con); Speed: 30 feet; Size: Medium; Lifespan: 100 years
    Bonus Skill and Feat: Persuasion, Crossbow Expert
    Background: Far Traveler
    Skills: Insight, Perception; Tools: shawm; Language: Orcish
    Feature: All Eyes on You: 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.
    Crossbow Expert: Ignore the loading property on crossbows. Being within 5 feet of an opponent does not give disadvantage when using a crossbow against them. After taking the Attack action with a one handed weapon, can fire a crossbow in the other hand as a bonus action.
    Sharpshooter: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. You ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
    Class: Fighter
    Hit Die: d10; Saves: Str, Con; Skills: (any 2) Acrobatics, History
    Fighting Style: Archery: +2 to attack rolls made with ranged weapons.
    Second Wind: As a bonus action, regain 1d10+fighter level hp. Once per short of long rest.
    Action Surge: Take an additional action on your turn. Once per short or long rest.
    Archetype: Eldritch Knight:
    Spellcasting: Save DC: 12; Attack Bonus: +4
    Cantrips Known: dancing lights, mage hand
    Spells Known: absorb elements, longstrider, shield
    Weapon Bond: Summonable weapons. Two (rapier and hand crossbow)
    Extra Attack: When taking the attack action, you may take two attacks.
    Studded Leather (13#)
    Hand Crossbow (3#)
    quiver (20 bolts)
    Rapier (2#)
    Winged Boots
    Wondrous item, uncommon (requires attunement)

    While you wear these boots, you have a flying speed equal to your walking speed. You can use these boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minumum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

    The boots regain 2 hours of flying capability for every 12 hours they are not in use.
    Belt hook (for crossbow)
    spell component pouch
    soft brown boots
    dark robe
    common clothes (3#)
    Fine clothes (4#)
    shawm (1#)
    a blanket
    bedroll (7#)
    belt pouch (600 gp, 0 sp, )

    Equipment Weight:
    Carrying Capacity
    Heavily Encumbered
    Carrying Capacity
    Push, Drag, Lift

    Race: Human
    Gender: Female
    Age: 35
    Relationship: Varies
    Height: 5' 4"
    Weight: 140#
    Complexion: dark
    Skin: tattoos
    Hair: Silver, long in back
    Eyes: brown
    Face Structure: angular
    U'Tempei !Nothen (oo TEM pay <tok> NO thin) comes from a jungle land near the equator. She suggests people who have trouble pronouncing her name call her Pei as it means beauty in her native tongue. (Or she thinks it does, it's been 22 years since she's spoken the language and she has forgotten bits and pieces of it.)

    She was cast out of her tribe (The M'gond!) because she refused to marry the chieftain as all girls did in their 13th summer. She has lived on her own, traveling as far from those lands as she could. The wonders of large cities attracted her and she learned many skills along the way. She has mercenaried in various petty squabbles in the region at various times. She learned the shawm as a child and has worked as part of a troupe of performers in the past.

    She has known several men in her lifetime and each time it ended when they found her flirting with someone else. She does not understand this society's aversion to sex and nudity.

    U'Tempei is a lean woman with dark skin. Her hair is long and silver and she has blue, red, and orange tattoos on her neck, cheeks, arms, and legs. They are lacy in design and contain arcane symbols if looked at closely (Perception DC 20). She dresses in colorful clothing when relaxing. Her work clothing is functional, dark, and gives her freedom of movement.

    Traits: Independence is desired even though it doesn't make me happy
    Traits: Can be motherly to people in her immediate group
    Ideal: Hopes to find a reason to settle down someday
    Bond: Protect those who cannot protect themselves
    Flaw: Believes in true love, will sink a job if true love will be harmed
    Level History
    Point buy 2 9 9 5 0 2
    Initial 10 15 15 13 8 10
    +Race 10 16 16 13 8 10
    Level hp Features
    1 13 Crossbow Expert
    2 9
    3 9 Eldritch Knight
    4 9 Sharpshooter
    5 9
    Total 49
    Mini Stats
    Passive Perception: 12
    Passive Investigation: 11
    AC: 15
    Speed: 30 ft; Fly 30 ft
    HP: 49/49

    EXPENDABLES (when recovered)
    Inspiration: No (per DM)
    Hit Dice: 5/5 (d10+3) (per long)
    Action Surge: 1/1 (per short)
    Second Wind: 1/1 (per short)
    Spell slots remaining (per long)
    1st Level: 3/3
    Last edited by jmucchiello; Friday, 22nd February, 2019 at 04:19 PM.

  4. #4

  5. #5
    Grandfather of Assassins (Lvl 19)

    Join Date
    Jun 2002
    Minneapolis, MN

    Arcata Dulat
    Human Noble Wizard 5

    Background Feature
    Position of Privilege
    Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

    Bost Dulat still likes to regale his son and daughter, on the infrequent times they return home, with the tale of 'Bost Banditbane' and the defeat of the Thousand at Hills-End. Local outlaws had been bolstered by deserters from armies returning from campaigns to the north, and under that tutelage had constructed a fortification in the woods to coordinate their raids from. Bost, a veteran himself then just looking for a quiet place to settle, had gotten involved and through courage, cunning tactics, and unflinching resolve, overcame the defenders of the fort at Hills-End. For that he received from the grateful Baron a grant of land...the very land he'd liberated. Much of it was wilderness, with a broad, shallow hill that had the ruins of the palisade wall. Ser Dulat and his men turned it back into a fort...then turned it into a home. The wooden stake walls were pulled up and replaced with masonry over time. A small keep was built within. The land around the hill cleared. Hill's End was close enough to Gravesford that it didn't attract a town of it's own...but far enough that it wasn't directly under the Baron's thumb. Ostensibly it was charged with minding the woods and keeping the Baron's flank safe from attack.

    Much later, the Wode would make that charge a very different kind of effort.

    Bost's son Tristan, his eldest, had a rebellious fire in him growing up, but eventually grew by turns to accept the burden and privilege of his father's legacy. He had a troubled relationship with his sister, younger than him by two years. She had the luxury of disdaining the courtly politics like he wished he could. Their father supported her bookish hobbies, demanding little duty from her. And of course, she had an infuriating way of knowing just enough about virtually everything to show him up at crucial moments.

    Even so, when she left to study magic, Tristan realized he miss her.

    In the big city, apprenticed to a mage, Arcata learned to temper her attitude quickly. Wizards were not to be trifled with, and far worse than they were the agents of Ajax, keeping a careful watch over the mages. Despite the limits imposed by that scrutiny, access to the libraries, to the spellbooks...it was a dream come true.

    That all came crashing down though when she heard tell of unrest in her homeland. The outer baronies were always struggling, but this hit close to home. Arcata couldn't just look the other way. She wasn't sure how bad the situation was, but surely having a mage of her accomplishments would only be a boon in whatever they faced. There would be time to resume training when this was resolved.

    And if it was nothing? If the keep and garrison were too strong to challenge? Well, it was nice to have a reason to visit, yes?

    Str 8
    Dex 14 +2
    Con 14 +5
    Int 18 +7
    Wis 12 +4
    Cha 11

    HP 32
    AC 12 (10+2)
    Prof Bonus +3
    Init +2

    Variant Human
    +1 Int, +1 Cha
    Bonus Language
    Bonus Skill
    Bonus Feat

    Ritual Casting
    Arcane Recovery (recover 3 lvls w/short rest)
    Arcane Tradition: Diviner
    - Portent

    Weapons: Daggers, darts, slings, staves, lgt crossbow
    Tools: Dragonchess
    Saves: Intelligence, Constitution and Wisdom

    Arcana +7
    History +7
    Investigation +7
    Insight +4
    Persusasion +3

    Common, Elvish, Draconic

    Human - Resilient: Constitution
    4 - ASI (Intelligence)

    Caster level 5, Save DC 15
    Spell Attack +7, Concentration +5
    Slots 1 - 4, 2 - 3, 3 - 3

    0 - Firebolt, Prestidigitation, Mage Hand, Shocking Grasp
    1 - Shield, Thunderwave, Mage Armor, Absorb Elements
    2 - Misty Step, Suggestion, Mindspike
    3 - Counterspell, Fireball

    1 - Shield, Absorb Elements, Thunderwave, Detect Magic, Identify, Charm Person, Feather Fall, Mage Armor, Find Familiar, Unseen Servant
    2 - Alter Self, Misty Step, See Invisibility, MindSpike, Dragon's Breath, Suggestion
    3 - Counterspell, Fireball, Hypnotic Pattern, Tiny Hut

    Cash: 225


    Traveller's Clothes

    Amulet of Proof against Detection and Location (Attuned)
    Spellbook, 3lbs, free (class item)
    Scholar's Pack

    Spent on familiar summoning: 10gp
    Scribing Costs: 450
    - Detect Magic, 25
    - Identify, 25
    - Mindspike, 50
    - See Invisible, 50
    - Hypnotic Pattern, 150
    - Tiny Hut, 150

    Tiny Celestial Owl
    Armor Class 11
    Hit Points 1
    Speed 10 ft, Fly 60 ft
    Str 2 (4)
    Dex 13 (+1)
    Con 8 (1)
    Int 2 (4)
    Wis 12 (+1)
    Cha 7 (2)
    Perception +3, Stealth +3

    Flyby - Does not provoke OA's by flying out of reach
    Keen Hearing and Sight - Adv on Perception checks based on sight or hearing

    100' telepathy
    Share senses (1 action)
    Deliver touch spell


    Details to come
    ARMOR: Light (AC 13)
    SAVES: Dexterity, Charisma
    SKILLS: Deception, Performance, Persuasion
    SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
    3RD-LEVEL (3/DAY, REACTION): Cheer. After an ally within 60 feet that the troubadour-warrior can see makes an attack, roll a d6 and add the result to the allys result.
    Last edited by Shayuri; Wednesday, 9th January, 2019 at 12:20 AM.

  6. #6
    Enchanter (Lvl 12)

    Join Date
    May 2014

    Saarthax, dragonborn paladin

    Name:  Sarthax.jpg
Views: 538
Size:  102.1 KB

    LG silver dragonborn soldier devotion paladin 5

    Basic information

    Name: Saarthax
    Sex: Male
    Race: Dragonborn (silver)
    Class/Level: Paladin (Oath of Devotion) 5
    Alignment: Lawful Good
    Size: Medium
    Languages: Common, Draconic
    Speed: 30ft.
    Init: +0
    Prof. Bonus: +3
    Passive Perception: 10

    19 (splint + shield)
    Maximum HP: 44
    Current HP: 44
    Saves: Wisdom +3, Charisma +5
    Note: Resistance to cold damage (Dragon Ancestry)

    Longsword +7 (1d8+6 slashing; versatile 1d10+4)
    Melee: Mace +7 (1d6+6 bludgeoning)
    Notes: Dueling Fighting Style adds +2 to one-handed weapon damage. Can use Divine Smite with weapon attacks. Can use Breath Weapon. Some spells add damage to weapon attacks.

    18 (+4), Dex 10 (+0) , Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 14 (+2)
    Features & proficiencies

    Ability scores: Strength +2, Charisma +1
    Draconic Ancestry: Silver. Resistance to cold damage.
    Breath Weapon: Action, 15 feet cone, 1/SR. 2d6 cold damage; DC13 Con save for half damage.
    Languages: Common, Draconic

    Skill Proficiencies: Athletics, Intimidation
    Tool Proficiencies: Gaming set: dragonchess, Vehicles (land)
    Military Rank: Officer. Your rank is recognized and gains minor benefits.

    Personality Traits: If someone is in trouble, Im always ready to lend help. I feel tremendous empathy for all who suffer.
    Ideal: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.
    Bond: The Hawk Lord who killed my father will be brought down by my blade.
    Flaw: Im convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

    Paladin (Oath of Devotion)
    Divine Sense: Action, 1+Cha/LR. Detect celestial, fiend or undead within 60 ft until end of next turn.
    Lay On Hands: Can cure (5 x level) hitpoints, or cure 1 poison/disease for 5 points.
    Fighting Style: Dueling: +2 damage with melee weapon in one hand.
    Spellcasting: Can cast spells; see below.
    Divine Smite: Can cause extra radiant damage using spell slots; extra 1d8 to undead and fiends. 2d8 for 1st level slot, 3d8 for 2nd level slot.
    Divine Health: Immune to disease.
    Sacred Oath: Oath of Devotion
    Channel Divinity: 1/SR, DC13. Sacred Weapon (add Cha to attack, weapon lights up), Turn the Unholy (turn fiends and undead, Wis save negates)

    SKILLS (* Proficient)
    +0 (dex) Acrobatics
    +0 (wis) Animal Handling
    +1 (int) Arcana
    +7 (str) Athletics*
    +2 (cha) Deception
    +1 (int) History
    +0 (wis) Insight
    +5 (cha) Intimidation*
    +1 (int) Investigation
    +0 (wis) Medicine
    +1 (int) Nature
    +0 (wis) Perception
    +2 (cha) Performance
    +5 (cha) Persuasion*
    +4 (int) Religion*
    +0 (dex) Sleight of Hand
    +0 (dex) Stealth
    +0 (wis) Survival

    Spellcasting: Can cast paladin spells, prepare (Cha + half level) spells each day. Oath spells are always prepared.
    Spell save DC: 13
    Spell attack bonus: +5
    Spells prepared: (1st) Command, Protection from Evil and Good (Oath), Sanctuary (Oath), Shield of Faith, Thunderous Smite; (2nd) Branding Smite, Lesser Restoration (Oath), Zone of Truth (Oath)
    Spell slots used, level 1: 0/4
    Spell slots used, level 2: 0/2
    Appearance & bio

    A muscular, off-white draconic humanoid, Saarthax is easily recognizable as a dragonborn. His reptilian expression is difficult to read, but his manner is kind and accepting to each except those who seek to harm the innocent, and his deep voice is usually softer than one expects.

    The Dragon Knight comfortably wears heavy armor and a shield with a silver holy symbol on it. When in battle, Saarthax favors the sword, but is ready to forgive an enemy if it seems genuine enough.

    Saarthax hatched in the Barony of Bedegar, after his father Sothor fled the capital during the fall of King Ormund and took Saarthax' egg with him. Here the boy grew up and learned how to fight a losing battle against the forces of Ajax the Tyrant. Trained as a soldier by his father and his men, Saarthax looked up to Sothor as the experienced paladin inspired his men through kindness and example. Saarthax knew early on that he, too, wanted to swear his Oath and become a beacon of hope.

    Then the worst day of his life happened. Huge orc soldiers invaded the Barony and killed the Baron and his family. At least one Hawk Lord had joined the battle, a sadistic man called Jorn Whitefeather, and he managed to close in on Saarthax and one of the other soldiers, Bernold the battlepriest. Both were taking serious injuries as Jorn toyed with them, luring out Saarthax' father. Eventually, Sothor came to their rescue but was killed before their eyes by the superior fighter.

    Saarthax and Bernold escaped in the chaotic aftermath, the paladin being dragged away by Bernold to avoid rushing back to certain death.

    splint armor
    holy symbol (on shield)
    warhorse with ring mail barding

    Ring of Mind Shielding
    bed roll
    mess kit
    torch x10
    rations x10
    hempen rope 50 ft.
    insignia of rank
    trophy from defeated enemy (piece of banner)
    set of dragonchess
    common clothes
    belt pouch

    5 gp

    Bernold, battle priest
    Name:  Bartold.jpg
Views: 134
Size:  42.2 KB
    Battle Priest
    ARMOR: Heavy (AC 18)
    SAVES: Wisdom
    SKILLS: Insight, Persuasion
    SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
    3RD-LEVEL (3/DAY): spiritual weapon
    Last edited by JustinCase; Tuesday, 8th January, 2019 at 10:51 AM.

  7. #7
    Orin aka "Nightshade"

    Race:Half-Orc (war-bred)

    Class: Rogue 5(Mastermind)

    Background: Criminal/Spy
    Contact: Frostbite

    Orin is an average height warbred with messy, ashy grey hair. His face is covered in a handful of scars, received from various childhood beatings, nasty fights, and unfortunate accidents. His garb is that of a simple traveler. His leather armor is nondescript, if dark, , and he keeps a beaten shortsword sheathed in a scuffed-up scabbard on his belt in easy draw range. His otherwise ratty green cloak lies comfortably over his broad shoulders, not drawing much suspicion unless someone glances at the enchanted thread concealed in the inner lining.

    A simple quiver of arrows, fletched from various avian creatures who were in the wrong place at the wrong time, is strapped to the rebel's back, with his rough-hewn shortbow.


    Str = 13 Dex = 16 Con = 16 Int = 10 Wis = 10 Cha = 12
    3 pts + Race 9 pts + ASI 7 pts + Race/Asi 2 pts 2 pts 4 pts

    Proficient Skills
    Acrobatics = +6
    Deception(Expertise) = +7
    Insight = +3
    Intimidation = +4
    Perception = +3
    Sleight of Hand = +6
    Stealth(Expertise) = +9

    Common, Orc, Draconic, Halfling, Thieves Cant

    Armor/Weapon/Tool Proficiencies:
    Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Thieves' Tools, Disguise Kit, Forgery Kit, Dice

    Equipment: shortsword, shortbow, 20 arrows, 2 daggers, thieves tools, leather, backpack, ball bearings, 10ft string, bell, 5 candles, 2 crowbars, hammer, 10 pitons, hooded lantern, 2 flasks oil, 5 rations, tinderbox, waterskin, 50ft rope, dark clothes, beltpouch, Cloak of Elvenkind

    Traits: I'm quiet and sarcastic. I am very protective of my secrets.
    Ideal: Freedom. The chains of tyranny shall be broken along with their forgers.
    Bond: Frostbite brought me into the resistance, and I owe him.
    Flaws: Sometimes I have my doubts about whoever is running the resistance.

    Orin was born a war-bred, to parents who had fought the Dragon Phalanx in the war. Growing up, the young rogue watched the war-breed gradually be abandoned by Ajax. Added to the anger he already felt towards the Overlord over their race being created expressly to counter the Phalanx, Orin was practically cheering when the Iron Tower attacked, and needless to say disappointed at their failure.

    Orin loathed what Ajax was doing to the realm, and still resented him for the slavery he had born the war-bred into. He began to take action. It was nothing major at first; stealing provisions, sabotaging weapon carts, sniping one of Ajax's soldiers off a trade route here and there. Soon enough, though, someone took notice. Orin was just lucky that the resistance did before Ajax. He was approached by a black-scaled dragonborn, who Orin knows only as "Frostbite," and told about the resistance. Frostbite decided the war-bred could be trusted and taught him secret signals, codes and such. Orin took up the name "Nightshade" and set out as an agent of his new resistance allies.

    To this day, the only other member of the resistance Orin has met is Frostbite.

    (If anyone really has a problem with any of this, just let me know and I can adjust accordingly)
    Last edited by Herosmith14; Saturday, 12th January, 2019 at 12:15 AM.

Similar Threads

  1. Talls Strongholds and Followers adventure - closed for now
    By TallIan in forum Talking the Talk
    Replies: 155
    Last Post: Sunday, 16th June, 2019, 04:50 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts