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[5e] Into the Woods {RG}
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<blockquote data-quote="Neurotic" data-source="post: 8007433" data-attributes="member: 24380"><p>Umbril Wyndael</p><p>Shadar Kai Fighter Echo Knight 4</p><p></p><p>[spoiler=Rolls]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=238742" target="_blank">Abilities: 4D6.HIGH(3) = [2, 4, 2, 2] = 8</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=238742" target="_blank">4D6.HIGH(3) = [1, 6, 4, 6] = 16</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=238742" target="_blank">4D6.HIGH(3) = [3, 1, 3, 5] = 11</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=238742" target="_blank">4D6.HIGH(3) = [4, 6, 3, 5] = 15</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=238742" target="_blank">4D6.HIGH(3) = [4, 1, 1, 2] = 7</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=238742" target="_blank">4D6.HIGH(3) = [5, 4, 4, 6] = 15</a></p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=238767" target="_blank">HP for 2nd, 3rd and 4th level: 1D10+3 = [10]+3 = 13</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=238767" target="_blank">1D10+3 = [3]+3 = 6</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=238767" target="_blank">1D10+3 = [7]+3 = 10</a></p><p>[/spoiler]</p><p></p><p>[spoiler=Basic information]</p><p>Sex: Male</p><p>Alignment: Chaotic Good</p><p>Size: Medium</p><p>Languages: Common, Elven +2 (Netherise, Undercommon)</p><p>Speed: 30ft.</p><p>Init: +4</p><p>Prof. Bonus: +2</p><p>Passive Perception: 11</p><p>Proficiencies: Acrobatics, Athletics, Deception, Perception, Stealth, Musical Instrument, Thieves Tools</p><p></p><p>DEFENSE</p><p><strong>AC: 18</strong> (+0 dex, +8 armor) or 16 (+4 dex, +2 armor)</p><p><strong>HP: 52</strong> = 13 + 3x (1d10+3)</p><p></p><p><strong>Saves:</strong> Str* +2, Dex +4, Con* +5, Int +2, Wis -1, Cha -2</p><p></p><p>OFFENSE</p><p>Melee: Scimitar +6 (1d6+4 slashing; finesse)</p><p>Ranged: Dagger +6 (1d4+4 piercing; finesse, thrown 20/60)</p><p> Longbow +6 (1d8+4 piercing; heavy, two handed, 150/600)</p><p></p><p></p><p>STATISTICS</p><p>St* 11 (+0), Dex 18 (+4), Con 16 (+3), Int 15 (+2), Wis 8 (-1), Cha 7 (-2)</p><p>[/spoiler]</p><p></p><p>[spoiler=Shadar-Kai]</p><p>Ability scores: Dexterity +2, Constitution +1</p><p>Size: Medium</p><p>Speed: 30ft.</p><p></p><p>Necrotic resistance</p><p>Darkvision</p><p>Keen Senses: proficiency in perception</p><p>Fey Ancestry: advantage vs charm, magic cannot put me to sleep</p><p>Trance: Long rest for 4 hours, not unconcious</p><p>Blessing of the Raven Queen: as a bonus action, teleport magically up to 30 feet to an unoccupied space I can see. Gain resistance to all damage TSNT. 1/long rest</p><p></p><p>Languages: Common, Elven</p><p>[/spoiler]</p><p></p><p>[spoiler=Urban Bounty Hunter]</p><p>SCAG p153</p><p>Skill Proficiencies Deception, Stealth <s>Insight, Persuasion</s></p><p>Tool Proficiencies: musical instrument, thieves' tools, <s>gaming set</s></p><p></p><p>Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp</p><p></p><p>Feature: Ear to the Ground</p><p>You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.</p><p></p><p>Personality: I don't pay attention to the risks in a situation. Never tell me the odds.</p><p>Ideal: Redemption. There's a spark of good in everyone. (Good)</p><p>Bond: I'm trying to pay off an old debt I owe to a generous benefactor.</p><p>Flaw: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.</p><p>[/spoiler]</p><p></p><p>[spoiler=Fighter Echo Knight]</p><p>Two weapon style</p><p>Second Wind: bonus action heal 1d10+4 1/rest</p><p>Action Surge: take 1 extra action 1/rest</p><p>[spoiler=Echo Knight]</p><p><em>A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their ow might, they charge into the fray as a cycling swarm of shadows and strikes.</em></p><p></p><p><strong>Manifest Echo</strong></p><p>At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action until you manifest another echo, or until you're incapacitated.</p><p>Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.</p><ul> <li data-xf-list-type="ul">As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.</li> <li data-xf-list-type="ul">When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.</li> <li data-xf-list-type="ul">When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.</li> </ul><p><strong>Unleash Incarnation</strong></p><p>At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.</p><p>You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended use when you finish a long rest.</p><p>[/spoiler]</p><p></p><p>Armor and Weapon Proficiencies: all armors, all shields, simple and martial weapons</p><p>Saving Throws: Strength, Constitution</p><p>Skills: Acrobatics, Athletics <s>Animal Handling, History, Insight, Intimidation, Perception, Survival</s></p><p></p><p>Equipment:</p><p>Mithral full plate</p><p>Two scimitars</p><p>Leather armor</p><p>Longbow +20 arrows</p><p>Two handaxes</p><p>(explorers pack)</p><p>a backpack</p><p>a bedroll</p><p>a mess kit</p><p>a tinderbox</p><p>10 torches</p><p>10 days of rations</p><p>a waterskin</p><p>50 feet of hempen rope</p><p>[/spoiler]</p><p></p><p>SKILLS (* Proficient)</p><p>+6 (dex) Acrobatics*</p><p>-1 (wis) Animal Handling</p><p>+2 (int) Arcana</p><p>+2 (str) Athletics*</p><p>+0 (cha) Deception*</p><p>+2 (int) History</p><p>-1 (wis) Insight</p><p>-2 (cha) Intimidation</p><p>+2 (int) Investigation</p><p>-1 (wis) Medicine</p><p>+2 (int) Nature</p><p>+1 (wis) Perception*</p><p>-2 (cha) Performance</p><p>-2 (cha) Persuasion</p><p>+2 (int) Religion</p><p>+4 (dex) Sleight of Hand</p><p>+6 (dex) Stealth*</p><p>-1 (wis) Survival</p><p></p><p>[spoiler=Inventory]</p><p></p><p><strong>Combat</strong></p><p>Mithral full plate</p><p>Two scimitars</p><p>Leather armor</p><p>Longbow +20 arrows</p><p>Two daggers</p><p></p><p><strong>Other</strong></p><p>Thieves tools</p><p>Bone pan pipes</p><p></p><p>(explorers pack)</p><p>a backpack</p><p>a bedroll</p><p>a mess kit</p><p>a tinderbox</p><p>10 torches</p><p>10 days of rations</p><p>a waterskin</p><p>50 feet of hempen rope</p><p>Set of clothes</p><p></p><p>Money</p><p>20 gp</p><p>[/spoiler]</p><p></p><p></p><p>[Spoiler=History]</p><p><strong>Appearance</strong></p><p>Umbril is lithe in the manner of his people and...desaturated. Not so much pale as washed-out skin color. His face, what little can be seen beyond commonly worn hood and face mask is unmarked.</p><p></p><p>Once the hood is removed one can see earings in both elongated, pointed ears. The ears also have small metallic tips in bright purple. His clothes fit snuggly over his armor. The clothes are dark, but not black with purple highlights. On both hips, there are swords, on the belt smaller blades. And slung over the back the bow, almost as big as he is.</p><p></p><p>He looks at you directly, even arrogantly. Until mischief glints in the eyes and half-smile moves his lips...just as if he is expecting something amusing to befell you in a moment.</p><p></p><p>His torso is heavily tattooed as is his people want. One who knows how to read those tattoos would learn that he is dedicated to The Raven Queen (even more than usual for the race), that he is accomplished in what he does and punished more than once.</p><p></p><p><strong>Background info</strong></p><p>Umbril is the second son of a kithguard, well-respected commander of the guard in Gloomwrought. Not destined to inherit nor destined to greatness as is the proverbial third son, he enjoyed life as it came. Living the life of privilege, smart, quick, and spoiled, he never learned the wisdom of his elders. Loud, occasionally obnoxious, always boisterous he was an epitome of a spoiled noble brat.</p><p></p><p>It all changed in one game of chance. His past indiscretions caught up with him and he fell afoul of the loan shark in the gambling 'establishment' catering to young nobles. Not the first time that bright, but too open lad lost too much of the money. But this time, when he asked for the time to get the money, he didn't get it. Instead, he was asked to collect the debt from another. Then another. And one more. Before he knew it, he worked as an enforcer for the underground catering to the whims of young nobles. Not that he was the only one, but he was the one that more often than not came back without much fuss. He earned accomplishment tattoos. He also earned punishments when he would push his boss to far.</p><p></p><p>The turn in his life came with the simple job of collecting from the old (even as elves go) knights squire that was too happy with his liquor to care how much he lost. The squire fought back and skillfully. Worse, the knight noticed the scuffle in the alley behind the inn he was staying. With a single sharp word of magic, young bravo was yanked away from his victim, trembling under the effect of the <em>lightning lure</em>. The squire used the opportunity and run him through, his leather armor barely slowing sharp elven steel.</p><p></p><p>As the world grew dark(er), Umbril caught the arm of the squire <span style="color: rgb(44, 130, 201)">"Don't go back there. Don't..."</span> and expired. When he came to, he was in a place too green, too bright, too fragrant, too...everything. Used to the muted twilight of Shadowfell, Umbril was overwhelmed with the sensation of the Feywild (as he thought, though, in reality, he was just in the elven forest).</p><p></p><p>Old eldritch knight took him under his wing, impressed by the last act of the boy who tried to save another from his destiny. Letting his own squire go (gambling, drinking, and cowardly attack on disabled opponent) Eirnibion Kalaedrach trained Umbril in another trade. Young noble couldn't do magic and wasn't strong enough to wield the heavy weapons. But he did have experience with two weapons and with tracking people down. So the knight, in fact, a different kind of enforcer, advised, lead by the example, helped and supported. Together they hunted renegades, drow on the surface, traitors, necromancers, and worse. He tried to instill some caution, some wisdom in the fighting and thinking of the youth to no avail. One thing he utterly failed to do. In time, Umbril manifested his own kind of magic, pulling shades of himself from beyond.</p><p></p><p>Finally, the time came when they had the task of recovering someone from Umbril own city, returning back into the darkened allies of Gloomwrought. Getting into a well-guarded harem of the crime boss even with the aid of magic was something of a daring-do. And thus, right up Umbrils ally. Young elven lass recovered, second in command killed, happy trio faded from Shadowfell back into the material plane. Where Eirnibion collapsed from an apparently minor wound. Poison! Umbril left the girl and ran for help. There was a happy end of sorts. Old knight retired, rich on that last contract. No one else could have recovered the girl from the Great Shadow.</p><p></p><p>Umbril was bequeathed old knight armor - finely crafted suit of full plate, as light and quiet as his own leathers. But much, much stronger. And very clearly stated that it was on loan only as long as he did the work for the old enforcer. Currently on a mission to discover what is wrong with some forest, Umbril avoided human settlement called Knotwood and simply entered among ominous trees and went toward the middle. Surviving (by flight) the attacks of two different trees, he wasted days with barely any rest until finally, he noticed a large clearing with what looks like it might have been a fine manor at one time and a small group of individuals looking to enter...</p><p>[/spoiler]</p><p></p><p>[spoiler=Image]</p><p>[ATTACH=full]122682[/ATTACH]</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 8007433, member: 24380"] Umbril Wyndael Shadar Kai Fighter Echo Knight 4 [spoiler=Rolls] [URL='http://roll.coyotecode.net/lookup.php?rollid=238742']Abilities: 4D6.HIGH(3) = [2, 4, 2, 2] = 8 4D6.HIGH(3) = [1, 6, 4, 6] = 16 4D6.HIGH(3) = [3, 1, 3, 5] = 11 4D6.HIGH(3) = [4, 6, 3, 5] = 15 4D6.HIGH(3) = [4, 1, 1, 2] = 7 4D6.HIGH(3) = [5, 4, 4, 6] = 15[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=238767']HP for 2nd, 3rd and 4th level: 1D10+3 = [10]+3 = 13 1D10+3 = [3]+3 = 6 1D10+3 = [7]+3 = 10[/URL] [/spoiler] [spoiler=Basic information] Sex: Male Alignment: Chaotic Good Size: Medium Languages: Common, Elven +2 (Netherise, Undercommon) Speed: 30ft. Init: +4 Prof. Bonus: +2 Passive Perception: 11 Proficiencies: Acrobatics, Athletics, Deception, Perception, Stealth, Musical Instrument, Thieves Tools DEFENSE [B]AC: 18[/B] (+0 dex, +8 armor) or 16 (+4 dex, +2 armor) [B]HP: 52[/B] = 13 + 3x (1d10+3) [B]Saves:[/B] Str* +2, Dex +4, Con* +5, Int +2, Wis -1, Cha -2 OFFENSE Melee: Scimitar +6 (1d6+4 slashing; finesse) Ranged: Dagger +6 (1d4+4 piercing; finesse, thrown 20/60) Longbow +6 (1d8+4 piercing; heavy, two handed, 150/600) STATISTICS St* 11 (+0), Dex 18 (+4), Con 16 (+3), Int 15 (+2), Wis 8 (-1), Cha 7 (-2) [/spoiler] [spoiler=Shadar-Kai] Ability scores: Dexterity +2, Constitution +1 Size: Medium Speed: 30ft. Necrotic resistance Darkvision Keen Senses: proficiency in perception Fey Ancestry: advantage vs charm, magic cannot put me to sleep Trance: Long rest for 4 hours, not unconcious Blessing of the Raven Queen: as a bonus action, teleport magically up to 30 feet to an unoccupied space I can see. Gain resistance to all damage TSNT. 1/long rest Languages: Common, Elven [/spoiler] [spoiler=Urban Bounty Hunter] SCAG p153 Skill Proficiencies Deception, Stealth [S]Insight, Persuasion[/S] Tool Proficiencies: musical instrument, thieves' tools, [S]gaming set[/S] Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp Feature: Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. Personality: I don't pay attention to the risks in a situation. Never tell me the odds. Ideal: Redemption. There's a spark of good in everyone. (Good) Bond: I'm trying to pay off an old debt I owe to a generous benefactor. Flaw: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. [/spoiler] [spoiler=Fighter Echo Knight] Two weapon style Second Wind: bonus action heal 1d10+4 1/rest Action Surge: take 1 extra action 1/rest [spoiler=Echo Knight] [I]A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their ow might, they charge into the fray as a cycling swarm of shadows and strikes.[/I] [B]Manifest Echo[/B] At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. [LIST] [*]As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. [*]When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. [*]When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. [/LIST] [B]Unleash Incarnation[/B] At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended use when you finish a long rest. [/spoiler] Armor and Weapon Proficiencies: all armors, all shields, simple and martial weapons Saving Throws: Strength, Constitution Skills: Acrobatics, Athletics [S]Animal Handling, History, Insight, Intimidation, Perception, Survival[/S] Equipment: Mithral full plate Two scimitars Leather armor Longbow +20 arrows Two handaxes (explorers pack) a backpack a bedroll a mess kit a tinderbox 10 torches 10 days of rations a waterskin 50 feet of hempen rope [/spoiler] SKILLS (* Proficient) +6 (dex) Acrobatics* -1 (wis) Animal Handling +2 (int) Arcana +2 (str) Athletics* +0 (cha) Deception* +2 (int) History -1 (wis) Insight -2 (cha) Intimidation +2 (int) Investigation -1 (wis) Medicine +2 (int) Nature +1 (wis) Perception* -2 (cha) Performance -2 (cha) Persuasion +2 (int) Religion +4 (dex) Sleight of Hand +6 (dex) Stealth* -1 (wis) Survival [spoiler=Inventory] [B]Combat[/B] Mithral full plate Two scimitars Leather armor Longbow +20 arrows Two daggers [B]Other[/B] Thieves tools Bone pan pipes (explorers pack) a backpack a bedroll a mess kit a tinderbox 10 torches 10 days of rations a waterskin 50 feet of hempen rope Set of clothes Money 20 gp [/spoiler] [Spoiler=History] [B]Appearance[/B] Umbril is lithe in the manner of his people and...desaturated. Not so much pale as washed-out skin color. His face, what little can be seen beyond commonly worn hood and face mask is unmarked. Once the hood is removed one can see earings in both elongated, pointed ears. The ears also have small metallic tips in bright purple. His clothes fit snuggly over his armor. The clothes are dark, but not black with purple highlights. On both hips, there are swords, on the belt smaller blades. And slung over the back the bow, almost as big as he is. He looks at you directly, even arrogantly. Until mischief glints in the eyes and half-smile moves his lips...just as if he is expecting something amusing to befell you in a moment. His torso is heavily tattooed as is his people want. One who knows how to read those tattoos would learn that he is dedicated to The Raven Queen (even more than usual for the race), that he is accomplished in what he does and punished more than once. [B]Background info[/B] Umbril is the second son of a kithguard, well-respected commander of the guard in Gloomwrought. Not destined to inherit nor destined to greatness as is the proverbial third son, he enjoyed life as it came. Living the life of privilege, smart, quick, and spoiled, he never learned the wisdom of his elders. Loud, occasionally obnoxious, always boisterous he was an epitome of a spoiled noble brat. It all changed in one game of chance. His past indiscretions caught up with him and he fell afoul of the loan shark in the gambling 'establishment' catering to young nobles. Not the first time that bright, but too open lad lost too much of the money. But this time, when he asked for the time to get the money, he didn't get it. Instead, he was asked to collect the debt from another. Then another. And one more. Before he knew it, he worked as an enforcer for the underground catering to the whims of young nobles. Not that he was the only one, but he was the one that more often than not came back without much fuss. He earned accomplishment tattoos. He also earned punishments when he would push his boss to far. The turn in his life came with the simple job of collecting from the old (even as elves go) knights squire that was too happy with his liquor to care how much he lost. The squire fought back and skillfully. Worse, the knight noticed the scuffle in the alley behind the inn he was staying. With a single sharp word of magic, young bravo was yanked away from his victim, trembling under the effect of the [I]lightning lure[/I]. The squire used the opportunity and run him through, his leather armor barely slowing sharp elven steel. As the world grew dark(er), Umbril caught the arm of the squire [COLOR=rgb(44, 130, 201)]"Don't go back there. Don't..."[/COLOR] and expired. When he came to, he was in a place too green, too bright, too fragrant, too...everything. Used to the muted twilight of Shadowfell, Umbril was overwhelmed with the sensation of the Feywild (as he thought, though, in reality, he was just in the elven forest). Old eldritch knight took him under his wing, impressed by the last act of the boy who tried to save another from his destiny. Letting his own squire go (gambling, drinking, and cowardly attack on disabled opponent) Eirnibion Kalaedrach trained Umbril in another trade. Young noble couldn't do magic and wasn't strong enough to wield the heavy weapons. But he did have experience with two weapons and with tracking people down. So the knight, in fact, a different kind of enforcer, advised, lead by the example, helped and supported. Together they hunted renegades, drow on the surface, traitors, necromancers, and worse. He tried to instill some caution, some wisdom in the fighting and thinking of the youth to no avail. One thing he utterly failed to do. In time, Umbril manifested his own kind of magic, pulling shades of himself from beyond. Finally, the time came when they had the task of recovering someone from Umbril own city, returning back into the darkened allies of Gloomwrought. Getting into a well-guarded harem of the crime boss even with the aid of magic was something of a daring-do. And thus, right up Umbrils ally. Young elven lass recovered, second in command killed, happy trio faded from Shadowfell back into the material plane. Where Eirnibion collapsed from an apparently minor wound. Poison! Umbril left the girl and ran for help. There was a happy end of sorts. Old knight retired, rich on that last contract. No one else could have recovered the girl from the Great Shadow. Umbril was bequeathed old knight armor - finely crafted suit of full plate, as light and quiet as his own leathers. But much, much stronger. And very clearly stated that it was on loan only as long as he did the work for the old enforcer. Currently on a mission to discover what is wrong with some forest, Umbril avoided human settlement called Knotwood and simply entered among ominous trees and went toward the middle. Surviving (by flight) the attacks of two different trees, he wasted days with barely any rest until finally, he noticed a large clearing with what looks like it might have been a fine manor at one time and a small group of individuals looking to enter... [/spoiler] [spoiler=Image] [ATTACH type="full" alt="Umbril Wyndael.jpg"]122682[/ATTACH] [/spoiler] [/QUOTE]
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[5e] Into the Woods {RG}
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