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EB's SCAG - Storm King's Thunder - RG
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<blockquote data-quote="JustinCase" data-source="post: 7318462" data-attributes="member: 6776182"><p><strong>Wilhelm</strong></p><p>NG human warlock of the Undying 2</p><p></p><p>[sblock=Basic information]</p><p><strong>Name:</strong> Wilhelm</p><p><strong>Sex:</strong> Male</p><p><strong>Race:</strong> Human (variant)</p><p><strong>Class/Level:</strong> Warlock 2</p><p><strong>Alignment:</strong> Neutral Good</p><p><strong>XP:</strong> 300</p><p><strong>Size:</strong> Medium</p><p><strong>Type:</strong> Humanoid</p><p><strong>Languages:</strong> Common, Chondathan, Elvish, Goblin. Read all writing. </p><p><strong>Speed:</strong> 30ft.</p><p><strong>Init:</strong> +3</p><p><strong>Prof. Bonus:</strong> +2</p><p><strong>Passive Perception:</strong> 9</p><p></p><p><strong>DEFENSE</strong></p><p><strong>AC:</strong> 15 (20 with <em>Shield</em>)</p><p><strong>Maximum HP:</strong> 18</p><p><strong>Current HP:</strong> 18</p><p><strong>Saves:</strong> Wisdom +1, Charisma +5</p><p><strong>Notes:</strong> Advantage on saving throws versus disease. Undead that target you with an attack or spell, must make a Wisdom saving throw. (Among The Dead, DC13)</p><p></p><p><strong>OFFENSE</strong></p><p><strong>Melee:</strong> Dagger +5 (1d4+3 piercing; finesse, light, thrown 20/60)</p><p><strong>Ranged:</strong> Dagger +5 (1d4+3 piercing; finesse, light, thrown 20/60)</p><p><strong>Magic:</strong> Eldritch blast +5 (1d10 force; range 120)</p><p><strong>Magic:</strong> Chill touch +5 (1d8 necrotic; target can't regain hitpoints until start of your next turn; undead get disadvantage on attacks versus you; range 120)</p><p></p><p><strong>STATISTICS</strong></p><p><strong>Str</strong> 8 (-1), <strong>Dex </strong>16 (+3) , <strong>Con </strong>12 (+1), <strong>Int </strong>10 (+0), <strong>Wis </strong>9 (-1), <strong>Cha </strong>16 (+3)</p><p>[sblock=Stats rolled]<a href="http://www.enworld.org/forum/showthread.php?608494-EB-s-Storm-King-s-Thunder-OOC-(recruiting-2-more)&p=7314406&viewfull=1#post7314406" target="_blank">15, 15, 9, 8, 10, 12</a>[/sblock][/sblock][sblock=Features & proficiencies]</p><p><strong>RACIAL FEATURES & PROFICIENCIES</strong></p><p>Human (variant)</p><p><strong>Ability scores:</strong> Dexterity +1, Charisma +1</p><p><strong>Extra skill:</strong> Stealth</p><p><strong>Extra feat:</strong> Magic Initiate (sorcerer): Gain 2 cantrips and 1 first-level spell (once per long rest) from the sorcerer spell list, keyed to Charisma.</p><p><strong>Languages:</strong> Common, Chondathan (human language option), Goblin</p><p></p><p><strong>BACKGROUND FEATURES & PROFICIENCIES</strong></p><p>Inheritor (Sword Coast Adventurer's Guide)</p><p><strong>Skill Proficiencies:</strong> Survival, Arcana</p><p><strong>Tool Proficiencies:</strong> One gaming set (dice)</p><p><strong>Extra Language:</strong> Elvish</p><p><strong>Inheritance:</strong> You are the heir to a mysterious grimoire, which is tied to your warlock patron in some way.</p><p></p><p><strong>Personality Traits:</strong> I judge people by their actions, not their words. If someone is in trouble, I'm always ready to lend help. </p><p><strong>Ideal:</strong> People deserve to be treated with dignity and respect. </p><p><strong>Bond:</strong> My grimoire is more important than anything else. </p><p><strong>Flaw:</strong> My grimoire is more important than my dignity, morals or sanity. Also, I'd like to think myself a more powerful spellcaster than I am. </p><p></p><p><strong>CLASS FEATURES & PROFICIENCIES</strong></p><p>Warlock (Undying)</p><p><strong>Armor Proficiencies:</strong> Light armor</p><p><strong>Weapons Proficiencies:</strong> Simple weapons</p><p><strong>Skill Proficiencies:</strong> Deception, Intimidation</p><p><strong>Otherworldly Patron:</strong> The Undying (Larloch the Shadow King)</p><p><strong>Pact Magic:</strong> You can cast spells; see below.</p><p><strong>Expanded Spell List:</strong> Patron grants additional spells to choose as spells known.</p><p><strong>Among The Dead:</strong> (1) Know the <em>Spare the dying</em> cantrip. (2) Advantage on saving throws versus disease. (3) Undead that target you with an attack or spell must make a Wisdom saving throw versus your spell save DC (DC 13); upon failure, they must choose another target or the attack/spell fails. Upon a save or when targeted by an attack or spell from you, the undead is immune for 24 hours. </p><p></p><p><strong>SKILLS (Proficient in bold)</strong></p><p>+3 (dex) Acrobatics</p><p>-1 (wis) Animal Handling</p><p><strong>+2 (int) Arcana</strong></p><p>-1 (str) Athletics</p><p><strong>+5 (cha) Deception</strong></p><p>+0 (int) History</p><p>-1 (wis) Insight</p><p><strong>+5 (cha) Intimidation</strong></p><p>+0 (int) Investigation</p><p>-1 (wis) Medicine</p><p>+0 (int) Nature</p><p>-1 (wis) Perception</p><p>+3 (cha) Performance</p><p>+3 (cha) Persuasion</p><p>+0 (int) Religion</p><p>+3 (dex) Sleight of Hand</p><p><strong>+5 (dex) Stealth</strong></p><p><strong>+1 (wis) Survival</strong></p><p>[/sblock][sblock=Magic]</p><p>Can cast spells from Warlock class. Can cast spells from Sorcerer class list because of Magic Initiate feat.</p><p><strong>Spell save DC:</strong> 13</p><p><strong>Spell attack modifier:</strong> +5</p><p></p><p><strong>Warlock cantrips known (2):</strong> <em>Eldritch blast, Lightning lure</em></p><p><strong>Warlock bonus cantrip:</strong> <em>Spare the dying</em></p><p><strong>Sorcerer cantrips known (2):</strong> <em>Chill touch, Minor illusion</em></p><p></p><p><strong>Warlock spells known (3):</strong> <em>Armor of agathys, Arms of hadar, Cause fear </em></p><p><strong>Warlock spell slots used (level 1st):</strong> 0<strong>/2</strong></p><p><strong>Sorcerer spells known (1/long rest):</strong> <em>Shield</em></p><p><strong>Spells from warlock invocations: </strong><em>False Life</em> (at will)</p><p></p><p><strong>Invocations known:</strong> Eyes of the Rune Keeper (can read all writing), Fiendish Vigor (cast <em>False Life</em> at will)</p><p>[/sblock][sblock=Appearance & bio]</p><p><strong>PHYSICAL APPEARANCE</strong>[sblock=Portrait][ATTACH]92886[/ATTACH][/sblock]</p><p>A young, handsome man with unruly black hair and piercing eyes, Wilhelm moves with the confidence of youth. Dressed as a farmhand, he sometimes dons studded leather armor just a bit too big for him. Tucked in his belt are two ornate but worn daggers; his only apparent weaponry. </p><p></p><p>Wilhelm is very protective of a large, leather tome decorated with bone-shaped metal bands; he will not let anyone read its pages or even touch the book or the backpack it is carried in.</p><p></p><p><strong>BIO</strong></p><p>Sometimes Wilhelm muses that he owes his life to the death of other people. His mother, an adventuring rogue working for a group called Fortune's Friends, died in labor, and Wilhelm grew up on the farm in Elturel where she gave birth to him. He never knew who his biological father was, because his mother had refused to tell anyone. </p><p></p><p>Wilhelm was loved by his adoptive family, and he helped out at the farm when not visiting Grandfather Gaunt, a retired member of Fortune's Friends who had decided to settle down and keep an eye on the boy. The old sage told him many stories of the Friends and their exploits, always emphasizing and sometimes exagerating his mother's part. Gaunt realized too late that it had awakened a thirst for adventure in the young lad, and thereafter tried to temper his dream to one day become an adventurer himself.</p><p></p><p>When his adoptive sister died from a devastating illness, something changed in Wilhelm. He grew more serious, becoming too mature for his age, and he kept asking Gaunt about creatures that seemed immortal or extremely long-lived. The sage tried hard to change the subject, and Wilhelm knew that if he really wanted answers, he would have to browse his guardian's library without Grandfather Gaunt looking over his shoulder.</p><p></p><p>One day when Gaunt was out on an errand, Wilhelm snuck inside and read a few tomes before finding a hidden switch among the library shelves. Following his curiosity, the boy activated the switch and found a secret room where the more dangerous magical items were kept. But Wilhelm barely looked at anything except for a big, black grimoire, bound in leather and decorated with bone-shaped metal as if refraining its contents from spilling out.</p><p></p><p>The book beckoned him. He could almost hear the promises being whispered in his ears.</p><p></p><p>Something happened when his fingers touched it. It was a dream, he was sure, because he had never been to this place he found himself; a place of cold and darkness, of figures etched in solid ice and shadows moving of their own volition. </p><p></p><p>A robed wizard stood before him; a human man with dark grey skin, eyes like pools of darkness and a wolfish grin. His lips did not move, but Wilhelm heard the words nonetheless.</p><p></p><p>"You seek power over death. I will grant it, but first you must learn. Use the magic within."</p><p></p><p>Before he could answer, everything went black as if the bubble had abruptly been burst, and Wilhelm awoke in a field, his sweaty hands hugging the tome to his chest. Before realizing what had transpired, his adoptive father's sheep thundered past, bleating in fear, gathering near him for protection. Then he heard the howling, and his blood froze.</p><p></p><p>A pack of wolves surrounded him and the flock, approaching slowly, certain of their feast. His heart raced; he carried no weapons and the only thing he had was the book. Instinctively Wilhelm knew not to throw the grimoire, and with the same gut feeling he raised a hand, as if he were a wizard in Grandfather Gaunt's stories. Perhaps the wolves would recognize it and flee.</p><p></p><p>For the second time that day, something happened. Reaching inside while holding the mysterious tome with his other hand, Wilhelm brought forth the image of a magical ray of damaging energy being cast by a warmage, <em>and pulled it into reality</em>. A line of pure energy, black but somehow bright, raced from his upraised hand to the alpha wolf, blasting away part of its face.</p><p></p><p>The wolves were not half as surprised as Wilhelm was.</p><p></p><p>Trying the same trick, he again created a magical ray of eldritch power to hit the lead wolf, which whimpered and fled with its tail between its hindlegs. The rest of the pack followed, and within moments Wilhelm was alone with the sheep.</p><p></p><p>"I'm a wizard," Wilhelm thought to himself, and realized it was not at all what he had imagined. </p><p></p><p>Returning home, he decided not to tell anyone about his experience. Instead, he retreated to his room and studied the grimoire, watching the markings on the pages but understanding nothing. Slowly he started to realize that no, of course he could not read it yet. It was like one of the adventures from his mother, where the magic only became apparent after completing a quest!</p><p></p><p>The next day Wilhelm snuck out of the house before anyone was awake, carrying the grimoire, two daggers that belonged to his mother, and a few useful items in a backpack. He moved to Daggerford first, but something has been driving Wilhelm to Waterdeep lately. Curiosity? The machinations of the grimoire? Or something else?...</p><p>[/sblock][sblock=Inventory]</p><p><strong>COMBAT GEAR</strong></p><p>Studded armor</p><p>Dagger x2</p><p>Component pouch</p><p></p><p><strong>OTHER GEAR</strong></p><p>Backpack</p><p>Bedroll</p><p>Candle x10</p><p>Clothes, common</p><p>Dice set</p><p>Patron's Grimoire (as spellbook)</p><p>Rations x4</p><p>Waterskin</p><p></p><p><strong>MONEY</strong></p><p>30 gp</p><p>1 sp</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="JustinCase, post: 7318462, member: 6776182"] [B]Wilhelm[/B] NG human warlock of the Undying 2 [sblock=Basic information] [B]Name:[/B] Wilhelm [B]Sex:[/B] Male [B]Race:[/B] Human (variant) [B]Class/Level:[/B] Warlock 2 [B]Alignment:[/B] Neutral Good [B]XP:[/B] 300 [B]Size:[/B] Medium [B]Type:[/B] Humanoid [B]Languages:[/B] Common, Chondathan, Elvish, Goblin. Read all writing. [B]Speed:[/B] 30ft. [B]Init:[/B] +3 [B]Prof. Bonus:[/B] +2 [B]Passive Perception:[/B] 9 [B]DEFENSE[/B] [B]AC:[/B] 15 (20 with [I]Shield[/I]) [B]Maximum HP:[/B] 18 [B]Current HP:[/B] 18 [B]Saves:[/B] Wisdom +1, Charisma +5 [B]Notes:[/B] Advantage on saving throws versus disease. Undead that target you with an attack or spell, must make a Wisdom saving throw. (Among The Dead, DC13) [B]OFFENSE[/B] [B]Melee:[/B] Dagger +5 (1d4+3 piercing; finesse, light, thrown 20/60) [B]Ranged:[/B] Dagger +5 (1d4+3 piercing; finesse, light, thrown 20/60) [B]Magic:[/B] Eldritch blast +5 (1d10 force; range 120) [B]Magic:[/B] Chill touch +5 (1d8 necrotic; target can't regain hitpoints until start of your next turn; undead get disadvantage on attacks versus you; range 120) [B]STATISTICS[/B] [B]Str[/B] 8 (-1), [B]Dex [/B]16 (+3) , [B]Con [/B]12 (+1), [B]Int [/B]10 (+0), [B]Wis [/B]9 (-1), [B]Cha [/B]16 (+3) [sblock=Stats rolled][URL="http://www.enworld.org/forum/showthread.php?608494-EB-s-Storm-King-s-Thunder-OOC-(recruiting-2-more)&p=7314406&viewfull=1#post7314406"]15, 15, 9, 8, 10, 12[/URL][/sblock][/sblock][sblock=Features & proficiencies] [B]RACIAL FEATURES & PROFICIENCIES[/B] Human (variant) [B]Ability scores:[/B] Dexterity +1, Charisma +1 [B]Extra skill:[/B] Stealth [B]Extra feat:[/B] Magic Initiate (sorcerer): Gain 2 cantrips and 1 first-level spell (once per long rest) from the sorcerer spell list, keyed to Charisma. [B]Languages:[/B] Common, Chondathan (human language option), Goblin [B]BACKGROUND FEATURES & PROFICIENCIES[/B] Inheritor (Sword Coast Adventurer's Guide) [B]Skill Proficiencies:[/B] Survival, Arcana [B]Tool Proficiencies:[/B] One gaming set (dice) [B]Extra Language:[/B] Elvish [B]Inheritance:[/B] You are the heir to a mysterious grimoire, which is tied to your warlock patron in some way. [B]Personality Traits:[/B] I judge people by their actions, not their words. If someone is in trouble, I'm always ready to lend help. [B]Ideal:[/B] People deserve to be treated with dignity and respect. [B]Bond:[/B] My grimoire is more important than anything else. [B]Flaw:[/B] My grimoire is more important than my dignity, morals or sanity. Also, I'd like to think myself a more powerful spellcaster than I am. [B]CLASS FEATURES & PROFICIENCIES[/B] Warlock (Undying) [B]Armor Proficiencies:[/B] Light armor [B]Weapons Proficiencies:[/B] Simple weapons [B]Skill Proficiencies:[/B] Deception, Intimidation [B]Otherworldly Patron:[/B] The Undying (Larloch the Shadow King) [B]Pact Magic:[/B] You can cast spells; see below. [B]Expanded Spell List:[/B] Patron grants additional spells to choose as spells known. [B]Among The Dead:[/B] (1) Know the [I]Spare the dying[/I] cantrip. (2) Advantage on saving throws versus disease. (3) Undead that target you with an attack or spell must make a Wisdom saving throw versus your spell save DC (DC 13); upon failure, they must choose another target or the attack/spell fails. Upon a save or when targeted by an attack or spell from you, the undead is immune for 24 hours. [B]SKILLS (Proficient in bold)[/B] +3 (dex) Acrobatics -1 (wis) Animal Handling [B]+2 (int) Arcana[/B] -1 (str) Athletics [B]+5 (cha) Deception[/B] +0 (int) History -1 (wis) Insight [B]+5 (cha) Intimidation[/B] +0 (int) Investigation -1 (wis) Medicine +0 (int) Nature -1 (wis) Perception +3 (cha) Performance +3 (cha) Persuasion +0 (int) Religion +3 (dex) Sleight of Hand [B]+5 (dex) Stealth[/B] [B]+1 (wis) Survival[/B] [/sblock][sblock=Magic] Can cast spells from Warlock class. Can cast spells from Sorcerer class list because of Magic Initiate feat. [B]Spell save DC:[/B] 13 [B]Spell attack modifier:[/B] +5 [B]Warlock cantrips known (2):[/B] [I]Eldritch blast, Lightning lure[/I] [B]Warlock bonus cantrip:[/B] [I]Spare the dying[/I] [B]Sorcerer cantrips known (2):[/B] [I]Chill touch, Minor illusion[/I] [B]Warlock spells known (3):[/B] [I]Armor of agathys, Arms of hadar, Cause fear [/I] [B]Warlock spell slots used (level 1st):[/B] 0[B]/2[/B] [B]Sorcerer spells known (1/long rest):[/B] [I]Shield[/I] [b]Spells from warlock invocations: [/b][i]False Life[/i] (at will) [B]Invocations known:[/B] Eyes of the Rune Keeper (can read all writing), Fiendish Vigor (cast [i]False Life[/i] at will) [/sblock][sblock=Appearance & bio] [B]PHYSICAL APPEARANCE[/B][sblock=Portrait][ATTACH=CONFIG]92886._xfImport[/ATTACH][/sblock] A young, handsome man with unruly black hair and piercing eyes, Wilhelm moves with the confidence of youth. Dressed as a farmhand, he sometimes dons studded leather armor just a bit too big for him. Tucked in his belt are two ornate but worn daggers; his only apparent weaponry. Wilhelm is very protective of a large, leather tome decorated with bone-shaped metal bands; he will not let anyone read its pages or even touch the book or the backpack it is carried in. [B]BIO[/B] Sometimes Wilhelm muses that he owes his life to the death of other people. His mother, an adventuring rogue working for a group called Fortune's Friends, died in labor, and Wilhelm grew up on the farm in Elturel where she gave birth to him. He never knew who his biological father was, because his mother had refused to tell anyone. Wilhelm was loved by his adoptive family, and he helped out at the farm when not visiting Grandfather Gaunt, a retired member of Fortune's Friends who had decided to settle down and keep an eye on the boy. The old sage told him many stories of the Friends and their exploits, always emphasizing and sometimes exagerating his mother's part. Gaunt realized too late that it had awakened a thirst for adventure in the young lad, and thereafter tried to temper his dream to one day become an adventurer himself. When his adoptive sister died from a devastating illness, something changed in Wilhelm. He grew more serious, becoming too mature for his age, and he kept asking Gaunt about creatures that seemed immortal or extremely long-lived. The sage tried hard to change the subject, and Wilhelm knew that if he really wanted answers, he would have to browse his guardian's library without Grandfather Gaunt looking over his shoulder. One day when Gaunt was out on an errand, Wilhelm snuck inside and read a few tomes before finding a hidden switch among the library shelves. Following his curiosity, the boy activated the switch and found a secret room where the more dangerous magical items were kept. But Wilhelm barely looked at anything except for a big, black grimoire, bound in leather and decorated with bone-shaped metal as if refraining its contents from spilling out. The book beckoned him. He could almost hear the promises being whispered in his ears. Something happened when his fingers touched it. It was a dream, he was sure, because he had never been to this place he found himself; a place of cold and darkness, of figures etched in solid ice and shadows moving of their own volition. A robed wizard stood before him; a human man with dark grey skin, eyes like pools of darkness and a wolfish grin. His lips did not move, but Wilhelm heard the words nonetheless. "You seek power over death. I will grant it, but first you must learn. Use the magic within." Before he could answer, everything went black as if the bubble had abruptly been burst, and Wilhelm awoke in a field, his sweaty hands hugging the tome to his chest. Before realizing what had transpired, his adoptive father's sheep thundered past, bleating in fear, gathering near him for protection. Then he heard the howling, and his blood froze. A pack of wolves surrounded him and the flock, approaching slowly, certain of their feast. His heart raced; he carried no weapons and the only thing he had was the book. Instinctively Wilhelm knew not to throw the grimoire, and with the same gut feeling he raised a hand, as if he were a wizard in Grandfather Gaunt's stories. Perhaps the wolves would recognize it and flee. For the second time that day, something happened. Reaching inside while holding the mysterious tome with his other hand, Wilhelm brought forth the image of a magical ray of damaging energy being cast by a warmage, [I]and pulled it into reality[/I]. A line of pure energy, black but somehow bright, raced from his upraised hand to the alpha wolf, blasting away part of its face. The wolves were not half as surprised as Wilhelm was. Trying the same trick, he again created a magical ray of eldritch power to hit the lead wolf, which whimpered and fled with its tail between its hindlegs. The rest of the pack followed, and within moments Wilhelm was alone with the sheep. "I'm a wizard," Wilhelm thought to himself, and realized it was not at all what he had imagined. Returning home, he decided not to tell anyone about his experience. Instead, he retreated to his room and studied the grimoire, watching the markings on the pages but understanding nothing. Slowly he started to realize that no, of course he could not read it yet. It was like one of the adventures from his mother, where the magic only became apparent after completing a quest! The next day Wilhelm snuck out of the house before anyone was awake, carrying the grimoire, two daggers that belonged to his mother, and a few useful items in a backpack. He moved to Daggerford first, but something has been driving Wilhelm to Waterdeep lately. Curiosity? The machinations of the grimoire? Or something else?... [/sblock][sblock=Inventory] [B]COMBAT GEAR[/B] Studded armor Dagger x2 Component pouch [B]OTHER GEAR[/B] Backpack Bedroll Candle x10 Clothes, common Dice set Patron's Grimoire (as spellbook) Rations x4 Waterskin [B]MONEY[/B] 30 gp 1 sp [/sblock] [/QUOTE]
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