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[Rogues Gallery] Lost Mine of Phandelver
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<blockquote data-quote="Phoenix8008" data-source="post: 6405172" data-attributes="member: 211"><p>Updated...</p><p>[sblock=Garuk Runestone]<strong><u><em><span style="font-size: 15px">Garuk Runestone</span></em></u></strong></p><p></p><p><strong>Description and Background:</strong></p><p>*Gossip from a Neverwinter tavern drunk about a dwarf that passed through recently*: "Garuk is a strange looking dwarf to say the least. First of all, he's hairless. Not just bald on top of his head, but his head and beard and even arms (and who knows what else) are shaved clean. He's also very pale and pasty, but his icy blue eyes shine out with intensity from within the white facepaint he wears that looks like a skull. He seems to be equipped as most dwarves you've seen, wearing scale mail armor over his travelling clothes, and hefting a battleaxe strapped across his back. But he spends more time reading his Spellbook than he does sharpening his axe. That's one of the other strange things, he's a Wizard it seems. I did say <strong><em>one</em></strong> of the strange things about him, right? He also seems to talk to himself alot. Except he claims that he's talking to, and listening to, the dead. His Grandfather in particular."</p><p></p><p>"It seems his Grandfather died in some mining expedition along time ago and his ghost has just now decided that it needs a proper burial. I heard him tell that his Grandfather's ghost explained that some live dwarves had recently found a way into this mine and that meant it was possible that someone could give him a proper burial or even finish what they all started long ago. The ghost's own children were already dead, but not before bringing a grandson into the world. Now that the grandson Garuk has started hearing his grandfather speaking to him, he can't seem to stop hearing many of the other dead around him. And there are so many in the 'Great Majority' that left unfinished business in the lands of the living and would love some help in tying up loose ends. Garuk started learning Wizardly magic soon after... from a dead and buried wizard he says." </p><p></p><p>"After being caught defiling tombs and graves in his dwarven settlement he was banished. He says the dead lady buried there wanted someone else to have the jewelry that was buried with her. Garuk insists he was trying to locate her living relative to give it to her, but the guards didn't believe him. Shunned by his own people and with no (living) family of his own to keep him there, Garuk was driven away into the wilderness where he spent more time learning the Wizardly ways and taking notes from any graveyard he happened to pass by. He's learned some interesting things and made some unique discoveries along the way, some of which he still doesn't really understand himself. Finally in Neverwinter, his Grandfather insisted that he hire on as a guard for the wagon-load of supplies that a dwarf was shipping south. Old (dead) Adrik Runestone insisted that this dwarf was one of those who found and reopened his uneasy resting place. He won't be happy (and won't leave Garuk alone) until his remains are located and buried properly. Meanwhile, Garuk suffers the unstoppable thoughts and beggings of the dead wherever he goes. He told me: 'Sometimes it's nearly enough to drive a dwarf mad, ya know?' I agreed with him and smiled as he left."</p><p></p><p><strong>Sex:</strong> Male</p><p><strong>Race:</strong> Mountain Dwarf</p><p><strong>Class & Level:</strong> Wizard 2 (XP= 350/900) [*Reminder: take Observant feat at 4th!]</p><p><strong>Alignment:</strong> Lawful Neutral</p><p><strong>Size:</strong> Medium</p><p><strong>Type (Subtype):</strong> Humanoid (Mountain Dwarf)</p><p><strong>Init:</strong> +0</p><p><strong>Senses:</strong> Darkvision 60'</p><p><strong>Passive Perception:</strong> 12</p><p><strong>Ability Scores:</strong> <strong>STR</strong> 14 (+2), <strong>DEX</strong> 10 (+0), <strong>CON</strong> 14 (+2), <strong>INT</strong> 15 (+2), <strong>WIS</strong> 14 (+2), <strong>CHA</strong> 9 (-1)</p><p></p><p><strong><u>DEFENSE</u></strong></p><p><strong>AC:</strong> 14 (14 from Scale Mail armor)</p><p><strong>HP:</strong> 13 (2d6+4 Con)</p><p><strong>Hit Dice:</strong> 1d6 x <u>2/2</u></p><p><strong>Saves:</strong> Str +2, Dex +0, Con +2, <u>Int +4</u>, <u>Wis +4</u>, Cha -1</p><p></p><p><strong><u>OFFENSE</u></strong></p><p><strong>Speed:</strong> 25ft</p><p><strong>Melee:</strong> </p><p><em>Battleaxe</em> +4 ATK, 1d8+2 Slashing (Versatile 1d10+2)</p><p>Dagger +4 ATK, 1d4+2 Piercing (Finesse, Light, Thrown 20/60)</p><p><strong>Ranged:</strong></p><p><em>Dagger</em> +2 ATK, 1d4+2 Piercing (Finesse, Light, Thrown 20/60)</p><p><em>Chill Touch</em> +4 ATK, Range 120ft, 1d8 Necrotic and can't regain HP's till start of my next turn</p><p><em>Poison Spray</em> Range 10ft, CON save DC12 or take 1d12 Poison damage</p><p><em>Ray of Frost</em> +4 ATK, Range 60ft, 1d8 Cold and -10 to its Speed till start of my next turn.</p><p></p><p><strong>Skills:</strong> (Proficient in <strong>bold</strong>)</p><p><u>Mod</u> <u>(Attribute)</u> <u>Name of Skill</u></p><p>+0 (dex) Acrobatics</p><p>+2 (wis) Animal Handling</p><p><strong>+4 (int) Arcana</strong></p><p>+2 (str) Athletics</p><p>-1 (cha) Deception</p><p><strong>+4 (int) History</strong></p><p>+2 (wis) Insight</p><p>-1 (cha) Intimidation</p><p>+2 (int) Investigation</p><p><strong>+4 (wis) Medicine</strong></p><p>+2 (int) Nature</p><p>+2 (wis) Perception</p><p>-1 (cha) Performance</p><p>-1 (cha) Persuasion</p><p><strong>+4 (int) Religion</strong></p><p>+0 (dex) Sleight of Hand</p><p>+0 (dex) Stealth</p><p>+2 (wis) Survival</p><p></p><p><strong>Languages:</strong> Dwarven, Common, Draconic</p><p></p><p><strong>Personality Traits:</strong> When listening to the dead, I often seem lost in my own thoughts and oblivious to my surroundings.</p><p><strong>Ideals:</strong> I use my gifts to help the Great Majority who are beyond the help of others.</p><p><strong>Bonds:</strong> My Grandfather's spirit will not rest until his remains are properly buried.</p><p><strong>Flaw:</strong> The dark thoughts of the dead sometimes compel me or overwhelm me.</p><p></p><p><strong>Mountain Dwarf Racial Traits:</strong></p><p>-CON +2</p><p>-Darkvision 60'</p><p>-Dwarven Resilience (Advantange on saves vs Poison and Resistance to Poison damage)</p><p>- Combat Training (Weapon Proficiencies: Battle Axe, Handaxe, Throwing Hammer, Warhammer)</p><p>-Tool Proficiency (Smith's Tools)</p><p>-Stone Cunning (Double Proficiency bonus on History checks about Stonework)</p><p>-STR +2</p><p>-Armor Training (Light and Medium Armor Proficiency)</p><p></p><p><strong>Wizard Traits:</strong></p><p>-HD=d6</p><p>-Weapon Proficiencies (Dagger, Dart, Sling, Light Crossbow, Quarterstaff)</p><p>-Proficient Saves (INT, WIS)</p><p>-2 Skill Proficiencies (Arcana, History)</p><p>-Spellcasting (@2nd-Know 3 cantrips and 8 first level spells. Prepare 4 Level 1 spells per day. Have 3 Level 1 slots per day) SEE BELOW</p><p>-Arcane Recovery (After short rest, can recover spell slots equal to 1/2 Wizard level, rounded up = 1 level @2nd, 2 levels @3-4th, etc)</p><p></p><p>-Arcane Tradition= School of Necromancy</p><p>--Necromancy Savant (1/2 gold & time cost to copy a Necromancy school spell into spellbook)</p><p>--Grim Harvest (Once per turn, when you kill one or more creatures (except undead or constructs) with a spell of 1st level or higher, you regain HP equal to spell level x2 (or x3 if a Necromancy spell is used).</p><p></p><p><strong>Background (Hermit) Traits:</strong></p><p>-2 Skill Proficiencies (Medicine, Religion)</p><p>-Tool Proficiency (Herbalism Kit)</p><p>-Additional Language known (Draconic)</p><p>-Seclusion Reason (I retreated from a society that shunned my because I can hear and talk to the dead.)</p><p>-Discovery while in seclusion (**Unknown - Need DM input/help**)</p><p></p><p><strong>Combat Equipment:</strong></p><p>Scale Mail [ lbs]</p><p>Battleaxe</p><p>Dagger</p><p>Arcane Focus (Quarterstaff)</p><p></p><p><strong>Other Gear:</strong></p><p>Clothes, Travellers</p><p>Backpack (Items stored inside below Italicized)</p><p><em>-Spellbook</em></p><p><em>-Bottle of Ink</em></p><p><em>-Ink Pen</em></p><p><em>-Parchment (10 sheets)</em></p><p><em>-Herbalism Kit</em></p><p><em>-Bedroll</em></p><p><em>-Blanket</em></p><p><em>-Mirror, Steel</em></p><p><em>-Mess Kit</em></p><p><em>-5 days Rations</em></p><p><em>-Whetstone</em></p><p>Waterskin</p><p>Pouch</p><p>-2 GP, 10 SP, 1 CP</p><p></p><p><u><strong>Spellcasting:</strong> (Primary Ability: INT, Spell Save DC: 12, Spell Attack Bonus: +4)</u></p><p></p><p><strong>Cantrips:</strong></p><p>0-Chill Touch</p><p>0-Poison Spray</p><p>0-Ray of Frost</p><p></p><p><strong>Spells Known:</strong></p><p>1-Comprehend Languages (ritual)</p><p>1-Detect Magic (ritual)</p><p>1-Identify (ritual)</p><p>1-Magic Missile</p><p>1-Ray of Sickness</p><p>1-Sleep</p><p>1-Expedition Retreat</p><p>1-Find Familiar (ritual)</p><p></p><p><strong>Spells Prepared:</strong> (Wiz level 2 + INT mod +2 = 4 per day)</p><p>-Magic Missile</p><p>-Ray of Sickness</p><p>-Sleep</p><p>-Expeditious Retreat</p><p></p><p><strong>Spell Slots:</strong></p><p>Level 1= 3/3</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Phoenix8008, post: 6405172, member: 211"] Updated... [sblock=Garuk Runestone][B][U][I][SIZE=4]Garuk Runestone[/SIZE][/I][/U][/B] [B]Description and Background:[/B] *Gossip from a Neverwinter tavern drunk about a dwarf that passed through recently*: "Garuk is a strange looking dwarf to say the least. First of all, he's hairless. Not just bald on top of his head, but his head and beard and even arms (and who knows what else) are shaved clean. He's also very pale and pasty, but his icy blue eyes shine out with intensity from within the white facepaint he wears that looks like a skull. He seems to be equipped as most dwarves you've seen, wearing scale mail armor over his travelling clothes, and hefting a battleaxe strapped across his back. But he spends more time reading his Spellbook than he does sharpening his axe. That's one of the other strange things, he's a Wizard it seems. I did say [B][I]one[/I][/B] of the strange things about him, right? He also seems to talk to himself alot. Except he claims that he's talking to, and listening to, the dead. His Grandfather in particular." "It seems his Grandfather died in some mining expedition along time ago and his ghost has just now decided that it needs a proper burial. I heard him tell that his Grandfather's ghost explained that some live dwarves had recently found a way into this mine and that meant it was possible that someone could give him a proper burial or even finish what they all started long ago. The ghost's own children were already dead, but not before bringing a grandson into the world. Now that the grandson Garuk has started hearing his grandfather speaking to him, he can't seem to stop hearing many of the other dead around him. And there are so many in the 'Great Majority' that left unfinished business in the lands of the living and would love some help in tying up loose ends. Garuk started learning Wizardly magic soon after... from a dead and buried wizard he says." "After being caught defiling tombs and graves in his dwarven settlement he was banished. He says the dead lady buried there wanted someone else to have the jewelry that was buried with her. Garuk insists he was trying to locate her living relative to give it to her, but the guards didn't believe him. Shunned by his own people and with no (living) family of his own to keep him there, Garuk was driven away into the wilderness where he spent more time learning the Wizardly ways and taking notes from any graveyard he happened to pass by. He's learned some interesting things and made some unique discoveries along the way, some of which he still doesn't really understand himself. Finally in Neverwinter, his Grandfather insisted that he hire on as a guard for the wagon-load of supplies that a dwarf was shipping south. Old (dead) Adrik Runestone insisted that this dwarf was one of those who found and reopened his uneasy resting place. He won't be happy (and won't leave Garuk alone) until his remains are located and buried properly. Meanwhile, Garuk suffers the unstoppable thoughts and beggings of the dead wherever he goes. He told me: 'Sometimes it's nearly enough to drive a dwarf mad, ya know?' I agreed with him and smiled as he left." [B]Sex:[/B] Male [B]Race:[/B] Mountain Dwarf [B]Class & Level:[/B] Wizard 2 (XP= 350/900) [*Reminder: take Observant feat at 4th!] [B]Alignment:[/B] Lawful Neutral [B]Size:[/B] Medium [B]Type (Subtype):[/B] Humanoid (Mountain Dwarf) [B]Init:[/B] +0 [B]Senses:[/B] Darkvision 60' [B]Passive Perception:[/B] 12 [B]Ability Scores:[/B] [B]STR[/B] 14 (+2), [B]DEX[/B] 10 (+0), [B]CON[/B] 14 (+2), [B]INT[/B] 15 (+2), [B]WIS[/B] 14 (+2), [B]CHA[/B] 9 (-1) [B][U]DEFENSE[/U][/B] [B]AC:[/B] 14 (14 from Scale Mail armor) [B]HP:[/B] 13 (2d6+4 Con) [B]Hit Dice:[/B] 1d6 x [U]2/2[/U] [B]Saves:[/B] Str +2, Dex +0, Con +2, [U]Int +4[/U], [U]Wis +4[/U], Cha -1 [B][U]OFFENSE[/U][/B] [B]Speed:[/B] 25ft [B]Melee:[/B] [I]Battleaxe[/I] +4 ATK, 1d8+2 Slashing (Versatile 1d10+2) Dagger +4 ATK, 1d4+2 Piercing (Finesse, Light, Thrown 20/60) [B]Ranged:[/B] [I]Dagger[/I] +2 ATK, 1d4+2 Piercing (Finesse, Light, Thrown 20/60) [I]Chill Touch[/I] +4 ATK, Range 120ft, 1d8 Necrotic and can't regain HP's till start of my next turn [I]Poison Spray[/I] Range 10ft, CON save DC12 or take 1d12 Poison damage [I]Ray of Frost[/I] +4 ATK, Range 60ft, 1d8 Cold and -10 to its Speed till start of my next turn. [B]Skills:[/B] (Proficient in [B]bold[/B]) [U]Mod[/U] [U](Attribute)[/U] [U]Name of Skill[/U] +0 (dex) Acrobatics +2 (wis) Animal Handling [B]+4 (int) Arcana[/B] +2 (str) Athletics -1 (cha) Deception [B]+4 (int) History[/B] +2 (wis) Insight -1 (cha) Intimidation +2 (int) Investigation [B]+4 (wis) Medicine[/B] +2 (int) Nature +2 (wis) Perception -1 (cha) Performance -1 (cha) Persuasion [B]+4 (int) Religion[/B] +0 (dex) Sleight of Hand +0 (dex) Stealth +2 (wis) Survival [B]Languages:[/B] Dwarven, Common, Draconic [B]Personality Traits:[/B] When listening to the dead, I often seem lost in my own thoughts and oblivious to my surroundings. [B]Ideals:[/B] I use my gifts to help the Great Majority who are beyond the help of others. [B]Bonds:[/B] My Grandfather's spirit will not rest until his remains are properly buried. [B]Flaw:[/B] The dark thoughts of the dead sometimes compel me or overwhelm me. [B]Mountain Dwarf Racial Traits:[/B] -CON +2 -Darkvision 60' -Dwarven Resilience (Advantange on saves vs Poison and Resistance to Poison damage) - Combat Training (Weapon Proficiencies: Battle Axe, Handaxe, Throwing Hammer, Warhammer) -Tool Proficiency (Smith's Tools) -Stone Cunning (Double Proficiency bonus on History checks about Stonework) -STR +2 -Armor Training (Light and Medium Armor Proficiency) [B]Wizard Traits:[/B] -HD=d6 -Weapon Proficiencies (Dagger, Dart, Sling, Light Crossbow, Quarterstaff) -Proficient Saves (INT, WIS) -2 Skill Proficiencies (Arcana, History) -Spellcasting (@2nd-Know 3 cantrips and 8 first level spells. Prepare 4 Level 1 spells per day. Have 3 Level 1 slots per day) SEE BELOW -Arcane Recovery (After short rest, can recover spell slots equal to 1/2 Wizard level, rounded up = 1 level @2nd, 2 levels @3-4th, etc) -Arcane Tradition= School of Necromancy --Necromancy Savant (1/2 gold & time cost to copy a Necromancy school spell into spellbook) --Grim Harvest (Once per turn, when you kill one or more creatures (except undead or constructs) with a spell of 1st level or higher, you regain HP equal to spell level x2 (or x3 if a Necromancy spell is used). [B]Background (Hermit) Traits:[/B] -2 Skill Proficiencies (Medicine, Religion) -Tool Proficiency (Herbalism Kit) -Additional Language known (Draconic) -Seclusion Reason (I retreated from a society that shunned my because I can hear and talk to the dead.) -Discovery while in seclusion (**Unknown - Need DM input/help**) [B]Combat Equipment:[/B] Scale Mail [ lbs] Battleaxe Dagger Arcane Focus (Quarterstaff) [B]Other Gear:[/B] Clothes, Travellers Backpack (Items stored inside below Italicized) [I]-Spellbook -Bottle of Ink -Ink Pen -Parchment (10 sheets) -Herbalism Kit -Bedroll -Blanket -Mirror, Steel -Mess Kit -5 days Rations -Whetstone[/I] Waterskin Pouch -2 GP, 10 SP, 1 CP [U][B]Spellcasting:[/B] (Primary Ability: INT, Spell Save DC: 12, Spell Attack Bonus: +4)[/U] [B]Cantrips:[/B] 0-Chill Touch 0-Poison Spray 0-Ray of Frost [B]Spells Known:[/B] 1-Comprehend Languages (ritual) 1-Detect Magic (ritual) 1-Identify (ritual) 1-Magic Missile 1-Ray of Sickness 1-Sleep 1-Expedition Retreat 1-Find Familiar (ritual) [B]Spells Prepared:[/B] (Wiz level 2 + INT mod +2 = 4 per day) -Magic Missile -Ray of Sickness -Sleep -Expeditious Retreat [B]Spell Slots:[/B] Level 1= 3/3 [/sblock] [/QUOTE]
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