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The Dwimmermount [OOC]
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<blockquote data-quote="Charwoman Gene" data-source="post: 7048269" data-attributes="member: 5044"><p><strong><span style="font-size: 15px">Corwin</span></strong></p><p><strong><em>Human Rogue 2</em></strong></p><p><strong>Sage</strong> <strong><em>AL CG</em></strong></p><p><strong>Str</strong> 12 <strong>Dex</strong> 16 <strong>Con</strong> 12 <strong>Int</strong> 16 <strong>Wis</strong> 14 <strong>Cha</strong> 9</p><p></p><p>[sblock=Background]</p><p>Corwin is a young man who fancies himself a dashing adventurer. Youngest son of the Nelric family, leading merchant house in the city state of Azureholm, he was sent to the tower of Cronus the Blue, mysterious wizard who lived a few miles outside the city, as an apprentice. A bright and willing student, Corwin threw himself into study, searching knowledge. What Corwin seemed to lack was actual magical talent. He learned of the Dwimmermount while researching a lost spellbook’s location, a request from Korvath the Mighty, one of Cronus’s peer’s. The book is the last piece of an ancient set of spellbooks, and to the right collector, is nearly priceless. It was during this period he began corresponding with Mikel, who Corwin regards as quite the expert on the Dwimmermount. </p><p>Corwin grew up. Every year, his master would test him to see if he could cast even the most rudimentary cantrip, and fulfill his apprenticeship, so Cronus could find someone with more promise to teach. Corwin began sneaking around, fulfilling the bare minimum of his duties and spending his free time researching on his own. He was particularly taken for a while with the Master’s collection of clockwork devices. He taught himself the intricacies of mechanical work maintaining and repairing them. Between sneaking around a wrathful wizard, working on mechanical things, and searching through tome after tome, Corwin gained the basic skills of a competent burglar. He itched for freedom, as he felt that magic was just beyond his reach. Cronus told him he wished he could release him, but the bond is such that I cannot take on a new student until you can cast even a minor spell. Realizing he’ll never be free, Corwin escaped to seek his fortune. Eventually he heard the rumors of the Dwimmermount opening and tried to seek out Mikel, following his trail to Muntburg, where he now seeks companions to venture into the depths with.</p><p>[/sblock]</p><p>[sblock=Appearance & Personality]</p><p>Traits: He is awkward in speech but has problems holding his tongue.</p><p> Constantly in motion, he always seems to be playing with something in his hands.</p><p>Ideal: Finding out, “How does that work?”</p><p>Bond: Technically, he is still under bondage to his mentor, so there is a small bounty for his capture and return.</p><p>Flaw: His curiosity is completely out of control.</p><p></p><p><strong>Hair:</strong> Blond</p><p><strong>Eyes:</strong> Blue</p><p><strong>Skin:</strong> Fair</p><p><strong>Height:</strong> 5’6”</p><p><strong>Weight:</strong> 120 lbs.</p><p><strong>Age:</strong> 19</p><p></p><p><strong>Description:</strong></p><p>An athletic young man, he is on small height and slender build, unremarkable of face. [/sblock]</p><p></p><p>[sblock=Stats]</p><p><strong>Str</strong> 12 (+1) <strong>Dex</strong> 16 (+3) <strong>Con</strong> 12 (+1)</p><p><strong>Int</strong> 16 (+3) <strong>Wis</strong> 14 (+2) <strong>Cha</strong> 9 (-1)</p><p></p><p></p><p><strong><u>SKILLS</u></strong></p><p><strong>Acrobatics +5</strong></p><p>Animal Handling +2</p><p><strong>Arcana +5</strong></p><p><strong>Athletics +3</strong></p><p>Deception -1</p><p><strong>History +5</strong></p><p>Insight +2</p><p>Intimidation -1</p><p><strong><u>Investigation</u> +7 (Expertise)</strong></p><p>Medicine +3</p><p>Nature +3</p><p><strong>Perception +4</strong></p><p>Performance -1</p><p>Persuasion -1</p><p>Religion +3</p><p>Sleight of Hand +3</p><p><strong>Stealth +5</strong></p><p>Survival +2</p><p></p><p></p><p><strong><u>PROFICIENCIES</u></strong></p><p><strong>Armor: </strong> Light Armor</p><p><strong>Weapons: </strong> Simple Weapons, hand crossbows, longswords, rapiers, shortswords</p><p><strong>Tools:</strong> Thieves’ Tools (+4 Expertise), Tinker’s Tools</p><p><strong>Languages: </strong>Common, XXXX</p><p></p><p><strong><u>COMBAT</u></strong></p><p><strong>Init: </strong> +3</p><p><strong>AC: </strong> 14</p><p><strong>HP: </strong> 18</p><p><strong>Hit Dice: </strong> 2d8</p><p><strong>Speed</strong> 30</p><p><strong>Size</strong> Medium</p><p><strong>Passive perception</strong> 14</p><p><strong><u>SAVING THROWS</u></strong></p><p><strong>STR</strong> +1 <strong><u>DEX</u></strong> +5 <strong>CON</strong> +1 <strong><u>INT</u></strong> +5 <strong>WIS</strong> +2 <strong>CHA</strong> -1</p><p><strong>Attacks</strong></p><p>Rapier(Main) +5 / 1d8+3 proficient, finesse</p><p>Short Bow +5 / 1d6+3 piercing; 80/320 proficient, two-handed</p><p>Dagger +5 / 1d4+3 piercing; 20/60 proficient, finesse, light, thrown, underwater</p><p></p><p><strong><u>CLASS FEATURES / FEATS</u></strong></p><p><strong>Background (Sage) Feature</strong> : Researcher</p><p>When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information com es from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might</p><p>rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.</p><p></p><p></p><p><strong>Class:</strong></p><p>Expertise (Thieves’ tools, Investigation)</p><p>Sneak Attack (1d6): Advantage, or another enemy in 5ft. Of target</p><p>Thieves’ Cant</p><p>Cunning Action: Dash, Disengage, Hide as bonus action</p><p></p><p><strong><u>EQUIPMENT</u></strong></p><p><strong><em>Money:</em>110 gp</strong></p><p>Rapier</p><p>Shortbow and quiver of 20 arrows</p><p>Backpack</p><p>Bag of 1,000 ball bearings</p><p>10 feet of string</p><p>Bell</p><p>5 candles</p><p>Crowbar</p><p>Hammer</p><p>10 pitons</p><p>Hooded lantern</p><p>2 flasks of oil</p><p>5 days rations</p><p>Tinderbox</p><p>Waterskin.</p><p>50 feet of hempen rope</p><p>Leather armor</p><p>Two daggers</p><p>Thieves’ tools</p><p>Bottle of black ink</p><p>Quill</p><p>Small knife,</p><p>Letter from a dead colleague posing a question you have not yet been able to answer</p><p>Set of common clothes</p><p>Belt pouch </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Charwoman Gene, post: 7048269, member: 5044"] [B][size=4]Corwin[/size][/B] [B][I]Human Rogue 2[/I][/B] [B]Sage[/B] [b][i]AL CG[/i][/b] [B]Str[/B] 12 [B]Dex[/B] 16 [B]Con[/B] 12 [B]Int[/B] 16 [B]Wis[/B] 14 [B]Cha[/B] 9 [sblock=Background] Corwin is a young man who fancies himself a dashing adventurer. Youngest son of the Nelric family, leading merchant house in the city state of Azureholm, he was sent to the tower of Cronus the Blue, mysterious wizard who lived a few miles outside the city, as an apprentice. A bright and willing student, Corwin threw himself into study, searching knowledge. What Corwin seemed to lack was actual magical talent. He learned of the Dwimmermount while researching a lost spellbook’s location, a request from Korvath the Mighty, one of Cronus’s peer’s. The book is the last piece of an ancient set of spellbooks, and to the right collector, is nearly priceless. It was during this period he began corresponding with Mikel, who Corwin regards as quite the expert on the Dwimmermount. Corwin grew up. Every year, his master would test him to see if he could cast even the most rudimentary cantrip, and fulfill his apprenticeship, so Cronus could find someone with more promise to teach. Corwin began sneaking around, fulfilling the bare minimum of his duties and spending his free time researching on his own. He was particularly taken for a while with the Master’s collection of clockwork devices. He taught himself the intricacies of mechanical work maintaining and repairing them. Between sneaking around a wrathful wizard, working on mechanical things, and searching through tome after tome, Corwin gained the basic skills of a competent burglar. He itched for freedom, as he felt that magic was just beyond his reach. Cronus told him he wished he could release him, but the bond is such that I cannot take on a new student until you can cast even a minor spell. Realizing he’ll never be free, Corwin escaped to seek his fortune. Eventually he heard the rumors of the Dwimmermount opening and tried to seek out Mikel, following his trail to Muntburg, where he now seeks companions to venture into the depths with. [/sblock] [sblock=Appearance & Personality] Traits: He is awkward in speech but has problems holding his tongue. Constantly in motion, he always seems to be playing with something in his hands. Ideal: Finding out, “How does that work?” Bond: Technically, he is still under bondage to his mentor, so there is a small bounty for his capture and return. Flaw: His curiosity is completely out of control. [b]Hair:[/b] Blond [b]Eyes:[/b] Blue [b]Skin:[/b] Fair [b]Height:[/b] 5’6” [b]Weight:[/b] 120 lbs. [b]Age:[/b] 19 [b]Description:[/b] An athletic young man, he is on small height and slender build, unremarkable of face. [/sblock] [sblock=Stats] [B]Str[/B] 12 (+1) [B]Dex[/B] 16 (+3) [B]Con[/B] 12 (+1) [B]Int[/B] 16 (+3) [B]Wis[/B] 14 (+2) [B]Cha[/B] 9 (-1) [B][U]SKILLS[/U][/B] [b]Acrobatics +5[/b] Animal Handling +2 [b]Arcana +5[/b] [b]Athletics +3[/b] Deception -1 [b]History +5[/b] Insight +2 Intimidation -1 [b][u]Investigation[/u] +7 (Expertise)[/b] Medicine +3 Nature +3 [b]Perception +4[/b] Performance -1 Persuasion -1 Religion +3 Sleight of Hand +3 [b]Stealth +5[/b] Survival +2 [B][U]PROFICIENCIES[/U][/B] [B]Armor: [/B] Light Armor [B]Weapons: [/B] Simple Weapons, hand crossbows, longswords, rapiers, shortswords [B]Tools:[/B] Thieves’ Tools (+4 Expertise), Tinker’s Tools [B]Languages: [/B]Common, XXXX [B][U]COMBAT[/U][/B] [b]Init: [/b] +3 [b]AC: [/b] 14 [B]HP: [/B] 18 [B]Hit Dice: [/B] 2d8 [B]Speed[/B] 30 [B]Size[/B] Medium [B]Passive perception[/B] 14 [B][U]SAVING THROWS[/U][/B] [B]STR[/B] +1 [B][u]DEX[/u][/B] +5 [B]CON[/B] +1 [B][u]INT[/u][/B] +5 [B]WIS[/B] +2 [B]CHA[/B] -1 [b]Attacks[/b] Rapier(Main) +5 / 1d8+3 proficient, finesse Short Bow +5 / 1d6+3 piercing; 80/320 proficient, two-handed Dagger +5 / 1d4+3 piercing; 20/60 proficient, finesse, light, thrown, underwater [B][U]CLASS FEATURES / FEATS[/U][/b] [B]Background (Sage) Feature[/b] : Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information com es from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. [b]Class:[/b] Expertise (Thieves’ tools, Investigation) Sneak Attack (1d6): Advantage, or another enemy in 5ft. Of target Thieves’ Cant Cunning Action: Dash, Disengage, Hide as bonus action [B][U]EQUIPMENT[/U][/B] [b][i]Money:[/i]110 gp[/b] Rapier Shortbow and quiver of 20 arrows Backpack Bag of 1,000 ball bearings 10 feet of string Bell 5 candles Crowbar Hammer 10 pitons Hooded lantern 2 flasks of oil 5 days rations Tinderbox Waterskin. 50 feet of hempen rope Leather armor Two daggers Thieves’ tools Bottle of black ink Quill Small knife, Letter from a dead colleague posing a question you have not yet been able to answer Set of common clothes Belt pouch [/sblock] [/QUOTE]
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