Blizzard at Revel's End (OOC) Temporary Hiatus

JustinCase

the magical equivalent to the number zero
One more thing to consider: We should probably figure out how long we have been incarcerated. Years might be a bit of a stretch, but months could work.

Months sounds right. We could even have a little difference, the noble son’s trial taking more time before reaching a sentence, although not too much time difference.

My PC, being either a minor member or a bastard son, had his allowance withdrawn when his father died. Politics meant only he and the new head of the family were in the know, and he needed to find some way to compensate for reveling in both fancy parties and seedy taverns, and he became a fencing teacher for several noble children. While teaching the son of a member of the Court, he discovered a safe of sorts that could be taken easily if the family were out. So when his brother (the head of the family) had a ball, everyone would be there. A perfect opportunity for two guys to slip in and take that safe, my guy distracting the guards while his accomplice takes the gold. But, the family returns early because the missus feels unwell, and my PC panicks. Trying a distraction with magic, the house’s resident wizard is startled and drops his necklace of fireballs... Powerful clerics were called upon to heal the lord and lady, and the boy who received fencing lessons, well, luckily there are spells that could bring him back from death.

My guy would not know what secrets Leatherhead’s PC discovered, but he feels responsible for the death of a child, even if it wasn’t permanent.

We could even say the family we tried to rob were the Cassalanters, although that might contain spoilers for WD:DH.

Sounds good?
 

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Snarf Zagyg

Notorious Liquefactionist
Okay, I had a brainstorm when I woke up this morning. Do you know what a prison staff needs? An inquisitor!

At first I was going to go with a Kenku (don't ask ...) but then went with Lizardfolk. Because that's just the kind of intimidation and different thought process you would need.

Assuming VGTM on this is okay. Will search for an image later.

If the following is odd, the basic idea is that this guy is an exile from Halruaa; he was taken and trained to be an investigator/interrogator and to observe and/or use poisons for naval investigations at the bases in Zalazuu. His keen perception and alien approach made him the best investigator they had. One day, in order to make him even better, they gifted him with a headband of intellect (the uncommon magic item); instead of just making him a better investigator, it made him realize that this is not what he wanted.

Razum still loves investigations (he is an inquisitor) and you can make up whatever backstory is necessary to get him to the prison for that purpose as staff.

One more thing- I reskinned the short swords as scimitars for the Halruaa thing, but I can switch them back as needed.

50b44dd644882e3412504e2c6f9c785a.jpg

(from "collection by Kingslien Creations")
(it's really hard to find a non-fighting lizardfolk)

Razum
Male Lizard Man
Far Traveler from Halruaa
Inquisitive Rogue
Level 3
Alignment:
Neutral
Diety: None

AC 15 (Lizard Skin)
HP 27/27
Hit Dice: 3/3 at 1d8+3
Speed: 30 feet
Passive Perception: 17
Proficiency +2

Str 12 (+1) Dex 14 (+2) Con 16 (+3) Int 8/19 (-1) (+4) Wis 16 (+3) Cha 10 (+0)

Saving Throws: Dexterity (+4) Intelligence (+6)

Actions
Scimitar
+4 for 1d6+2
Scimitar off hand +4 for 1d6
Bite +1 for 1d6+1
Dagger +4 for 1d4+3 (If thrown 20/60)
Shortbow +4 1d6+3 (80/320)
Darts +4 1d4 (20/60)
+ Sneak Attack +2d6 Damage

Skills
Acrobatics (Dex) +4
Athletics (Str) +3
Insight (Wis) +5
Investigation (Int) +6
Perception (Wis) +7
Sleight of Hand (Dex) +4
Stealth (Dex) +6
Survival (Wis) +5



Proficiencies
Light Armor
Simple Weapons, Hand Crossbows, Longswords, Rapiers, Scimitars
Thieves' Tools, Poisoner's Kit
Languages: Common, Draconic, Thieves' Cant, Undercommon


Lizardfolk Features
Swim & Hold Breath:
Can swim at regular speed (30') and can hold breath for 15 minutes at a time
Bite: 1d6 + STR (piercing damage) as an unarmed strike
Cunning Artisan: On short rest, can fashion shield, club, javelin, or d4 darts or blowgun needles from slain creatures
Hunter's Lore: Proficient with stealth and survival
Natural Armor: AC 13 + Dex
Hungry Jaws: Once per rest (S or L), bite as bonus action for regular damage and gain temporary hit points = con modifier.


Rogue Features
Expertise:
Proficiency bonus is doubled in stealth and perception.
Sneak Attack: Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don't need advantage if an enemy is within 10' of the target.
Thieves' Cant: Placed in languages; note that it takes 4x longer.
Cunning Action: Use bonus action on turn to take the Dash, Disengage, or Hide action.
Ear of Deceit: Any insight check for lies lower than a 7 is an automatic 8.
Eye for Detail: Bonus action (Perception check) to spot hidden creature or object or make (Investigation Check) to uncover or decipher clues.
Insightful Fighting: Bonus Action (Insight Check), contested by (Deception Check); if successful, can use sneak attack on target for one minute so long as no disadvantage.




Equipment
Traveler's Clothes
Heavy Furs
Scimitar (2)
Daggers (10)
Shortbow
Arrows (20)
Darts (6)
Thieves' Tools
Poisoner's Kit
Purse (100 gp)
Headband of Intellect (Uncommon item)
Journals
Writing Instrument
Continual Flame lantern (with hood)




Backstory: Razum born in water. Even fresh from the egg, Razum very different. Soft-skins took Razum from Lake Halruaa. Razum taught to investigate the soft-skins. Soft-skins showed Razum how to uncover secrets. Showed Razum how to extract secrets when needed with concoctions that hurt soft-skins, and killed soft-skins. For service, Razum given headband.

Razum then understood his service. Razum left Zalazuu. Razum will work for Razum. He has travelled far and wide, and now Razum will help the Lord's Alliance. Razum offered to assist with his skills in a prison. Razum understands all, and takes notes. Razum will uncover what is needed.

Razum is happy. Razum is cold. Razum does not like the cold.

Background: Far Traveler from Halruaa
 
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FitzTheRuke

Legend
Okay, I had a brainstorm when I woke up this morning. Do you know what a prison staff needs? An inquisitor!

If the following is odd, the basic idea is that this guy is an exile from Halruaa; he was taken and trained to be an investigator/interrogator and to observe and/or use poisons for naval investigations at the bases in Zalazuu. His keen perception and alien approach made him the best investigator they had. One day, in order to make him even better, they gifted him with a headband of intellect (the uncommon magic item); instead of just making him a better investigator, it made him realize that this is not what he wanted.

Razum still loves investigations (he is an inquisitor) and you can make up whatever backstory is necessary to get him to the prison for that purpose as staff.

One more thing- I reskinned the short swords as scimitars for the Halruaa thing, but I can switch them back as needed.

I like it! The prison actually has a (seldom used) skyship dock on the roof. I like the distinction that you're the only one in memory that arrived by sky-ship. (We'll figure out why later).

My guy would not know what secrets Leatherhead’s PC discovered, but he feels responsible for the death of a child, even if it wasn’t permanent.

We could even say the family we tried to rob were the Cassalanters, although that might contain spoilers for WDH.

Sounds good?

Sounds great. I ran Dragon Heist, and my version of the Cassalanters is a tiny bit different (one of my PCs was inserted as Lord Cassalanter's sister, aunt to the children). So I know them well. It won't factor into this game, other than as a reason you both were sent here, but I have a good idea what Leatherhead discovered.

Room for one more? I had 2 ideas pop up in my head. Both were prisoner ideas, though.

One would be a berserker barbarian with the tavern brawler feat. He would have been here the "moderate" amount of time, though I could make him a new arrival, if you like. Otherwise maybe a warlock of some kind.

What mostly sparked my ideas were two things:

1. There's a "flaw" in the lists that is "Someone is in prison for something I did, and I am okay with that." I want to be THAT guy, the guy that's in prison. If I did this, I'd love for one of the guests to be the person on the other end of that flaw, the one that is the reason he is in prison.
2. Alternatively, my character is "the man in the iron mask." He's been here so long, he's part of the furniture. He is never getting out. No one thinks he is particularly dangerous, or really knows why he is there. He's masked. And he's the rightful lord and heir of X (maybe Neverwinter, playing off of a character hook from the 4E Neverwinter supplement?). Someone that poses a real challenge to Lord Neverember's claim on the throne.

Sure. Gotta cap it there, though player-wise.

We've got quite a few nobles (though I kinda like the idea of a petty noble arriving at the prison and saying, 'do you know who I am? I'm a noble!" and the other prisoners laughing and saying, "yeah yeah, we're ALL nobles here!") I'm okay with either of your options or a combo of both. I like #1 quite a bit. You could be in prison for something that one of the staff or guests did, sure.
 

FitzTheRuke

Legend
Updated players and party list:


@jmucchiello ? ? ? Wizard (Staff)
@JustinCase Human Noble Eldritch Knight Fighter (Prisoner)
@KahlessNestor ? Brawler Berzerker Barbarian (Prisoner)
@Kobold Stew Goliath Hermit Moon Druid (Guest)
@Leatherhead Half-Orc Criminal Echo Knight Fighter (Prisoner)
@Snarf Zagyg Lizardfolk Inquisitor Rogue (Staff)
@Steve Gorak Dragonborn (or Goliath) ? ? Barbarian (Prisoner)
@VLAD the Destroyer Water Genasi Pirate Tempest Cleric (Prisoner)

Feel free to make changes if you're inclined. We've not started yet!

... though I will post a Rogue's Gallery for those who are ready.
 
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Genasi Captain.jpg


Name: Jathlin Stormbringer
Race: Male Water Genasi
Background: Pirate
Class: Tempest Cleric 3
Alignment: Chaotic Good
Proficiency Bonus: +2
Inspiration: No
Spent HD: none

Strength:17 (+3)
+Athlethics: +5​

Dexterity:12 (+1)
Acrobatics: +1
Sleight of Hand: +1
Stealth: +1​

Constitution: 17 (+3)

Charisma:14 (+2)
Deception: +2
Intimidation: +2
Performance: +2
+Persuasion: +4​
Passive Perception: 16
Initiative: +1
AC: 11
Speed: 30 ft, 30 ft Swim
Hit Dice: 3d8
HP: 26


Intelligence:11 (+0)
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0​

Wisdom:18 (+4)
Animal Handling: +4
+Insight: +6
Medicine: +4
+Perception: +6
Survival: +4​

+Proficient

OFFENSE
Initiative: +1

WeaponRangeTo HitDamageNotes
DEFENSE AC: 11
Strength: +3
Intelligence: +0
Dexterity: +1
+Wisdom: +6
Constitution: +3
+Charisma: +4
EXPENDABLES
Spell Attack: +6; Save DC: 14 To Prepare: 7​
Spells Per Long Rest
Spells Cast
1st
4
0
2nd
2
0
3rd
-
4th
-
5th
-
6th
-
7th
-
8th
-
9th
-
Cantrips: Light, Sacred Flame, Thaumaturgy, Booming Blade*, Lightning Lure*, Shape Water
1st level: Thunderwave, Fog Cloud, Guiding Bolt, Command, Sheild of Faith, Bane, Chaos Bolt*, Create or Destroy Water (1 per day as 2nd level)
2nd level: Gust of Wind, Shatter, Spiritual Weapon, Silence, Hold Person
*=From Magic Initiate

Weapons: Simple, Martial
Armor: All
Tools: Vehicles (water), Navigator's tools
Race: Water Genasi
+2 to Constitution +1 to Wisdom​
Speed: 30 feet, 30 feet Swim​
Size: Medium;​
Amphibious:: I can breathe air and water.​
Swim: I have a swimming speed of 30 feet.​
Acid Resistance: You have resistance to acid damage.​
Call to the Wave: I know the Shape Water cantrip. When I reach 3rd level, I can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and I regain the ability to cast it this way when I finish a long rest. Con is my spell casting ability for this spell.​
Languages: Common, Primodial​
Background: Pirate
Skills: Athletics, Perception;​
Military Rank: Bad Reputation​
Feats:
Magic Initiate (Sorcerer) learn two cantrips and one 1st-level spell of my choice from the sorcerer's spell list.​
I can cast the spell it at its lowest level once per long rest. Charisma is my spellcasting ability for these.​
Class: Cleric, Tempest Domain
Bonus Proficiency: I gain proficiency with martial weapons and heavy armor​
Wrath of the Storm: Wis Mod per LR, As a reaction, when a creature I can see within 5 ft hits me, I can thunderously rebuke. It takes 2d8 lightning or thunder damage (my choice) that a Dex save can halve.​
Channel Divinity: I can channel divine energy to cause an effect; the save for this is my cleric spell DC​
Channel Divinity: Turn Undead As an action, all undead within 30 ft that can see/hear me must make a Wisdom save​
If an undead fails this save, it is turned for 1 minute or until it takes any damage​
Turned: move away, never within 30 ft of me, no reactions or actions other than Dash​
Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds​
Channel Divinity: Destructive Wrath Instead of rolling, I can do maximum damage when I do lightning or thunder damage.​

Equipment:
Equipment Weight:
Carrying Capacity:
Encumbered
86
Heavily Encumbered
171
Carrying Capacity
255
Push, Drag, Lift
510

DESCRIPTION and HISTORY
HISTORY:

Jathlin was born to the daughter of a prominent merchant in Waterdeep. His life would have been simple and easy if not for his father. He had the unfortunate fates to be the bastard of Gerath Zulpair, heir to House Zulpair. Having a bastard wouldn't do so the family patriach ruined my mothers family and got them banished from the city. When word got back that the child was plane touched which could only have come from Gerath the family sent assasins to take care of Jathlin. The Zulpair's couldn't have a challenger to their rightful heir.

Jathlin and his mother spent most of his childhood and running from port town to port town. Always trying to stay one step ahead of his father's hired assasins. Once he was old enough he hired onto a ship as a deck hand and left his mother. It was the only way to keep her safe. Jathlin has not seen her since. On the sea he found freedom and faith. Learning that his father and their family worshipped Umberlee he gravitated towards Valkur. He joined a privateer crew and worked his way up to Captain. Once their commission expired the crew decided to attack the Zulpair shipping intrests as a way to get back at his father for what they did to he and his mother.

He had been a thorn in the families side for years. He never intentinally killed any of the family but he stole their goods and sunk their ships. This continued until he was finally caught by the Waterdhavian Navy. He was tried and sentanced to the Revel's End for the remainder of his days.

Race: Water Genasi
Gender: Male
Age: 175
Deity: Valkur
Height: 6' 4"
Weight: 190 lbs
Complexion:
Skin:
Blue
Hair: Black
Eyes: Blue-White
APPEARANCE:

PERSONALITY:


Traits: To me, a tavern brawl is a nice way to get to know a new city.
Ideal: Freedom: The sea is freedom― the freedom to go anywhere and do anything. (Chaotic)
Bond: I was cheated out of my fair share of the profits, and I want to get my due.
Flaw: My pride will probably lead to my destruction.
 
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Snarf Zagyg

Notorious Liquefactionist
You are correct. I did not mention it (I always do average HP). I kind of like the chaotic nature that has come from the Prisoners rolling their abilities, but I'll leave it at "You can chose to roll or take the average, but you must chose before you roll".

just to clarify the prisoners are the only ones to roll abilities?
 

Steve Gorak

Adventurer
Here is my first draft. I went with Human, as I was uninspired with the other ideas I was juggling with.

Barbarians-snow-300x178.jpg

Corbin Silversoul
Sex:
Male
Race: Human
Class/Level: Barbarian 3
Alignment: Neutral good
Size: Medium
Type (Subtype): Humanoid (human)
Init: +3
Senses:
Passive Perception:
12

Defense
AC
17 (0 armor + 3 dex + 4 Con)
HP 38 (3d12 + 12 con)
Saves: Strenght, Constitution
Offense +2 proficiency, +4 str melee, +3 dex ranged
Speed: 30ft
Melee: unarmed attack: +6 / 5 damage
Ranged: tbd

Feat
Great weapon master
  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy 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.

Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
  • Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
  • Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
  • When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Statistics* denotes proficiency
Str 18(+4) Save +5*
Dex 17 (+4) Save +4
Con 18 (+4) Save +6*
Int 11 (+0) Save +0
Wis 14 (+2) Save +2
Cha 12 (+1) Save +1

SKILLS Proficiencies in bold: 2 barbarian, 2 background, 1 human
Mod Attribute Name of Skill
+4 (dex) Acrobatics
+4 (wis) Animal Handling - from background
+0 (int) Arcana
+6 (str) Athletics - from class
+2 (cha) Deception
+0 (int) History
+2 (wis) Insight
+2 (cha) Intimidation
+0 (int) Investigation
+2 (wis) Medicine
+0 (int) Nature
+4 (wis) Perception - from class
+2 (cha) Performance
+2 (cha) Persuasion
+0 (int) Religion
+3 (dex) Sleight of Hand
+5 (dex) Stealth - from human
+4 (wis) Survival - from background

tools
Carpenter's tools, vehicles (land)

Languages: Common, goblin

Racial Features: human
Bonus feat: great weapon master
Bonus skill: stealth
Bonus language: goblin

B]Background: Folk hero[/B]
One type of artisan’s tools: carpenter's tools
vehicles (land)
Feature: Rustic Hospitality
Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a place
to hide, rest, or recuperate among other commoners,
unless you have shown yourself to be a danger to
them. They will shield you from the law or anyone
else searching for you, though they will not risk
their lives for you.

Class Features: barbarian
  • Hit Dice: 1d12 per fighter level + CON modifier
  • Armor Proficiencies: Medium armor, shields
  • Weapon Proficiencies: Simple weapons, martial weapons
  • Tool Proficiencies: none
  • Skill Proficiencies: Perception, Athletics
  • Saving Throws: Strength, Constitution
  • Equipment: TBD
  • Feature: Unarmored defense (add constitution modifier to AC)
  • Feature: Rage 2x/long rest
    When raging:
    • advantage on strength checks and saves
    • extra damage: +2 (need to use str to attack)
    • resistance to bludgeoning, piercing, and slashing damage
  • Feature: Reckless Attack
  • Feature: Danger Sense: You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
  • Feature: Primal Path: zealot
    Divine Fury
    Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
    Warrior of the Gods
    At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
Equipment
None

Money: 0 gp [0 lbs]

Weight Carried: 0 lbs
Carrying Capacity: 270lbs
Push/Drag/Lift: 540lbs (Speed is 5ft)

Description
Corbin was a simple carpenter, in a village on the outskirts of Baldur's Gate. The local Nobles started levying taxes, and Corbin wanted nothing of this. He was a freemen, and so were his countrymen. Being a formidable warrior, he ended up being the figurehead of a rebellion that spanned all the countyside. Battles were fought, and won. Unfortunately for him, a trap was set, and he was captured. Fearing to create a martyr, the authorities sent him to prison, hopefully to be forgotten about.
 
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