[5e] "Into The Woods" Horror one-shot. [FULL][OOC]

tglassy

Adventurer
I’m working on the character, but it’s on my computer at home, so I’ll post it when it’s done.

For now, though, I know that Andar is an Earth Genasi Eldritch Knight, and is a member of a self governing magical organization similar to the Knights Templar in the Middle Ages. The Knights Templar were a military force that had been granted autonomy and the freedom to operate in whatever country they wanted to, and they became, in essence, the first multinational corporation, functioning as a bank and a military organization.

In this case, it’s a conglomerate of magic users who monitor and regulate the use of magic among the lands they are in.

There are many parts to the organization, with some members focusing on magical knowledge, others focusing on magical defense or utilitarian magic or even providing supplies and support to governments, or providing mediating services.

Andar is, literally, an Eldritch Knight, part of the military arm of the organization. He studies combat and war, and integrates his magic within his combat.

He is young, and has only recently gained his Knighthood. As a Knight, he is allowed to police as he sees fit, being tasked with traveling the lands and providing help and services where he can, especially when it comes to dealing justice to magic users who abuse their power.

An Earth Genasi, Andar was, like most Eldritch Knights, identified as a potential recruit at a very young age. It was an easy pick, as Genasi are prized as members of the organization for their natural affinity to magic.

Andar was born to a poor family. As his elemental nature became apparent as he grew, his father accused his mother of witchcraft and consorting with demons (more accurately would be genies, but who’s counting?). Whether it’s true or not is moot. Instead of killing the boy, his mother convinced his father to sell him instead. A passing member of the Mage Organization took interest, and the boy was sold and taken from his family.

He was raised from then on in the care of the Mages. He showed promise, and eventually became the Squire to an older Knight who was known as an amazing investigator. He could fetter out information like few others. He taught Andar his investigative techniques, and instilled a strong loathing for those who would use Magic to hurt other people. He trained him on how to fight mages.

They were hunting a Serial Killer who targeted young women, using Necromancy to enslave them. They managed to find the Serial Killer’s lair, and were ambushed by dozens of corpses, led by a young Necromancer. Despite his prowess in battle, Andar’s mentor was killed. Andar picked up the old Knights Greatsword and attacked, managing to slip by the corpses to attack the Necromancer, severing his head from his shoulders. The corpses fell to the ground that instant.

Upon returning to his Organization to report, he was granted the title of Eldritch Knight, and given his mentor’s old armor and weapon. To his surprise, the Helmet was magical, granting the ability to read the thoughts of those around him. No doubt this is where his mentor got his investigative prowess.

Every now and then a thought nags at the back of Andar’s mind. The Necromancer they killed had been young, and there hadn’t been much blood when he had cut off his head. He wondered if he had indeed found the Serial killer, or if he’d just found a decoy or apprentice of some kind.
 
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tglassy

Adventurer
Name: Andar Magebane
Background: Knight of the Order
Race/ Class: Earth Genasi Eldritch Knight 4

Str: 18 (17 + 1 Race)
Dex: 12
Con: 18 (16 + 2 Race)
Int: 16
Wis: 10
Cha: 9

Armor Class: 18 (Splint Armor + Defense Fighting Style)
Hit Points: 44
Speed: 30 Ft
Initiative: +1
Spell Save DC: 13
Spell Attack Mod: +5

Saving Throws
Str +6, Dex +1, Con +6, Int +3, Wis +0, Cha -1

Skills
Athletics, Intimidation, Investigation, Arcana

Tools
Dice

Languages
Common
Primordial
Draconic

Racial Features
Earth Walk. You can move across difficultterrain made of earth or stone without expending extra movement.

Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it thisway when you finish a long rest. Constitution is yourspellcasting ability for this spell.


Background Features:
FEATURE: KNIGHTLY REGARD
You receive shelter and succor from members of your knightly order and those who are sympathetic to its
aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community, whether a lone settlement or a great nation-that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who sup-port the order helping to smuggle a knight out of town when he or she is being hunted unjustly.



Class Features
Fighting Style: Defense (+1 AC)
Second Wind (Heal 1d10+4 1/Short Rest)
Action Surge (Take a second Action 1/Short Rest)

Feat:
Mage Slayer
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
• You have advantage on saving throws against spells cast by creatures within 5 feet of you.


Eldritch Knight:

Cantrips: 2
Move Earth
Mage Hand

Spells:
Shield
Absorb Elements
Earth Tremor
Catapult

Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done
during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you
can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,
you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Equipment:
Scale Mail (If Approved) 45lbs
Greatsword 6lbs
2 Handaxes 4lbs
Explorer's Pack 59lbs
One set of traveler's clothes 4lbs
A signet Ring
A pouch containing 10 gp 1lb

Encumbrance: 119/270 lbs

Description
Hair: Onyx Black
Eyes: Sapphire Blue
Skin Tone: Silver
Height: 6' 2"
Weight: 220
Age: 20

Alignment: Lawful Good
Personality
I can stare down a hell hound without flinching
I face problems head on. A simple, direct solution is the best path to success.

Ideals:
Our lot is to lay down our lives in defense of others.

Bonds:
I fight for those who cannot fight for themselves.

Flaws:
My hatred of my enemies is blind and unreasoning.

Background Story:
Andar was born to a poor family. As his elemental nature became apparent as he grew, his father accused his mother of witchcraft and consorting with demons (more accurately would be genies, but who’s counting?). Whether it’s true or not is moot. Instead of killing the boy, his mother convinced his father to sell him instead. A passing member of the Mage Organization took interest, and the boy was sold and taken from his family.

He was raised from then on in the care of the Mages. He showed promise, and eventually became the Squire to an older Knight who was known as an amazing investigator. He could fetter out information like few others. He taught Andar his investigative techniques, and instilled a strong loathing for those who would use Magic to hurt other people. He trained him on how to fight mages.

They were hunting a Serial Killer who targeted young women, using Necromancy to enslave them. They managed to find the Serial Killer’s lair, and were ambushed by dozens of corpses, led by a young Necromancer. Despite his prowess in battle, Andar’s mentor was killed. Andar picked up the old Knights Greatsword and attacked, managing to slip by the corpses to attack the Necromancer, severing his head from his shoulders. The corpses fell to the ground that instant.

Upon returning to his Organization to report, he was granted the title of Eldritch Knight, and given his mentor’s old armor and weapon. To his surprise, the Helmet was magical, granting the ability to read the thoughts of those around him. No doubt this is where he got his investigative prowess.

Every now and then a thought bags at the back of Andar’s mind. The Necromancer they killed had been young, and there hadn’t been much blood when he had cut off his head. He wondered if he had indeed found the Serial killer, or if he’d just found a decoy or apprentice of some kind.
 

tglassy

Adventurer
Image result for eldritch knight greatsword
 


mips42

Adventurer
Question on Andar. When you say scale mail are you thinking like dragon scale or lorica segmenta? I have no opposition to either, just curious.
 


mips42

Adventurer
Okay. While still not easy to make, significantly less labor intensive than the other. Either way, Andar was given quite the gift. Approved.
I believe we're just waiting on Jm at this point. I've got the intro started and customized a couple monsters. <Evil laugh>
 

Terry Golberth.png

Name: Terry Golberth
Race: Human Female; Class-Level: Twilight Cleric-4; Background: Runaway Noble
Alignment: Chaotic Good; Proficiency Bonus: +2
Passive Perception: 17, Passive Investigation: 8; Darkvision: Unlimited
Hit Dice: 4d8+12; Spent HD: None

Strength: 14 (+2), Athletics: +4
Dexterity: 16 (+3), Stealth: +6, Original: 15
Constitution: 16 (+3)
Intelligence: 7 (-2)
Wisdom: 20 (+5), SAVES: +7, Insight: +7, Perception: +7, original: 18
Charisma: 14 (+2), Deception: +4, Persuasion: +4, Original: 13

Combat
Speed: 30 ft; Initiative: +3​
AC: 20 (15 Armor + 3 Dex + 2 Shield)​
HP: 20/20; TEMP: 0​
Rapier +6 melee, 1d8+3 piercing​
Shortsword +5 melee, 1d6+2 slashing​
Dagger +6 melee or ranged, 1d4+3 piercing, range 20/60​

Spells Per Long Rest: 1st-4/4; 2nd-3/3​
Eyes of Night others: 5/5 per long rest​
Channel Divinity: 1/1 per long rest​

Proficiencies
Skills: Deception, Insight, Perception, Persuasion, Stealth,​
Languages: Common, Elvish, Primordial; Tools:
Armor: All armor and shields; Weapons: All simple and martial weapons​

Race: Human (variant)
Ability Score Increase: +1 Dex, +1 Cha​
Bonus Feat: Medium Armor Master; Bonus Skill: Perception; Bonus Language: Elvish​

Background: Runaway Noble
Terry refused to be married off by her family and fled on the day of her wedding. (He was old and icky.) She was smuggled out by nuns of a sect of her deity. To pass as one of the nuns, she had to learn Primordial, though she has no idea why.
Skills: Deception, Steath; Tools: disguise kit; Language: Primordial​
Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. (Of course using this can get her discovered by agents of her family or the jilted groomsman's family.)​

Feats
Medium Armor Master: You have practiced moving in medium armor to gain the following benefits:
  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher
Class: Cleric (Twilight Domain)
Armor: All armor and shields; Weapons: All simple and martial weapons​
Saving Throws: Wisdom, Charisma; Skills: Persuasion, Insight​
Spells: Attack: +7, DC: 15​
Spells per Rest: 1st 4, 2nd 3​
Domain Spells: faerie fire, sleep, darkness, invisibility​
Cantrips (4): mending, sacred flame, spare the dying, toll of the dead​
Spells Prepared (9):
1st - bless, detect evil and good, guiding bolt, healing word
2nd - hold person, lesser restoration, locate object, prayer of healing, spiritual weapon​

Eyes of Night: Your eyes are blessed, allowing youto see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.​

Vigilant Blessing: The night has taught you to be vigilant. As an action, you give onecreature you touch(including possibly yourself) advantage on the next initiative roll the creaturemakes.This benefit ends immediately after the roll or if you use this featureagain.​

Channel Divinitiy: Once per long rest.
Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.​
Twilight Sanctuary: As an action, you present your holy symbol, and a sphere of twilightemanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light.Thespheremoves with you, and itlastsfor 1 minuteor until you are incapacitated or die. Whenever a creature(including you) ends its turn in the sphere, you can grant thatcreatureone of these benefits:
  • Give it 1d8 temporary hit points.
  • End one effect causing it to be charmed or frightened.
Equipment
Half Plate Armor (40 lb)​
Shield (6 lb)​
Rapier (2 lb)​
Shortsword (3 lb)​
Daggers, 4 (4 lb)​
Holy Symbol - Amulet (1 lb)​
Holy Water, 2 flasks (2 lb)​
Disguise Kit (3 lb)​
Traveler's Clothes (4 lb)​
Fine Clothes (6 lb)​
Backpack (5 lb)​
Bedroll (7 lb)​
3 vials of perfume (--)​
Mess Kit (1 lb)​

35 gp​

Description
Terry Golberth was born to aristocracy in the local major city. Her hand was offered in marriage to a noble from a distant land and she refused to be married off to the old man (He's forty-SEVEN). So she got her maid servants to enlist the aid of a local convent to smuggle her away from her family and her fate worse than death. In the convent she became a follower of their god and was touched by its presence, gaining powers over twilight.

It is one of the few smart things Terry ever did. She is considered an airhead by most of those around her. She tends to observe things others do not and then she just tells people about it rather than keeping their secrets. (Where's Princess Stephanie? She's banging her bodyguard in the rose garden. Didn't you see? They were tucked away in the corner by the stream.)

Terry is a tall woman, somewhat vane and a bit vapid. But she is loyal to her friends and a terror to her enemies.

 

I'm going to flesh out the description a bit more (give her a noble born name in place of her "street" name). But Terry is functional. I'm considering changing her background to use the Retainers feature instead of the Privilege feature. I figure the maid servant and two of the nuns could make for an amusing set of retainers. The nuns because Terry is chosen by their god. The servant because she helped before.

Speaking of deities. Where should I find a Twilight deity? Is this a known world or should I just make up her deity?
 

Skarsgard

Explorer
@jumucchiello reading through Terry's backstory. It seems like there is an opportunity to vaguely connect Angelique and Terry through the order of nuns.

In my background they are the Sisters of Mercy but I can change things around. A shadow sorcerer and twilight cleric seem like they should be able to get along?

What do you think?
 

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