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[5e] "Into The Woods" Horror one-shot. [FULL][OOC]
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<blockquote data-quote="tglassy" data-source="post: 7949237" data-attributes="member: 6855204"><p>Name: Andar Magebane</p><p>Background: Knight of the Order</p><p>Race/ Class: Earth Genasi Eldritch Knight 4</p><p></p><p>Str: 18 (17 + 1 Race)</p><p>Dex: 12</p><p>Con: 18 (16 + 2 Race)</p><p>Int: 16</p><p>Wis: 10</p><p>Cha: 9</p><p></p><p>Armor Class: 18 (Splint Armor + Defense Fighting Style)</p><p>Hit Points: 44</p><p>Speed: 30 Ft</p><p>Initiative: +1</p><p>Spell Save DC: 13</p><p>Spell Attack Mod: +5</p><p></p><p>Saving Throws</p><p>Str +6, Dex +1, Con +6, Int +3, Wis +0, Cha -1</p><p></p><p>Skills</p><p>Athletics, Intimidation, Investigation, Arcana</p><p></p><p>Tools</p><p>Dice</p><p></p><p>Languages</p><p>Common</p><p>Primordial</p><p>Draconic</p><p></p><p>Racial Features</p><p>Earth Walk. You can move across difficultterrain made of earth or stone without expending extra movement.</p><p></p><p>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.</p><p></p><p></p><p>Background Features:</p><p>FEATURE: KNIGHTLY REGARD</p><p>You receive shelter and succor from members of your knightly order and those who are sympathetic to its</p><p>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.</p><p>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.</p><p></p><p></p><p></p><p><u>Class Features</u></p><p>Fighting Style: Defense (+1 AC)</p><p>Second Wind (Heal 1d10+4 1/Short Rest)</p><p>Action Surge (Take a second Action 1/Short Rest)</p><p></p><p>Feat: </p><p>Mage Slayer</p><p>You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:</p><p>• 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.</p><p>• 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.</p><p>• You have advantage on saving throws against spells cast by creatures within 5 feet of you.</p><p></p><p></p><p>Eldritch Knight:</p><p></p><p>Cantrips: 2</p><p>Move Earth</p><p>Mage Hand</p><p></p><p>Spells:</p><p>Shield</p><p>Absorb Elements</p><p>Earth Tremor</p><p>Catapult</p><p></p><p>Weapon Bond</p><p>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</p><p>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.</p><p>Once you have bonded a weapon to yourself, you</p><p>can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,</p><p>you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.</p><p>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.</p><p></p><p>Equipment:</p><p>Scale Mail (If Approved) 45lbs</p><p>Greatsword 6lbs</p><p>2 Handaxes 4lbs</p><p>Explorer's Pack 59lbs</p><p>One set of traveler's clothes 4lbs</p><p>A signet Ring </p><p>A pouch containing 10 gp 1lb</p><p></p><p>Encumbrance: 119/270 lbs</p><p></p><p><u>Description </u></p><p>Hair: Onyx Black</p><p>Eyes: Sapphire Blue</p><p>Skin Tone: Silver</p><p>Height: 6' 2"</p><p>Weight: 220 </p><p>Age: 20</p><p></p><p>Alignment: Lawful Good</p><p>Personality</p><p>I can stare down a hell hound without flinching</p><p>I face problems head on. A simple, direct solution is the best path to success.</p><p></p><p>Ideals:</p><p>Our lot is to lay down our lives in defense of others.</p><p></p><p>Bonds:</p><p>I fight for those who cannot fight for themselves.</p><p></p><p>Flaws:</p><p>My hatred of my enemies is blind and unreasoning.</p><p></p><p>Background Story:</p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="tglassy, post: 7949237, member: 6855204"] 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. [U]Class Features[/U] 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 [U]Description [/U] 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. [/QUOTE]
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[5e] "Into The Woods" Horror one-shot. [FULL][OOC]
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