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[D&D 5E] Securing the Alliance: An Adventure in Tethyr (FULL)
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<blockquote data-quote="Shayuri" data-source="post: 6704804" data-attributes="member: 4936"><p>Okay, I think I'm leaning towards fiendlock...and the backstory ties more neatly into the game's premise. So! This character is an odd duck for me...started out all about arcane firepower, but it changed as I considered possibilities. Still HAS arcane firepower, but when I saw Gauntlets of Ogre Power are Uncommon, I fell in love with this idea of a slip of a girl with oversized mitts who can summon a comically ginormous sword out of nowhere and just smash your face with it. And because fiendlock, the sword is totally metal, with like flaming runes on it and black hilt and...anytime it's summoned it has Gwar music playing behind it. That's part of the magic. It's official. On the sheet and everything.</p><p></p><p>EDIT - Argh! I got mixed up. We're not starting with magic items in this game. Okay, I'll probably change the pact weapon to a rapier or something. It doesn't substantially change the build. It gives me something to aim for later too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Inamar is a young human woman of slight and slim build and the sullen cynical affectation commonplace in those who have lived much of their lives without the support or care of others and have come out alive. Her clothes are scavenged as often as not; ill-fitting and grimy, and there's generally at least one smudge lurking on her face. It lends her otherwise-pretty features a hint of melancholy or tragedy...a wholly intentional one as well. Inamar knows better than most that nothing keeps purses closed like looking too good, or too well fed. Even now that she's no longer dependent on the carelessness or gullibility of passerbys to live, old habits die hard.</p><p></p><p>[sblock=Stats]Inamar</p><p>Chaotic Good Human Warlock 4</p><p>Background: Urchin</p><p>- City Secrets</p><p></p><p>Str 8</p><p>Dex 16</p><p>Con 12</p><p>Int 10</p><p>Wis 13</p><p>Cha 18</p><p></p><p>HP 27</p><p>AC 14 (17 w/mage armor)</p><p>Prof Bonus +2</p><p>Init +1</p><p>Exp: 0</p><p></p><p>Race</p><p>-------</p><p>Human</p><p>- +1 to Cha and Dex</p><p>- Bonus Feat</p><p>- Bonus Skill proficiency</p><p></p><p>Class</p><p>-------</p><p>Warlock</p><p>- Otherworldly Patron (Fiend)</p><p>* - Dark One's Blessing (Gain 8 THP on killing hostile creature)</p><p>- Pact Magic</p><p>- Invocations</p><p>* - Agonizing Blast (+chamod to Eldritch Blast damage)</p><p>* - Armor of Shadows (Mage Armor at will)</p><p>- Pact Boon</p><p>* - Pact of the Blade</p><p></p><p>Proficiencies</p><p>--------------</p><p>Weapons: Simple</p><p>Armor: Light</p><p>Tools: Thief's Tools, Disguise Kit</p><p>Saves: Wisdom, Charisma, Dexterity</p><p></p><p>Feats</p><p>------</p><p>1 Resilient (Dexterity)</p><p>4 Attribute Boost (Charisma)</p><p></p><p>Skills</p><p>-------</p><p>Deception +6</p><p>Intimdiation +6</p><p>Perception +3</p><p>Sleight of Hand +5</p><p>Stealth +5</p><p></p><p>Languages</p><p>----------</p><p>Common, Infernal</p><p></p><p>Spellcasting</p><p>Spell attack +6, Difficulty 13</p><p></p><p>Spell Slots:</p><p>2nd - 2</p><p></p><p>Spells Known 5</p><p>0 - Eldritch Blast, Mage Hand, Friends</p><p>1 - Armor of Agathys, Hex, Burning Hands</p><p>2 - Misty Step, Suggestion</p><p></p><p>Equipment</p><p>-------------</p><p>Cash: 10gp</p><p></p><p>Weapons</p><p>--------</p><p>Pact Weapon - Greatsword, +6, 2d6+4</p><p>2 Simple Weapons</p><p>2 Daggers</p><p></p><p>Armor</p><p>------</p><p>Leather Armor</p><p></p><p>Gear</p><p>-----</p><p>Arcane Focus</p><p></p><p>CASH: </p><p>MAGIC</p><p>- Gauntlets of Ogre Power[/sblock]</p><p></p><p>[sblock=Background]Inamar grew up never knowing her parents, being left to an orphanage in Darromar during the bitter civil war that ravaged Tethyr before the Queen's rise. A willful, angry child, she quickly became one of the troublemakers of the orphanage until she finally made good on her threats to leave. She quickly regretted this rash action, but refused to admit defeat. In time she caught the eye of an experienced beggar; an old man who went by the name of Squint. He took her under his wing and helped her learn the skills she'd need to get by on the streets of the city.</p><p></p><p>But just as things were starting to settle down into a predictable, if not entirely safe or happy, pattern...everything changed overnight. Inamar was attacked in the cul de sac she slept in, hooded, and dragged away as she did her best to fight back. Bound and gagged, she found herself tied down on a table of stone as masked figures chanted and reveled in the light of black candles all around. </p><p></p><p>As the bizarre ritual reached what must have surely been its height, Inamar managed to worm free of her bonds just as a door on the far end burst open. The priest or mage officiating the ceremony attempted to finish the job by stabbing down at her with a dagger that pulsed with evil intent, but between the distraction of the attack and Inamar's unexpected ability to move, the attack missed her heart. Even so, the cut was deep, and Inamar blacked out quickly.</p><p></p><p>She awoke some time later from strange nightmarish dreams, and found herself in the care of a small adventuring group who had been tracking down the demon-worshipping cult for some time. It was with some relief that they saw that Inamar was herself. They had fought past victims of that ritual before...whatever was done to them seemed to make them doorways into the world for demons or devils of some kind. The possession that ensued was not simply control of their bodies, but a full transformation that effectively killed the host and resulted in a fiend being fully embodied in the material plane.</p><p></p><p>While they talked, Inamar became aware of something wrong though. She felt the presence of something else awakening within her. Something that immediately tried to control her, but was easily quashed, sending it into a rage. The ritual, it seemed, had only partially failed. Whatever had been meant to enter the world through her had only a tenuous contact...too weak to do anything but rant and rave inside her head.</p><p></p><p>Or so it seemed at first. Inamar decided to try to help these people in their goal of finding and eliminating the remaining cult. She pretended it was out of gratitude...but in reality she simply hoped the cult would know how to undo what they'd done. It quickly became apparent to her though that the demon's position was considerably worse than it had seemed at first. Not only could it not control her...but she began to find she could instead control IT. Tap into its powers and call on them in the form of magic. This of course enraged it even more.</p><p></p><p>Unfortunately, everything the group found pointed to the same conclusion. The ritual, once done, could not be undone by any magic they knew. It was anchored firmly to her, bound up in her very soul...which of course had supposed to have been gone by the time the demon had come in. In the hopes of finding someone who could help, Inamar and the adventurers went before the Queen, who's bidding they'd been doing in eliminating this cult.</p><p></p><p>None in the court were strong enough to help, but the Queen was sufficiently impressed by Inamar's performance during the affair to offer her a place among the Shadow Stars. In this way she could continue to seek out people and powers that might help...and in the process help Tethyr as well.</p><p></p><p>Of course, things are never that simple. When the evil within finally came to terms with the stark reality that it wasn't going to be able to simply overpower her will as things stood, it shifted tactics. Now it plays nice, offering 'helpful advice' and ideas... Always looking for some weakness to exploit, or failing that, to turn her onto a darker path. [/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 6704804, member: 4936"] Okay, I think I'm leaning towards fiendlock...and the backstory ties more neatly into the game's premise. So! This character is an odd duck for me...started out all about arcane firepower, but it changed as I considered possibilities. Still HAS arcane firepower, but when I saw Gauntlets of Ogre Power are Uncommon, I fell in love with this idea of a slip of a girl with oversized mitts who can summon a comically ginormous sword out of nowhere and just smash your face with it. And because fiendlock, the sword is totally metal, with like flaming runes on it and black hilt and...anytime it's summoned it has Gwar music playing behind it. That's part of the magic. It's official. On the sheet and everything. EDIT - Argh! I got mixed up. We're not starting with magic items in this game. Okay, I'll probably change the pact weapon to a rapier or something. It doesn't substantially change the build. It gives me something to aim for later too. :) Inamar is a young human woman of slight and slim build and the sullen cynical affectation commonplace in those who have lived much of their lives without the support or care of others and have come out alive. Her clothes are scavenged as often as not; ill-fitting and grimy, and there's generally at least one smudge lurking on her face. It lends her otherwise-pretty features a hint of melancholy or tragedy...a wholly intentional one as well. Inamar knows better than most that nothing keeps purses closed like looking too good, or too well fed. Even now that she's no longer dependent on the carelessness or gullibility of passerbys to live, old habits die hard. [sblock=Stats]Inamar Chaotic Good Human Warlock 4 Background: Urchin - City Secrets Str 8 Dex 16 Con 12 Int 10 Wis 13 Cha 18 HP 27 AC 14 (17 w/mage armor) Prof Bonus +2 Init +1 Exp: 0 Race ------- Human - +1 to Cha and Dex - Bonus Feat - Bonus Skill proficiency Class ------- Warlock - Otherworldly Patron (Fiend) * - Dark One's Blessing (Gain 8 THP on killing hostile creature) - Pact Magic - Invocations * - Agonizing Blast (+chamod to Eldritch Blast damage) * - Armor of Shadows (Mage Armor at will) - Pact Boon * - Pact of the Blade Proficiencies -------------- Weapons: Simple Armor: Light Tools: Thief's Tools, Disguise Kit Saves: Wisdom, Charisma, Dexterity Feats ------ 1 Resilient (Dexterity) 4 Attribute Boost (Charisma) Skills ------- Deception +6 Intimdiation +6 Perception +3 Sleight of Hand +5 Stealth +5 Languages ---------- Common, Infernal Spellcasting Spell attack +6, Difficulty 13 Spell Slots: 2nd - 2 Spells Known 5 0 - Eldritch Blast, Mage Hand, Friends 1 - Armor of Agathys, Hex, Burning Hands 2 - Misty Step, Suggestion Equipment ------------- Cash: 10gp Weapons -------- Pact Weapon - Greatsword, +6, 2d6+4 2 Simple Weapons 2 Daggers Armor ------ Leather Armor Gear ----- Arcane Focus CASH: MAGIC - Gauntlets of Ogre Power[/sblock] [sblock=Background]Inamar grew up never knowing her parents, being left to an orphanage in Darromar during the bitter civil war that ravaged Tethyr before the Queen's rise. A willful, angry child, she quickly became one of the troublemakers of the orphanage until she finally made good on her threats to leave. She quickly regretted this rash action, but refused to admit defeat. In time she caught the eye of an experienced beggar; an old man who went by the name of Squint. He took her under his wing and helped her learn the skills she'd need to get by on the streets of the city. But just as things were starting to settle down into a predictable, if not entirely safe or happy, pattern...everything changed overnight. Inamar was attacked in the cul de sac she slept in, hooded, and dragged away as she did her best to fight back. Bound and gagged, she found herself tied down on a table of stone as masked figures chanted and reveled in the light of black candles all around. As the bizarre ritual reached what must have surely been its height, Inamar managed to worm free of her bonds just as a door on the far end burst open. The priest or mage officiating the ceremony attempted to finish the job by stabbing down at her with a dagger that pulsed with evil intent, but between the distraction of the attack and Inamar's unexpected ability to move, the attack missed her heart. Even so, the cut was deep, and Inamar blacked out quickly. She awoke some time later from strange nightmarish dreams, and found herself in the care of a small adventuring group who had been tracking down the demon-worshipping cult for some time. It was with some relief that they saw that Inamar was herself. They had fought past victims of that ritual before...whatever was done to them seemed to make them doorways into the world for demons or devils of some kind. The possession that ensued was not simply control of their bodies, but a full transformation that effectively killed the host and resulted in a fiend being fully embodied in the material plane. While they talked, Inamar became aware of something wrong though. She felt the presence of something else awakening within her. Something that immediately tried to control her, but was easily quashed, sending it into a rage. The ritual, it seemed, had only partially failed. Whatever had been meant to enter the world through her had only a tenuous contact...too weak to do anything but rant and rave inside her head. Or so it seemed at first. Inamar decided to try to help these people in their goal of finding and eliminating the remaining cult. She pretended it was out of gratitude...but in reality she simply hoped the cult would know how to undo what they'd done. It quickly became apparent to her though that the demon's position was considerably worse than it had seemed at first. Not only could it not control her...but she began to find she could instead control IT. Tap into its powers and call on them in the form of magic. This of course enraged it even more. Unfortunately, everything the group found pointed to the same conclusion. The ritual, once done, could not be undone by any magic they knew. It was anchored firmly to her, bound up in her very soul...which of course had supposed to have been gone by the time the demon had come in. In the hopes of finding someone who could help, Inamar and the adventurers went before the Queen, who's bidding they'd been doing in eliminating this cult. None in the court were strong enough to help, but the Queen was sufficiently impressed by Inamar's performance during the affair to offer her a place among the Shadow Stars. In this way she could continue to seek out people and powers that might help...and in the process help Tethyr as well. Of course, things are never that simple. When the evil within finally came to terms with the stark reality that it wasn't going to be able to simply overpower her will as things stood, it shifted tactics. Now it plays nice, offering 'helpful advice' and ideas... Always looking for some weakness to exploit, or failing that, to turn her onto a darker path. [/sblock] [/QUOTE]
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[D&D 5E] Securing the Alliance: An Adventure in Tethyr (FULL)
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