Daggerfordians (AoD) PBP RG

FitzTheRuke

Legend
Last edited:

log in or register to remove this ad



Dr. Morgan Wells
Race: Human
HP: 37/37
AC: 12/15(Mage Armour)
Pass Perc: 11
Pass Inv: 21
Pass Ins: 11
AR: 1/1
Spell Slots:
1st [] [] [] []
2nd [] [] []

3rd [] [] []
4th []
Arcane Ward: 19/19Initiative: +2 Spell Save DC: 16
STR: 8-1
DEX: 14 + 2
CON: 12 + 1
INT: 20+5(+8)
WIS: 12 +1(+4)
CHA:12 +1
Arcana:11
History: 8
Investigation:11
Medicine: 4
Persuasion: 4
Religion: 8
Cantrips
Control Flames, Chill touch,
Shape water, Shocking grasp,
Message, Mending

Memorized spells
1st Grease, Mage Armour,* Shield, Absorb Elements
2nd Arcane Lock, Invisibility, Web, Misty Step, Arcane Vigor
3rd Counterspell, Dispel Magic, Slow
4th Arcane Eye, Banishment


1736080016293.png


Dr. Wells grew up on a small farm outside Daggerford. His dad was a farmer and his mother was a herbalist. He has several siblings who have moved away to other parts, including Waterdeep

He grew up worshipping Chantea and visiting the reclusive priestess, Hadeshah. He and his family had a strong connection to the land. He'd often help his father in the fields or accompany his mother to gather rare herbs to make healing tinctures or to sell them in town to the clerics and priests or the apothecary.

As he grew up, he followed in his mother's footsteps, learning herbalism but he was more interested in biology and the various curative properties of plants. Morgan dedicated his time with his mother helping the sick in daggerford until, one day, after selling rare herbs to the Wizard Delphin, he and Delphin started a conversation that lasted hours. After a few visits and many long conversations, Delfen asked Morgan to be one of his apprentices.

After a few years, Morgan moved to Waterdeep where he studied abjuration at the Blackstaff Tower. During this time, he honed his talent for magic and used it to help and protect people in need.

He has always maintained contact with Delphin and the two are good friends.
 
Last edited:

Tommi Guttertake, Jyn's Boy
Human Rogue Thief 7

Gutter (true strike): +7, 1d6+4* (piercing or radiant) +1d6 radiant
  • Vex: adv on my next attack vs creature before end of net turn
  • Vicious: +2d6 on crit
Sling (true strike): +7, 1d4+4 (bludg or radiant) +1d6 radiant (30*/120)
  • Slow: -10’ until start of my next turn if damage done
* eligible for + 4d6 SA​

13591847135_bc052397b9.jpg


STR 10 (+0)
DEX 14 (+2, save +5)
CON 12 (+1)
INT 8 (-1, save +2)
WIS 18 (+4)
CHA 14 (+2)

HP: 45 (7d8)
AC: 14
Move: 30’ climb 30'

Skills (min 10 on any roll): Athletics (E+6), Deception (E+8), Perception (+7), Acrobatics (+5), Insight (E+10), Stealth (E+8), Slight of Hand (+5)
Profs: Light armor; Simple, rogue weapons; Thieves’ Tools
Langs: Common, Common Sign, Halfling, Thieves’ Cant, Sylvan
Wayfarer: Lucky
  • 3 (=PB) Luck points, to impose advantage or disadvantage/long.
Human:
  • Heroic inspiration/long rest
  • Mag Init (Wiz): [WIS] True Strike, Prestidigitation; 1/day Longstrider)
Feats:
  • (4) Inspiring Leader. Up to 6 allies (incl. self, w/in 30') hear a performance after S or L rest, and get 11 THP.
Rogue:
  • Sneak Attack: +4d6
  • Steady Aim: bonus to give adv this turn; can’t have moved and speed=0
  • Cunning Strike:
    • Trip (1d6): L or smaller makes DEX vs DC 13 or Prone.
    • Withdraw (1d6): move half speed after attack, no opp. attack
    • (Poison 1d6 = needs poisoners’ kit)
  • Weapon Mastery: Sling, Short Sword
  • Cunning Action: BONUS to Dash, Disengage, Hide
  • BONUS to Utilize, Magic an item, or DEX (Slight) to pick lock/pocket/trap
  • Uncanny Dodge: REACTION to halve damage
  • Evasion: if Dex save for half, instead half or none.
  • Reliable Talent: for prof. skills and tools, 1-9=10.
  • Use Dex for Jump dist
Studded leather (13#, 45gp)
Sling x 2 (2sp)
sling bullets (4cp) (20/20 left)
Thieves’ tools (1#, 25gp)
Burglar’s Pack (16gp)
Traveller's clothes (2gp)
Clothes, common (5sp)
Healer's kit (5gp) (10/10 left)
Signet ring (5gp), from Sheren Miller.
Chalk x3 (3cp)
Bedroll (7#, 1gp)
Hourglass (1#, 25gp)
antitoxin (50gp)
a pocketful of pebbles, some dirt in his pockets (for longstrider)
Pouch (5sp), containing: 244gp 9sp 10cp.

Potion of Greater Healing 2d4+4 (OOC 2368)

Weight: (150 lbs carrying capacity)
200 gp left with his mother.

Gutter, from General Shorgg (IC 1114): +1 Vicious shortsword, +2d6 damage on a crit. (The handle that sticks out of the sheath has a skull carved from bone inset in it that's head is tilted up in such a way, with a slash mark under the chin, that makes it look like it has a slit throat.)
OOC: Boon of the Elk. Can cast Pass without Trace as an Action two times. Until he has used the last one, he receives a +2 bonus to Charisma checks when dealing with good-aligned Fey.
OOC: Oh-Six. updated version of Orb5, now Expert sidekick. See IC2409 and below.

Characteristics:
Personality: happy go lucky. I've always got by so far. Odds are I will tomorrow as well.
Ideal: Being pleasantly drunk on a hot afternoon with a new friend.
Bond: Jyn, his mom; Sheren, his sometime sweetheart and parole officer.
Flaw: A sleeping bear? I should poke it.

History: Levels 1-6 and backstory here.
3-6 as Scout; 7 (2024) Thief.
 
Last edited:

Oh-Six (level 7 Sidekick Spellcaster)
Tiny construct, lawful good

Armor Class 13 (Exo-Shell) (18 with Shield Spell)
Hit Points 38 (7d8)
Speed 5 ft., fly 60 ft.

STR 3 (-4) DEX 13 (+1) CON 10 (+0) INT 15 (+2) WIS 16 (+3, save +6) CHA 7 (-2)

Skills Arcana +5, Investigation +6, Perception +6 (adv w/ hearing/sight), Stealth +4
Damage Resistances Poison
Senses Darkvision 120 ft., Passive Perception 16
Languages Common
Proficiency Bonus +3

Flyby. Oh-six doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Sensors. Oh-six has advantage on Wisdom (perception) checks that rely on hearing or sight.
Forged Resilience. Oh-six has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.

Actions
Shocking Grasp
. Melee Spell Attack: +6 to hit (advantage if the target is wearing metal armor), reach 5 ft., one target. Hit: 12 (2d8+3 [potent cantrip]) lightning damage and the target can't take reactions until the start of its next turn.

Spellcasting. Oh-six casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 16):
  • Cantrips: guidance, light, shocking grasp
  • Spells known (1/day): bless, cure wounds, shield, lesser restoration, shatter
Species gives size, construct, AC 13, move, flyby, resistance, Keen sensors, Forged resilience.
+2 skills, but no slots; known spells cast 1/day each.

Previous sheet
Originally part of Nexium 7.
 
Last edited:

Dandin Applebane featuring Ol' Sooty.

Dandin and Ol Sooty screenshot.png


Quick stats:
Size: Small
HP: 60/60 HD (d10): 7/7 AC: 15
Saves:
STR +2 DEX +6 CON +2
INT +0 WIS +2 CHA +2
Adv VS Fear
Proficiency Bonus: +3
Speeds:
40' Ground
40' Climb
40' Swim
Senses:
Normal Vision
Passive Perception 12
Passive Investigation 10
Passive Insight 12
Spell slots:
1: 4/4
2: 3/3
Luck Points: 3/3
Languages:
Common
Halfling
Common Sign Language
Primary Attacks (2x per action):
Longbow.
600' range, +8 to hit, 1d8+3 piecing damage. On hit, target has -10' speed until the start of your next turn (-10' max penalty)
Rapier. 5' melee, +6 to hit, 1d8+3 piecing damage. On hit, you gain Advantage on the next attack roll against that creature, until the end of your next turn.

Size: Medium
HP: 40/40 HD (d8): 7/7 AC: 15
Saves:
STR. +5, DEX. +5, CON. +5
INT. +2, WIS. +5, CHA. +3
Speeds:
40' Ground
40' Climb
Proficiency Bonus:+3
Senses:
Darkvision 60 ft.
Passive Perception 15
Passive Investigation 12
Passive Insight 15
Languages:
Common
Halfling
Common Sign Language
Primary Attacks:
Beast’s Strike. 5' melee, +5 to hit, 1d8+4 slashing or force damage.
If Ol' Sooty moved at least 20 feet straight toward the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.
 
Last edited:


Lunn Dornuk
World tree barbarian 6

Alignment:
Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Half-orc)
Init: +2
Passive Perception: 14
Passive Investigation: 9
Passive Insight: 11

Code:
Str: 16 (+3) 7pts (+2 soldier)
Dex: 14 (+2) 7pts
Con: 18 (+4) 9pts (+1 soldier +2@4th)
Int:  8 (-1) 0pts
Wis: 12 (+1) 4pts
Cha:  8 (-1) 0pts

HP: 71
AC: 16 (+2 with the shield)

Melee:
Greataxe: +6 / 1d12+3 S Heavy, Two-Handed, Cleave
Battleaxe: +6 / 1d8+3 S Versatile (1d10), Topple
Handaxe: +6 / 1d6+3 S Light, Thrown (20/60), Vex
Dagger: +6 / 1d4+3 P Finesse, Light, Thrown (20/60), Nick
Savage attacker: 1/turn roll damage twice, use either

Ranged:
Handaxe: +5 /1d6+3 (20/60)
Dagger: +5 / 1d4+5 (20/60)

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: none
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Intimidation, Nature Perception, and Survival
Saving Throw: Strength, Constitution
Saves: Str +6, Dex +2, Con +7, Int -1, Wis +1, Cha -1
Starting Equipment:

  • Greataxe
  • Handaxe x2
A backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50' of hempen rope

Rage (4/day): advantage on Str checks and saves; bonus damage +2, resist B, S, P damage
Unarmored Defense: AC 16 = 10 + dex + con
Weapon mastery: Cleave, Topple, Vex
Reckless attack: when you make your first attack on your turn, have advantage on attacks using Strength, but attacks against you also have advantage
Danger Sense: advantage on Dex saves unless incapacitated
Primal knowledge: Animal Handling, use STR for Acrobatics, Intimidate, Perception, Stealth or Survival while raging
Extra attack
Fast Movement:
+10 feet
Feral instinct: Advantage on initiative rolls
Instinctive pounce: move up to half speed when entering rage

Path of the World Tree
Vitality surge: gain 6 (level) THP when activating Rage
Life giving force: At the start of each turn while raging, choose creature within 10' to gain 2d6 (bonus damage dice) THP (which disapear with rage)
Branches of the tree: reaction while raging: creature I can see starts its turn, make it do Str saving throw DC 14 or teleport to 5' of Lunn or the closest available space he can see

Trinket: 1D100 = [33] = 33
A little black book that records your dreams, and yours alone, when you sleep

Traits: I let people underestimate me, revealing my full competency only to those close to me
Ideal: Legacy. I must do something great so that I'm remembered.
Bond: I fight for those who cannot fight for themselves
Flaw: I have little respect for anyone who is not a proven warrior.

Languages: Common, Orc

Age: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Alignment: Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
Size: Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Adrenaline rush: you can take Dash as a Bonus action. When you do, gain 3 (proficiency) THP
Darkvision: Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Languages You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Skills: Athletics (replaced by Sleight of Hand) and Intimidation
Proficiencies: Gaming set (dice), vehicles (land)
Equipment:
  • An insignia of rank
  • a trophy taken from a fallen enemy
  • a set of bone dice
  • a set of common clothes
  • a pouch containing 10gp

Feature: Military rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Skill Proficiencies: Animal Handling (Primal Knowledge), Athletics (Soldier), Intimidation (Soldier), Nature(Barbarian), Perception(Barbarian), Sleight of Hand(trained)[

SkillAttributeModProficiencyTotal
AcrobaticsDEX+2+0
Animal HandlingWIS+1+3+4
ArcanaINT-1-1
AthleticsSTR+3+3+6
DeceptionCHA-1-1
HistoryINT-1-1
InsightWIS+1+1
IntimidationCHA-1+3+2
InvestigationINT-1-1
MedicineWIS+1+1
NatureINT-1+3+2
PerceptionWIS+1+3+4
PerformanceCHA-1-1
PersuasionCHA-1-1
ReligionINT-1-1
Sleight of HandDEX+2+3+5
StealthDEX+2+2
SurvivalWIS+1+1

  • A backpack
  • a bedroll,
  • a mess kit,
  • a tinderbox,
  • 10 torches,
  • 5 days of rations,
  • a waterskin,
  • 50' of hempen rope

  • Greataxe
  • Battleaxe
Handaxe
* Shield

lunn-jpg.149779


1. The Rescue
The mob had cornered Lunn, shouting insults and ready to strike him down for being "orc scum." Lunn stood defiant but outnumbered. Suddenly, the air shimmered with magical energy as Lord Floshin, the powerful elven wizard, appeared. With a wave of his hand, a transparent wall surrounded the boy, edging out the attackers. "You dare spill innocent blood?" Floshin’s voice was cold as steel. Taking Lunn's hand, he led the battered half-orc away, offering him sanctuary. This act of mercy shaped Lunn's unwavering loyalty to his savior.

2. Loyalty and Growth
In the elven cities, Lunn's orcish features drew sneers and ridicule. Despite this, he served Lord Floshin faithfully, his martial prowess silencing many doubters. During quieter times, Lunn immersed himself in study. Encouraged by Floshin, he tried learning the history of the elven lands and learned the mysteries of nature. He spent countless nights poring over books and mastering the elven tongue. Over time, his education transformed him into a warrior not just of strength but of some knowledge if not very sharp intellect.

3. The Gift
After restoring the haunted hunting outpost with Daggerfordians, Lunn returned to the elven estate where he spent some time restoring the bonds with the elves who accepted him and tried to make inroads with those that didn't. Yet. After some weeks, he found himself summoned by Lord Floshin, who spoke in measured tones. "Your bravery and loyalty are unquestionable, Lunn. But I sense the magic within you grows restless. You need guidance beyond what this realm can provide. Come!" With that, Floshin led Lunn into the basement and through an ancient portal shimmering with otherworldly light, stepping into the heart of the Faerie Realm.

The air was thick with the hum of life, the trees towering impossibly high, their leaves glowing softly. They approached a being, weird lady-like creature that seemed half-humanoid, half-bush. Lord Floshin instructed Lunn as they walked that he will meet a Sidhe, a wildling figure of graceful, otherworldly beauty and immesurable power. Now, with the reality of her even more terrifying than all the fights he had, with presence like nothing he felt before, with emerald hair flowing like liquid sunlight, Lunn could only gape, instructions on expected courtesies forgotten. Her voice rang out, melodic yet commanding, as she began speaking in Sylvan.

The wildling’s staff began to glow green, and her eyes suddenly blazed with an otherworldly light - the power of The Green. The Sidhe turned her piercing gaze to Lunn, her voice echoing like a song sung by the trees themselves.

"As Lady of Infinite Branches, by the power of my position as Sidhe lady of the realm, by the deep magics of ancient forests, I recognize your strength and the wild magic that dwells within you. The power within you is chaotic, yet it is not an abomination. It is a reminder of nature’s untamed spirit. You shall find succor in the embrace of The Tree, and its creatures shall guide you in your time of need. As I declare, so shall it be."

The wildling extended her staff toward a nearby tree, and its branches moved as if alive, lowering a single living branch imbued with brilliant energy. The Sidhe handed it to Lunn. "This is a branch of the Infinite Tree. Its roots bind the realms. Through it, you will learn to harmonize the chaos within you. May it strengthen your bond with the natural world."

As Lunn took the branch, he felt a deep calm settle over him, as though the wild magic surging through his veins had been soothed by the presence of the ancient wood. For the first time, he felt a sense of belonging - not just in the realm of men or elves, but as part of something far greater: the living, breathing world itself.

Floshin placed a hand on Lunn’s shoulder, his voice soft yet proud. "You are no longer simply my soldier. You are a bridge between worlds - a guardian of the natural order. Carry this honor with pride, Lunn Dornuk."
 
Last edited:

Trending content

Remove ads

Top