D&D 5E EB's SCAG - Storm King's Thunder - RG


Welcome everyone to Storm King's Thunder/Against the Giants campaign.

The Savage Frontier (also known as the North) is a cold, rugged, sparsely populated land of snow-capped mountains, rocky hills, sprawling forests, and foggy vales. Isolated strongholds, ancient burial mounds, and the ruins of many forgotten empires dot this vast landscape. Bounded by the Sea of Swords to the west and the desert of Anauroch to the east, the Savage Frontier extends as far north as Icewind Dale and as far south as the town of Daggerford. Old roads stretch across this great expanse, linking the dwarven strongholds and mines in the mountains to the coastal settlements, frontier towns, and fortified outposts of humans and other folk. These roads are long, lonely, or poorly defended, making them dangerous to traverse. In fertile valleys, towns and cities have sprung up, separated by dozens if not hundreds of miles of untamed wilderness haunted by bandits, barbarians, and of course GIANTS.

Good luck survuving in the North.

- 4d6(HIGH 3) six times and then assign as you wish - This is something else I think doesn't get used enough. I believe half the fun is working with what the dice gods give you and this always leads to some interesting personas.

- PHB plus
-- gray dwarf
-- deep gnome
-- ghostwise halfling
-- half-elf variants (all but aquatic)
-- tiefling variants (all but winged)
-- aasimar (protector or scourge only)

Note: Only one character in the party may be from an Underdark Race. And we will be using the human language option (pg.112).

STARTING LVL 1 <multiclassing not allowed until reaching 4th lvl>
Following classes and options only to start:

- Battlerager
- Totem (elk or tiger)
- Domain; Arcana
- Purple Dragon Knight
- Way of the Long Death
- Way of the Sun Soul
- Oath of the Crown
- Mastermind
- Swashbuckler
- Storm Sorcery
- Wild Magic
- The Undying
- Arcane Traditions; Bladesinger or War

- When multiclassing you are free to chose any class/option in the PHB, SCAG, or XGE
- Sorcerers, Warlocks, and Wizards must take one of the following cantrips as part of their known cantrips: booming blade, green-flame blade, lightning lure, or sword burst

- SCAG only

- are allowed

- any but evil

- Max starting wealth for your chosen class to buy equipment. Plus group may pool leftover gold to buy group healing potions if they wish.

Hit Points:
- Max HP at all lvls

Special Note: Arguments can be made to add in other class options (Barbarian Bear Totem) or even classes (Ranger/Hunter, fave enemy-giants fits the game nicely), but that usually leads to five seperate characters instead of a group of heroes. I would like us as a group to build up the party given the SCAG limitation. If as we discuss options and what not it seems a second full healer would be best, but two Arcana Clerics is a bit much, we could look into other options.[/sblock]

1. FitzTheRuke - male half-orc fighter (purple knight)
2. Searinox Nagharha - male elf wizard (bladesinger)
3. JustinCase - male human warlock (undying)
4. jumucchiello - male human swashbuckling rogue
5. tglassy - male human arcane cleric
6. hero4hire - male halfling totem warrior barbarian

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Extra Equipment:

leather armor (2)
shields (2)
javelins (4)
spears (2)
crossbow, heavy
40 quarrels
60 arrows
shortswords (3)
barrel, water (2)
barrel, ale
blankets (3)
buckets (2)
candles (12)
chalk (6 pieces)
clothes, common (3)
clothes, traveler's (2)
healer's kits (2), one has only 5 uses left
lanterns (3), one bullseye, two hooded
mess kits (4)
mirror, steel
oil (6 flasks)
pick, miner's (2)
piton (15)
rations (24 days)
rope, hempen (2 @ 100 feet each)
sacks (4)
shovels (2)
tents, 2-person (3)
torches (10)
waterskins (4)
female draft horse, Merrybuck
bit and bridle
feed (6 days)
salt (1 lb.)
flour (3 lbs.)
chickens (2)
provisions (12 days) grains, fruits, vegetables, cheese, bread, salted and dried meats (i.e. stew making supplies for dinner and oatmeal for breakfast)
nails (20)
banner pole (10')
hole punch
spare leather
frying pans (2)
traveler's anvil
hammer, sledge
vials (6) w/corks
spare wagon wheel
spare boards (3) (for repairs if needed)
chests (3): full for now with all this equipment, but can be used to transport treasure if needed
Calligrapher's Supplies: ink, parchment (12 sheets), quills (3)
Cartographer's Tools: ink, parchemnt (5 sheets), compasses (2), calipers, ruler
Forgery Kit: includes several different types of ink, a variety of parchments and papers, several
quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal
Thieves Tools (2 sets): small file, set of lock picks, small mirror mounted on metal handle, narrow bladed scissors, pair of pliers
Smith's Tools: hammers, tongs, charcoal, rags, whetstone,
Cook's Utensils (2 sets): metal pot, knives, forks, stirring spoon, ladle
Herbalism Kit: small pouhes to store herbs, clippers, leather gloves, mortar and pestle, glass jars (3)
Mason's Tools: trowel, hammer, chisel, brushes, square
Tinker's Tools: variety of hand tools, thread, needles, whetstone, scraps of cloth and leather, small pot of glue
Woodcarver's Tools: knife, gouge, small saw[/sblock]

rewarded = HERE
strange note - Here[/sblock]
Giant Bag
2 large throwing rocks (basketball size to the PCs)
3 dead trout
6 foot long wooden fence post (walking stick)
painted rocking horse (sized for a human child) ?? you got me
strapless backpack w/ 20gp, 8sp (giant uses as coin purse)
- a bracelet made of strung together copper disks (value 200gp)
- potion of healing
- alchemist fire

Goblin Sack
- 3 blocks of incense (5gp each) - 2 used in ritual
- a silver holy symbol of Mielikki shaped like a unicorn's head (worth 25 gp)
- 3 empty vials
- an unlocked wooden "poor box" containing 37 cp and 15 sp

Gum Gum's sack
- several muffins
- a block of cheese
- a cooked chicken
- a frying pan
- an iron pot
- a bullseye lantern
- two flasks of oil
- a set of cook's utensils
- ajar of cloves (worth 1 sp)
- ajar of saffron (worth 1 gp)
- a dented silver jug (worth 20 gp)
- a cracked hourglass (worth 25 gp if repaired).[/sblock]
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Race: Male Half-Elf
Background: Clan Crafter
Class: Wizard
Allignment:Neutral Good

10 = +0
Dexterity 14 (13+1) = +2
Constitution 13 = +1
Charisma 13 (11+2) = +1
Wisdom 5 = -3
Intelligence 16 (15+1) = +3

Armor: Light Armor
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, Rapiers
Size Medium
Darkvision: 60 feet
Fey Ancestry: Advantage on saves vs charms and magic can't put you to sleep.
Skills: Acrobatics, Arcana, History, Insight, Investigation, Persuasion, Performance
Languages: Common, Elvish, Sylvan, Dwarven
Tools: Smithing Tools
Background Feature: Respect of the Stout Folk As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

HP: 14
AC: 12(15 when Bladesinginging)
Proficiancy: +2
Speed: 30feet
Initiative: +2
Class: Wizard
Saving throws: Inteligence, Wisdom

Dagger: +4 To Hit, 1D4+2 Piercing
Rapier: +4 To Hit, 1D8+2 Piercing

Wizard Skills;
You can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits:

You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature twice. You regain these uses each time you complete a short or long rest.

Attack Bonus: +5 To Hit
Spell Save DC: 13
Booming Blade
Mage Hand

First Level;
Find Familiar, Ice Knife, Identify, Shield

Spell Book:
First Level:

Absorb Elements
Detect Magic
Find Familiar
Ice Knife
Mage Armor
http://engl393-dnd5th.wikia.com/wiki/Tenser's Floating Disk


Gold left; 52
Arcane Focus
: Four Ornate Throwing knives connected with a short chain to eachother.
Weapons: Rapier, Dagger
2 pieces of Chalk
3 empty Vials
Book of Lore
Bottle of ink
Ink Pen
20 Parchment
Bag of Sand
Small Knife
Smith's Tools
a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from

[sblock="DESCRIPTION and HISTORY"]HISTORY: The first years of Searinox's live weren't terrible, beeing raised in a Human Settlement as a Half-Elf means that you will always be the odd one out. Not that he was excluded or shunned by other kids, but he was always 'pointy ear', 'Elf-boy', ect. But he had learned to live with it. At around age 5 unfortunatly, his Human mother fell ill and rather close after died of said illness. After this his Elven father decided to move back, back to his home town and take Searinox with him. At first Searinox was excited about this, he would miss the friends he had but due to how people saw him, he saw himself as an Elf. This however confidence was quickly crushed as while his father was greated rather warmly and with open arms, he was treated more as an outsider. More, as a Human. This was rather conflicting for himself, and he quickly found himself as an outsider. It seemed the only reason he was accepted at all was because of his Father.
And thus Searinox quickly found himself, more often then not, playing allong the woodlands. He was often warned that the forests could be dangerous, but since the only person he really had a relationship with was his father he didn't have much else to do.
One day however, he saw something on the edge of the forest. A small light edged him to follow, and curiosity quickly got the better of him and he did.
After what seemed like a few minutes he found himself in a wide open clearing, with a small gazebo at the center. At the gazebo sat a Elven girl, roughly the same age as Searinox. As he got closer she turned out to be alot nicer then the Elven children back 'Home' and the two quickly became friends. As the hours went past and it got dark, Searinox had decided that he should head back. When he did, he found that the way back was alot easier then he thought. Once he finally got home his Father was lost for words. What for him had seemed like a few hours had actually been 2 days. He himself had no idea what had happened and when the elders were getting angry at him that he was "breaking taboo" only turned him into more of an outsider. And in turn, the only companion he ever truely had was the Elven girl at the gazebo. Tethra was her name, and she was like the sister he never had.
After a few years however, a tragedy befell the village. After returning from another day out, he found the village ablaze. It had been swarmed by a great force and apparently about half the village was slain. Thats about the only thing he could figure out for soon after the villagers saw him he was quickly pinned as the Scapegoat for everything and the sole reason that the village was ravaged by 'evil fey'.
After running for what seemed for days from the villagers he eventually found himself back at the clearing where where he first met Tethra. There he told her what had happened and simply broke down. After which she offered him to live with her here, in the wilds. Seeing no real other option he agreed and thus spend his growing years beeing raised in the Wilds. During the course of the following years Tethra thought him how to Fight, how to use Magic and how to fuse the two together. He also found out that Tethra was actually a Fey creature bound to these woods, which he knew pained her greatly. Over the course of this time Searinox figured out that there might be a way for him to release her from this bond. Around her neck she wore a necklace, hanging from it was a single silver sliver. Part of a weapon that belonged Tethra and was shattered once the was bound, the pieces scattered far and wide. Searinox took it upon himself to find these pieces and release her from these unfair bonds. Leaving his Word behind in exchange for the necklace.
Once set out on his journey he in all fairness had no idea where to go, and for years aimlessly roamed around. At one point he had heared of the craftsmenship of the Stout Folk and quickly send out north. Hoping to find some guidance. Once there he started asking around for myths, legends, rumors, anything that could help him. He quickly found out that the Dwarves wouldn't quickly give away this information. Searinox however, also found himself quickly enthralled by the dwarven weaponsmiths. It was at this point a thought sparked in his mind, "If I am unable to find her weapon. Perhaps I can craft one for her?". And thus he set out to find a Dwarven Master to teach him the art of forging weaponry. It was a long search, and most wouldn't share there craft with a non-Dwarf. One dwarf saw the potential in Searinox, a rowdy happy go lucky dwarf he simply learned to know as Rafn Bladebeard.
His following years were rough but rewarding, and he quickly became known in close circles as the go to person for more finesse weapons and fine detailed work. He even turned his hand to the creation of weapons with magical effects, however this proved to be beyong his skills still.
After several years he felt the urge to move on, to continue his search for the parts of Tethra's weapon. Upon leaving Rafn bestowed him with his very own Maker's Mark Chisel, blending the blacksmiths double bladed war axe with a ravens feather.

and thus his tale continues here

APPEARANCE: Searinox has a rather lean build, and stands about 5'10" tall. he has wavey dirty blond hair reaching his shoulders and a beard neatly trimmed along his jawline with the hair on his chin braided ending in a small Dwarven Bead. The only real indication of his Elven parent are his ears and his Purple hued eyes.


"I believe anything worth doing is worth doing right. I can;t help it, I'm a Perfectionist."
Ideal: "I work hard to be the best there is at Smithing."
Flaw: "I'll do just about anything to get my hands on something rare or priceless
Bond: "One day, I willl return to my guild and prove that I am the greatest artisan of them all."
Important people:
Tethra, Lady of Ravens. Childhood friend, taught him magic and how to fight
Rafn Bladebeard, Craftsmen. Teacher of weapon smithing
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First Post
Fareon Wolfrider
Race: Strongheart Halfling
Class: Barbarian
Level: 1
Background: Far Traveler
Alignment: Chaotic Good

STR 12 (+1)
DEX 18 (+4)
CON 16 (+3)
INT 12 (+1)
WIS 12 (+1)
CHA 10 (+0)

HP: 30
AC: 19

Class Abilities:

Rage: In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Strength Checks and Strength saving throws.

• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

• You have Resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast Spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.

Once you have raged the maximum number of times for your barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.

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.

Reckless Attack When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls during this turn, but Attack rolls against you have advantage until your next turn.

Background Feature: All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parlay this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Racial Abilities:

Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: You have advantage on saving throws against being frightened.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Skills: Animal Handling +3, Athletics +3, Insight +3, Perception +3

Tool Proficiencies: Dice

Armor: Light Armor, Medium Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Saving Throws: Strength +3, Dexterity +4, Constitution +5, Intelligence +1, Wisdom +1, Charisma +0

Languages: Common, Halfling, Sylvan

Equipment: Scimitar, Dagger, Explorer's pack, 4 Javelins, Traveler's clothes, Dice set, Poorly wrought maps from your homeland that depict where you are in Faerun, Wolf necklace, Pouch, Shield, Young Wolf (Mastiff)

2gp, 0ep, 2sp, 0cp

Scimitar atk +6, dmg 1d6+4
Dagger atk +6, dmg 1d4+4, rng 20'/60'
Thrown Javelin atk +6, dmg 1d6+4, rng 30'/120'

Medium beast, unaligned
Armor Class 12
Hit Points 9 (1d8+ 1)
Speed 40 ft.
13 (+1)
14 (+2)
12 (+1)
3 (-4)
12 (+1)
7 (-2)
Proficiency Bonus+2
Skills Perception +3
Senses passive Perception 13
Challenge 1/8(25 XP)

Keen Hearing and Smell..The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.[/sblock]

Fareon grew up a member of the Wolfrider Tribe; a small group of Nomadic Strongheart Halflings that migrated from Luiren to the Eastern Shaar and the Beastlands and Son of the Tribe's leader Kareon. As a "Rite of Ascension" into adulthood young Fareon was sent on a Vision Quest to experience the world and gain wisdom. Normally, this entailed a short trip into Luiren and experience the hospitality of the Hin Communities. Or killing a beast in the Toadsquat mountains. Perhaps both! But Fareon took his wanderlust a bit far and rode "Wolf" as far west as he could, determined to see the Wonders of the World and eschewing the responsibilities of being Heir Apparent to his Tribe.
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the magical equivalent to the number zero
NG human warlock of the Undying 2

[sblock=Basic information]
Name: Wilhelm
Sex: Male
Race: Human (variant)
Class/Level: Warlock 2
Alignment: Neutral Good
XP: 300
Size: Medium
Type: Humanoid
Languages: Common, Chondathan, Elvish, Goblin. Read all writing.
Speed: 30ft.
Init: +3
Prof. Bonus: +2
Passive Perception: 9

AC: 15 (20 with Shield)
Maximum HP: 18
Current HP: 18
Saves: Wisdom +1, Charisma +5
Notes: Advantage on saving throws versus disease. Undead that target you with an attack or spell, must make a Wisdom saving throw. (Among The Dead, DC13)

Melee: Dagger +5 (1d4+3 piercing; finesse, light, thrown 20/60)
Ranged: Dagger +5 (1d4+3 piercing; finesse, light, thrown 20/60)
Magic: Eldritch blast +5 (1d10 force; range 120)
Magic: Chill touch +5 (1d8 necrotic; target can't regain hitpoints until start of your next turn; undead get disadvantage on attacks versus you; range 120)

Str 8 (-1), Dex 16 (+3) , Con 12 (+1), Int 10 (+0), Wis 9 (-1), Cha 16 (+3)
[sblock=Stats rolled]15, 15, 9, 8, 10, 12[/sblock][/sblock][sblock=Features & proficiencies]
Human (variant)
Ability scores: Dexterity +1, Charisma +1
Extra skill: Stealth
Extra feat: Magic Initiate (sorcerer): Gain 2 cantrips and 1 first-level spell (once per long rest) from the sorcerer spell list, keyed to Charisma.
Languages: Common, Chondathan (human language option), Goblin

Inheritor (Sword Coast Adventurer's Guide)
Skill Proficiencies: Survival, Arcana
Tool Proficiencies: One gaming set (dice)
Extra Language: Elvish
Inheritance: You are the heir to a mysterious grimoire, which is tied to your warlock patron in some way.

Personality Traits: I judge people by their actions, not their words. If someone is in trouble, I'm always ready to lend help.
Ideal: People deserve to be treated with dignity and respect.
Bond: My grimoire is more important than anything else.
Flaw: My grimoire is more important than my dignity, morals or sanity. Also, I'd like to think myself a more powerful spellcaster than I am.

Warlock (Undying)
Armor Proficiencies: Light armor
Weapons Proficiencies: Simple weapons
Skill Proficiencies: Deception, Intimidation
Otherworldly Patron: The Undying (Larloch the Shadow King)
Pact Magic: You can cast spells; see below.
Expanded Spell List: Patron grants additional spells to choose as spells known.
Among The Dead: (1) Know the Spare the dying cantrip. (2) Advantage on saving throws versus disease. (3) Undead that target you with an attack or spell must make a Wisdom saving throw versus your spell save DC (DC 13); upon failure, they must choose another target or the attack/spell fails. Upon a save or when targeted by an attack or spell from you, the undead is immune for 24 hours.

SKILLS (Proficient in bold)
+3 (dex) Acrobatics
-1 (wis) Animal Handling
+2 (int) Arcana
-1 (str) Athletics
+5 (cha) Deception
+0 (int) History
-1 (wis) Insight
+5 (cha) Intimidation
+0 (int) Investigation
-1 (wis) Medicine
+0 (int) Nature
-1 (wis) Perception
+3 (cha) Performance
+3 (cha) Persuasion
+0 (int) Religion
+3 (dex) Sleight of Hand
+5 (dex) Stealth
+1 (wis) Survival
Can cast spells from Warlock class. Can cast spells from Sorcerer class list because of Magic Initiate feat.
Spell save DC: 13
Spell attack modifier: +5

Warlock cantrips known (2): Eldritch blast, Lightning lure
Warlock bonus cantrip: Spare the dying
Sorcerer cantrips known (2): Chill touch, Minor illusion

Warlock spells known (3): Armor of agathys, Arms of hadar, Cause fear
Warlock spell slots used (level 1st): 0/2
Sorcerer spells known (1/long rest): Shield
Spells from warlock invocations: False Life (at will)

Invocations known: Eyes of the Rune Keeper (can read all writing), Fiendish Vigor (cast False Life at will)
[/sblock][sblock=Appearance & bio]
PHYSICAL APPEARANCE[sblock=Portrait]cardart_ORI_Calculated-Dismissal.jpg[/sblock]
A young, handsome man with unruly black hair and piercing eyes, Wilhelm moves with the confidence of youth. Dressed as a farmhand, he sometimes dons studded leather armor just a bit too big for him. Tucked in his belt are two ornate but worn daggers; his only apparent weaponry.

Wilhelm is very protective of a large, leather tome decorated with bone-shaped metal bands; he will not let anyone read its pages or even touch the book or the backpack it is carried in.

Sometimes Wilhelm muses that he owes his life to the death of other people. His mother, an adventuring rogue working for a group called Fortune's Friends, died in labor, and Wilhelm grew up on the farm in Elturel where she gave birth to him. He never knew who his biological father was, because his mother had refused to tell anyone.

Wilhelm was loved by his adoptive family, and he helped out at the farm when not visiting Grandfather Gaunt, a retired member of Fortune's Friends who had decided to settle down and keep an eye on the boy. The old sage told him many stories of the Friends and their exploits, always emphasizing and sometimes exagerating his mother's part. Gaunt realized too late that it had awakened a thirst for adventure in the young lad, and thereafter tried to temper his dream to one day become an adventurer himself.

When his adoptive sister died from a devastating illness, something changed in Wilhelm. He grew more serious, becoming too mature for his age, and he kept asking Gaunt about creatures that seemed immortal or extremely long-lived. The sage tried hard to change the subject, and Wilhelm knew that if he really wanted answers, he would have to browse his guardian's library without Grandfather Gaunt looking over his shoulder.

One day when Gaunt was out on an errand, Wilhelm snuck inside and read a few tomes before finding a hidden switch among the library shelves. Following his curiosity, the boy activated the switch and found a secret room where the more dangerous magical items were kept. But Wilhelm barely looked at anything except for a big, black grimoire, bound in leather and decorated with bone-shaped metal as if refraining its contents from spilling out.

The book beckoned him. He could almost hear the promises being whispered in his ears.

Something happened when his fingers touched it. It was a dream, he was sure, because he had never been to this place he found himself; a place of cold and darkness, of figures etched in solid ice and shadows moving of their own volition.

A robed wizard stood before him; a human man with dark grey skin, eyes like pools of darkness and a wolfish grin. His lips did not move, but Wilhelm heard the words nonetheless.

"You seek power over death. I will grant it, but first you must learn. Use the magic within."

Before he could answer, everything went black as if the bubble had abruptly been burst, and Wilhelm awoke in a field, his sweaty hands hugging the tome to his chest. Before realizing what had transpired, his adoptive father's sheep thundered past, bleating in fear, gathering near him for protection. Then he heard the howling, and his blood froze.

A pack of wolves surrounded him and the flock, approaching slowly, certain of their feast. His heart raced; he carried no weapons and the only thing he had was the book. Instinctively Wilhelm knew not to throw the grimoire, and with the same gut feeling he raised a hand, as if he were a wizard in Grandfather Gaunt's stories. Perhaps the wolves would recognize it and flee.

For the second time that day, something happened. Reaching inside while holding the mysterious tome with his other hand, Wilhelm brought forth the image of a magical ray of damaging energy being cast by a warmage, and pulled it into reality. A line of pure energy, black but somehow bright, raced from his upraised hand to the alpha wolf, blasting away part of its face.

The wolves were not half as surprised as Wilhelm was.

Trying the same trick, he again created a magical ray of eldritch power to hit the lead wolf, which whimpered and fled with its tail between its hindlegs. The rest of the pack followed, and within moments Wilhelm was alone with the sheep.

"I'm a wizard," Wilhelm thought to himself, and realized it was not at all what he had imagined.

Returning home, he decided not to tell anyone about his experience. Instead, he retreated to his room and studied the grimoire, watching the markings on the pages but understanding nothing. Slowly he started to realize that no, of course he could not read it yet. It was like one of the adventures from his mother, where the magic only became apparent after completing a quest!

The next day Wilhelm snuck out of the house before anyone was awake, carrying the grimoire, two daggers that belonged to his mother, and a few useful items in a backpack. He moved to Daggerford first, but something has been driving Wilhelm to Waterdeep lately. Curiosity? The machinations of the grimoire? Or something else?...
Studded armor
Dagger x2
Component pouch

Candle x10
Clothes, common
Dice set
Patron's Grimoire (as spellbook)
Rations x4

30 gp
1 sp
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Darian Harte

Name: Darian Harte
Race: Male Human (Variant)
Background: Waterdhavian Noble
Class: Rogue (Swashbuckler)-1
Alignment: Chaotic Good
Character Level: 1
Proficiency Bonus: +2
Inspiration: No

Strength: 12 (+1)
+Athlethics: +3​

Dexterity: 18 (+4), Saves: +6
+Acrobatics: +6
Sleight of Hand: +4
+Stealth: +6

++Thieves' Tools: +8​

Charisma: 18 (+4)
++Deception: +8
Intimidation: +4
Performance: +4
+Persuasion: +6

+Flute: +6​
Passive Perception: 14
Passive Investigation: 8
Initiative: +4
AC: 17
Speed: 30 ft
Hit Dice: 2d8+4
Spent HD: 1
HP: 18/20

Constitution: 14 (+2)

Intelligence: 7 (-2), Saves: +0
Arcana: -2
+History: +0
Investigation: -2
Nature: -2
Religion: -2​

Wisdom: 14 (+2)
Animal Handling: +2
+Insight: +4
Medicine: +2
+Perception: +4
Survival: +2​

+Proficient; ++Expert

[sblock="COMBAT"]OFFENSE Initiative: +0
Rapier, right hand
Rapier, left hand
Dagger (thrown)

To Hit
1d8+4 (p)
1d8 (p)
1d4+4 (p)
light, thrown (20/60)
AC: 17 = 12 +4 (dex) +1 (feat)
Immunities: none
Resistances: none

[/sblock][sblock="FEATURES AND TRAITS"]Proficiencies and Languages
Languages: Common, Elvish, Giant, Thieves' Cant
Armor: Light armor
Weapons: All simple, plus hand crossbows, longswords, rapiers, and shortswords.
Tools: thieves' tools, flute​
Race: Human (Variant)
+1 Cha, +1 Con; Speed: 30 feet; Size: Medium; Livespan: 100- years
Bonus Language: Elvish; Bonus Skill: Insight; Bonus Feat: Dual Wielder​
Background: Waterdhavian Noble
Skills: History, Persuasion; Tools: [-]gaming set or[/-] musical instrument; Language: Giant
Feature: Kept in Style: While in Waterdeep or anywhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.
This advantage enables you to live a comforable lifestyle without having to pay 2 gp a day for it,
or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income - the benefit is a line of credit, not an actual monetary reward.​
Dual Wielder: You master fighting with two weapons, gaining the following benefits:
  • You gain +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two weapon finging even when the one-handed melee weapons you use aren't light.
  • You can draw or stow two one-handed melee weapons when you would normally be able to draw or stow only one.
Class: Rogue: Swashbuckler
Skills: Acrobatics, Athletics, Deception, Stealth; Tools: thieves' tools
Expertise: Your proficiency bonus is doubled for any ability check you make with an expert skill or tool: thieves' tools & deception
Sneak Attack: Once per turn, extra 1d6 damage to one creature you have advantage on using a finesse or ranged weapon.
You don't need advantage if another enemy of the target is with 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the roll.
Thieves' Cant: Secret language of thieves.
Cunning Action: As a bonus action, each round you may dash, disengage, or hide.
[/sblock][sblock="EQUIPMENT"]Studded Leather (13#)
2 Rapiers (2# each)
4 daggers (1# each)

signet ring
thieves' tools (1#)
fine clothes (3#)
scroll of pedigree
skin of fine wine (5#)
a blanket (3#)
bedroll (7#)
flute (1#)
belt pouch (20 gp, 4 sp, )

Equipment Weight: 36#
[sblock="Carrying Capacity"]
Heavily Encumbered
Carrying Capacity
Push, Drag, Lift
[/sblock][/sblock][sblock="DESCRIPTION and HISTORY"]HISTORY: Darian was fourth born to Pelgrim and Nora Harte. He is 11th in line (12th once his cousin Mary gives birth in a few months) to inherit the Harte Family enterprises. The Hartes are known for clothing and woodworking enterprises throughout the North and mainly in Waterdeep. Darian has been idly wealthy for a while and has no interest in the family businesses at all. He is a socialite, well-trained in arms and tired of trying to impress his distant cousins (the other Waterdhavian nobles). So he has set out to find something more interesting to do. His mother wants him to settle down with a girl from a "good" family and take ownership of a few small side businesses to make his own name. Darian thinks there are better ways to make a name for himself.

His childhood arms tutor was also skilled in less "fair" armed traditions and found Darian had a penchant for finding the soft underbelly of his opponents.
Race: Human
Gender: Male
Age: 26
Relationship: Does not kiss and tell, much
Height: 5'10"
Weight: 150#
Complexion: tanned
Skin: light
Hair: Brown
Eyes: blue
Face Structure: square jawed
APPEARANCE: Darian is a classically handsome man. He wears his wealth casually, neither flaunting it nor denying it. He wears colorful clothes but most of those clothes reverse to dark browns or charcoal grays when he is sneaking about.

PERSONALITY: Darian is a smooth talker. If he weren't actually a noble, he'd be a smooth talking phony. He is casual with relationships. He will sometimes pass himself off as a bard (lower case) with his flute playing or use his musical skill to woo women.

Traits: If I'm not good at it. It isn't worth doing.
Traits: Sometimes I find it hard to run when that's the best plan.
Ideal: To be the finest swordsman in the North.
Bond: If I give you my word, I'm probably scamming you but if I swear on my family, I'm speaking true.
Flaw: Darian is a romantic. For all his swagger, he does believe he will find "the one" someday.
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[sblock]Name: Buddy
Race: Human V
Class: Arcane Cleric
Background: Urban Bounty Hunter

HP: 8
AC: 17

Str: 11
Dex: 10
Con: 10
Int: 8
Wis: 12
Cha: 8

Arcana (Class)
Insight (Class)
Deception (Background)
Medicine (Class)
Perception (Race)
Sleight of Hand (Feat, Expertised)
Stealth (Background)

Simple Weapons
Light and Medium Armor
Thieves Tools
Gaming set (Dice)
Forgery Kit

Common (Race)
Giant (Race)
Draconic (Feat)

Racial Features:
Feat: Prodigy - One skill (Sleight Of Hand), one tool (Forgery Kit), and one language (Draconic). Expertise on one skill (Sleight of Hand).
Skill: Perception

Background Feature:
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Class Features
Domain: Arcane

Spare the Dying
Minor Illusion
Ray of Frost

Detect Magic
Magic Missiles
Cure Wounds

scale mail
light crossbow
bolts (20)
explorer's pack
holy symbol
set of clothes

Personality Trait:
I always have a way out.
I blow up at the slightest insult.

Ideal: People. I’m loyal to my friends, not to any ideals, and
everyone else can take a trip down the Styx for all I
care. (Neutral)

Bond: I’m trying to pay off an old debt I owe to a generous benefactor.

Flaw: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.[/sblock]

Buddy is 16 years old and has a chip on his shoulder. Growing up, he was the son of a baker, which meant that unlike many other kids in Luskan, he was well fed. He was fairly average growing up, but was constantly teased for his weight, which ballooned come puberty. His parents didn’t put much stock in book learning, so he only learned how to read and a little bit of arithmetic. He always had an interest in Magic growing up, wanting to be a wizard like the ones at the old Tower of High Sorcery, but his parents wouldn’t splurge on the books needed. It wasn’t that he wasn’t smart enough, he just didn’t know where to go.

When he got old enough, cynicism had sunk in, and he became apprenticed to a Bounty Hunter who taught him what he could. Turned out he was naturally gifted with Sleight of Hand, and would, at times, lift a few gold from the crooks he helped bring in to pay for his time at the library, trying to make sense of the magic tones offered, not that there were many.

When he turned 16, he began having dreams of the most beautiful woman he had ever seen. She would look at him and laugh, like he was a cute puppy or something. He didn’t like that, but would tolerate it to get to look at her longer. She offered him access to magic if he would follow her tenants.

He accepted eagerly, and found that many spells he couldn’t decipher before cane naturally to him. He began worshiping her, to the horror of his parents. But when he healed his father of his longtime ache in his knees, and managed to clear up a blemish on his mothers face with naught but a word, they changed their minds.

Buddy left Luskan, at the direction of his new goddess. He didn’t know where he was going, but he did know he would enjoy the journey. [/sblock]

Sent from my iPad using EN World
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First Post
Name: Therysilla
Race: Female Drow
Level: 1
Background: Knight of the Order
Class: Paladin
Alignment: Lawful Good
Languages: Common, Elvish, Draconic

STR 9 (-1) (9 before racial)
DEX 18 (+4) (16 before racial)
CON 17 (+3) (17 before racial)
INT 11 (+0) (11 before racial)
WIS 8 (-1) (8 before racial)
CHA 16 (+3) (15 before racial)

HP 13
AC 16, 18 with shield
Saves WIS +1, CHA +5

Perception (Racial)


Melee Rapier +6 (1d8+4; Finesse), Dagger +6 (1d4+4, Finesse, Light, Thrown (Range 20/60))
Ranged Dagger +6 (1d4+4, Finesse, Light, Thrown (Range 20/60))
Defense Chainmail (16), Shield (+2)

Combat Rapier, Dagger, Shield, Chainmail
Nomcombat Explorer's Pack (backpack, bedroll, mess kit, a tinderbox, 10 torches, 10 days rations, waterskin, 50 feet hempen rope strapped to the side), Holy Symbol of Tyr (amulet of balanced scales resting on a warhammer), traveler's clothes, signet ring of the Knights of the Holy Judgement, pouch containing 65gp and 5sp

Special Abilities/Traits
Darkvision 120 feet
Fey Ancestry (cannot be put to sleep, advantage vs. charm)
Trance (meditate 4 hours instead of sleep 8)
Sunlight Sensitivity (Disadvantage perception and attack rolls relying on sight in direct sunlight)
Drow Magic (dancing lights cantrip)
Drow weapon training

Knightly Regard (aid from knightly order, temples of deity, anyone sympathetic; food and shelter)

Divine Sense (sense celestial, fiend, undead within 60 feet not behind total cover; know type but not identity; 1+CHA times per day)
Lay on Hands (Level x 5 HP restored total, sacrifice 5 HP restore to heal disease or poison; undead and constructs immune)

Despite their best efforts, all the Church of Tyr has managed to glean from Therysilla's rage-filled rants are that she's from Menzoberranzan, she was banished for some incident supposedly involving pudding and a drunken spider, and she really hates the followers of Lolth. Anything before she showed up on the doorstep of a temple, ranting in a hunger-induced delirium about vengeance against those who wronged her, is mostly lost to the incoherent mixture of Common, Elvish, and Draconic she slips into when the subject is broached. Some of this is blamed on her youth when banished to human lands, as she was only sixty years old when she arrived at the temple.

It was some time before the temple got her to speak after she arrived, as she lapsed into a depressed silence and only ate under extreme urging. It is unknown what happened to change her demeanor, except that she was found kneeling in front of a shrine to Tyr one day, a look of rapt awe on her face. She refuses to divulge what happened, calling it a private matter and changing the subject whenever asked. But after that she began to recover, eating more and talking with the priests tending to her.

It was also during that time they learned of her deep rage at what happened. A rage that has never abated.

As the years the priests noticed her affinity for martial practices, as she took to using a practice rapier to keep up her physical shape when not aiding around the temple. They also found her to be an eager, if not necessarily quick, student of Tyr's teachings. In time it was decided to train her as a paladin, though her temperament toward her own kind made her suitable for only one of the two knightly orders serving Tyr. In time, they sent her out into the world to make her own way, to learn more about Tyr's teachings and her own martial prowess in the world.

She currently seeks adventure, to both test her mettle and to put down evil in the name of the god who has, somehow, managed to earn her devotion.

Description and Appearance
Therysilla stands five feet ten inches in height, with her waist-length white hair typically dyed a striped pattern of blue and red. Her lithe body is typically covered in a blue shirt with red vest over it, paired with blue breeches under a red skirt and red leather walking boots; the entire outfit follows a cut style popular in Baldur's Gate twenty years ago. Over it she wears a traveler's cloak featuring the holy symbol of Tyr embroidered on it, keeping the hood up to keep her appearance partially hidden and relying on people to pay more attention to the holy symbols than her face. Over her red eyes she wears a blindfold, following the traditions of the priesthood of Tyr, but it does not restrict her ability to see.

Not shown to many are the scars on her back; a set of claw marks on her right shoulder, a scar from an arrow down lower, and what look like whip scars on her back. Only a select few in the Church of Tyr know about them, and no one else is trusted to see.

At times, she can be sullen and withdrawn, slipping back into the depression that has haunted her off and on since leaving her homeland. But the rest of the time, many have noted she can be quick of wit, coming with a joke or barb at the slightest opportunity... even when it is not wise to do so. The dark elf has spent at least as much time talking herself out of trouble as she has practicing with her blade.

In battle, she is reserved, choosing to end it quickly and mercifully if it cannot be avoided. The idea of tormenting an opponent sickens her and can draw her rage if someone persists at it; this trait predates her arrival at the temple, and was quickly noticed by the priesthood the moment they started to teach her. But against drow who worship Lolth, Therysilla shows an almost berserker-like anger and does not hesitate to rush to battle against them.
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Squire Halruhk
Neutral Good Half-Orc Knight of the Order Fighter Level 2

AC 17 (Chainmail, Defense Style)
HP 22/24
Hit Dice 2/2 x 1d10+2
2nd Wind 1/1 x 1d10+2 (Short Rest)
Relentless Endurance 1/1 (Long Rest)

Greataxe +6 (1d12+4 Slashing, Melee)
Handaxes (3/3) +6 (1d6+4 Slashing, Melee or Ranged 20/60)

[sblock=Skills & Abilities]
Str 19(+4) Dex 8 (-1) Con 14(+2) Int 8(-1) Wis 8(-1) Cha 15(+2)

Animal Handling +1
Athletics +5
Intimidation +4
Nature +1
Persuasion +4

Strength Saves +6
Constitution Saves +4

Common, Orcish, Giant

Race & Class Abilities
Half-Orc: Relentless Edurance - When you are reduced to 0 HP, but not killed, you can drop to 1 HP instead. 1/Long Rest.
Half-Orc: Darkvision - You see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light but in shades of gray.
Fighter1: Second Wind - Bonus Action - Regain 1d10+2 (your Fighter Level) in HP. Short Rest.
Fighter1: Fighting Style - Defensive (+1 AC while wearing Armour)
Fighter2: Action Surge - On your turn, you take one additional action on top of your regular actions. 1/Short Rest.

Chain Mail
Greataxe & 3 Handaxes
Backpack & Bedroll
Chalk (1 piece)
Clothes, Traveler's
Potion of Healing
Ram, Portable
Mess Kit & 10 days Rations
Rope, Hempen (50 feet)
Signet Ring
Tinderbox & 10 Torches

Knight of the Order - He is trained as a Knight of Cormyr

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 support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

Personality: I always face problems head on, a simple, direct approach is the best path to success.
Flaws: I don't usually think things through before I act.

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Nightstone_PC map.jpg


1. Drawbridge: The drawbridge is lowered when the party first arrives. It is 20 feet long, 10 feet wide, and made of sturdy oak planks. Iron chains bolted to the drawbridge connect to winch mechanisms in the nearby watchtowers.

2. Guard Towers:
a) Two watchtowers flank the entrance to the village, forming a gatehouse of sorts. Each tower contains a winch, and both mechanisms must be turned to extend or retract the chains that raise and lower the drawbridge.

3. Town Square: The square is a muddy open area with a large 5-foot-deep hole in the middle of it. The dark rune covered megalith once stood where the hole is now. North of the hole is a covered well. Other features are a few tethering posts outside the inn and trade post.

4. Homes:

b) The front part of this home is intact, but the rear has been totally destroyed by a huge (5'diameter) rune covered boulder. The yard in back is a small wheat field, with a couple smaller boulders in it.

g) The garden of this home is full of potatoes and turnip plants.

h) Destroyed cottage, where the party found a Tressym.

5. Temple: A wooden building dedicated to an unknown deity. It has a slender steeple containing a large bronze bell, and stained glass windows depicting images of birth, the dawning sun, trees, and unicorns. Inside, beneath the windows are plain wooden benches and the floor is composed of dirt. The only room is in the rear, and seems to be some sort of bed chamber.

6. Graveyards:
a) Simple stone headstones dot the yard, with one above ground crypt.
b) This seems to be a new graveyard due to the first running out of space.

7. Unknown/Unexplored

8. Nightstone Inn: An ornate wrought-iron sign bearing the inn's name hangs above the entrance, facing the town square. The main room is strewn with wreckage. A giant's rock punched through the roof and landed here, destroying most of the tables and benches. The remains of a bed and wardrobe are also in the room. Lying in the middle of the room is a dead goblin with a crossbow bolt sticking out of its chest. Kitchen: The northwest corner of the inn was destroyed by a falling rock, causing the kitchen ceiling to fall. Broken dishware and scattered utensils are everywhere. Upper Floors: Most rooms are empty and appear as the occupants left in a hurry. The back (and largest room), is missing its floor.

9. Trading Post: Mounted above this building's entrance is a circular blue shield emblazoned with a stylized golden lion.

10. Windmill: Nightstone's windmill stands atop a 10-foot-high grassy hill. The interior is like a jungle gym of wooden gears, cogs, and long beams, that help turn the millstone.

11. Unknown/Unexplored
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