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D&D 5E Return to The Temple of Elemental Evil - (full, at the moment)

Here's what I have so far:

I wasted my life. Husbands, kids: worthless. I’m an orphan of the swamp, gathered from the reeds by the (Neurotic’s god?) orphanage. If I hadn’t loved Gill so, soon as I saw his eyes... If he hadn’t passed almost a decade ago I would still... But ever since, the swamp calls. The mysteries. The dreams. The knowledge and the power I should have inherited!
So much time has slipped by. Where am I going? What should I have been?
Can I still get there?

Personality: Mother. I feel tremendous empathy for all who suffer
Ideal: Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
Bond: I have many sons and daughters
Flaw:
 

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Yeah, we can run with this. I hadn't really planned on my character being super young, but she could be on the young 'side.' Maybe the druids took her on a bit of an accelerated pace, given her situation. And of course, she has a bit of a knack for it as well, which doesn't hurt.
 

Perhaps Rana knows of the druid in Hommlet, and is taking my character to see him?
Hm, just brainstrorming here but how about your chara ran away into the swamps, the strain of not-transforming too much. (Reluctantly) gathered-in by Rana. Tries to show you how to meditate, "Listen to the swamp, girl!", until it gets too much and she *has* to take you to outside help (the druid)?


(Could her 1st level powers be (mostly) instinctual maybe?)
 

Hmm, I dunno. 1st level druids have some specific knowledge (The druidic tongue) that can't easily come from nowhere.

But there could have been a druid circle in the swamp, perhaps?

My sense is that my character is the survivor of an attack. Perhaps she made it to you, and you did your best to nurse her to health...until the full moon, when she transformed and wreaked some havoc. It was too late to cure the affliction by then, so you took her to the druids, and they used a ritual to 'seal' the curse away. But that ritual won't last forever; it weakens with each full moon, as the curse strains to burst free.

So she took up training, in hopes that she could master the curse through further druidic rites.
 

Works for me. Let's keep the "tries to teach her meditation but fails" bit in though, if that's alright? I rather like the image. :)

(I rather like the idea of "corrupted"/unpredictably strong powers too, but eh).
 

Well, you could teach her meditation, but that wouldn't stop the transformation. :)

I like that idea too, but it's hard to wiggle that into the mechanics. No need to overcomplicate, I think. We can develop the ideas as we progress as well.
 

Work in progress:

Aridha
Neutral Human Druid of the Moon 1

Str 8
Dex 15
Con 14
Int 10
Wis 16
Cha 12

HP 10
AC 15 (10 + 2 dex + 1 leather + 2 shield)
Prof Bonus +2
Init +2

Race
Human
+1 Dex, +1 Wis
Bonus Language
Bonus Skill proficiency
Bonus Feat

Class
Druid
Druidic Language
Spellcasting

Proficiencies
Armor: Light, Medium, shields (only nonmetal armor)
Weapons: Clubs, daggers, darts, javelins, maces, staves, scimitars, sickles, slings, spears
Tools: Herbalism Kit
Saves: Intelligence, Constitution and Wisdom

Background
Outlander
Skills: Athletics, Survival
Tools: Music Instrument
Languages: Sylvan
Origin: Homesteader
Feature: Wanderer

[sblock]Trait: I don't let questions of station or propriety stop me from speaking my mind.
Ideal: Stay true to yourself; keep your promises, follow through on your goals, and don't back down.
Bond: I suffer visions of a terrible fate, and am driven to prevent it at any cost.
Flaw: I have been afflicted with a terrible curse; even if I can manage it, I will never be free of it.[/sblock]

Skills
Athletics +1
Insight +5
Perception +5
Survival +5

Languages
Common, Dwarvish, Druidic, Sylvan

Feats
- Resiliant: Constitution

Spellcasting (Save DC 13)
Slots 1 - 2/2
Cantrips
- Produce Flame
- Thorn Whip
Prepared
1 - Cure Wounds, Faerie Fire, Entangle, Thunderwave

Equipment
Cash: 10gp

Weapons
Scimitar, +4 atk, 1d6+2 slash dmg
Dagger, +4 atk, 1d4+2 pierce dmg, throw 20/40

Armor
Leather armor
Wooden shield

Gear
Skull totem (spellcasting focus)
Explorer's pack
 

I'll post the character tonight, job calls now. I'll try to bind into other character stories. Do we have RG thread yet?
 

KahlessNestor -

No problem with the short backstory, I know I didn't give anyone much to go on. I was jus excited when I found the old module and posted something quickly. We will go with Emmyr not knowing what became of her.

Getting a few minutes to look over your sheet I noticed you didn't:
- add in your Racial bonuses to your stats (STR should be 17, and CON should be 16)
- list that your character is resistance to poisons (i.e. you only take 1/2 dmg from poisons)
- pick an artist's tools to be prof with, but going along with background and name I believe you are leaning towards blacksmithing tools
- list languages known
- pick a gaming set to be prof. with
- and normally you don't spend your background money on extra equipment, but I think we can have the PC's go ahead and do this

1. Racial bonus, you're right! Forgot that! Added now.
2. Using a new CS, so some things aren't where they used to be. Poison resistance is listed under Saving Throws, directly to the right of the attribute stats.
3/4/5. Smith tools, languages, and dice are listed far to the right in the Proficiencies box.
6. Didn't realize we couldn't spend our starting gold. It's standard practice in AL, and no one else has ever mentioned it. I can go back and return everything, if you like.
 

We are still in the concept stage everyone as a group should together discuss what role you wish to take. And since I know you all have more characters out there try and roll with something you haven't played in a while. Characters can always be retired if they aren't working out the way you had thought they would, but let's wait to think about that when we need to. Right now we need:

- A tank (looks like Emmyr at the moment)
- A support tank
- A healer
- A ranged combatant
- A AoE caster (sleep to start, fireball at lvl 5)
- A scout/rogue
- A pretty face or quick tongue
- A brain to make a few skill checks when needed

That is not set in stone but we should be looking at these and of course you can over lap double up and such. Heck Emmyr can try and pick a lock if he wishes.

That's what I love about Backgrounds :)
 

Into the Woods

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