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

Ok here is what I have in the first post:

- KahlessNestor: Emmyr Anvilforge, dwarven fighter
- Steve Gorak: undecided (cleric or druid possibly)
- Binder Fred: ???, ??? warlock
- industrygothica unknown for now
- Shayuri: ???,??? (rouge or paladin)
- Charwoman Gene: ???, half-elf(high) wizard
- hero4hire: ???, human rogue
- River Song: ???, human or halfling bard

A large group to be sure but it is good the bases are all covered, and/or double covered. I will let everyone discuss what it is they wish to bring to the group using KahlessNestor's caster as the base of the discussion. I will help as I can with ideals and iformation on background/history and locations.

As my first act in this role I have decided that Emmyr should be from the Anvilforge family of the Durton Clan of Mountain dwarves living in the Lortmil Mts. Also KahlessNestor please keep what actually happened to your cousin vague as Emmry doesn't like to talk about it. Actually probably none of the other characters may know he is in exile to start. I already am thinking up a side quest for the character background.

Sounds fine to me. I'm getting inspiration from Athrogate from the Drizzt novels and Durkon from Order of the Stick LOL I think the murder might have been more manslaughter (more accident than intent, a fight got out of hand), but some clan/family politics escalated it. So he's definitely guilty, but he's not a cold-hearted murderer.
 

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For review, Hexiros Verad

[SBLOCK=Character Portrait]
dragon_knight_by_daa_truth-d3i8d8g.jpg

Image by Neil Que
[/SBLOCK]

[SBLOCK=Hexiros at a Glance]
Appearance: Hexiros is tall and proud. He stands just over six feet and weighs close to 300 pounds. He wears mail made of polished white chain, and carries a halberd and heavy maul strapped to his back.

Background:
The small village outside of Dyvers echoed with the sound of a cracking whip, followed by the frantic screams of a panicked mother begging from her knees. The boys father, his fingers wound tightly through his wife’s hair, stood stoic and silent, swallowing his courage not to join in his wife’s pleas for mercy. Lord Hunt’s inquisitor reared back again for another strike to the small boy’s back.

“Stop!” The inquisitor paused and scanned the crowd for the firebrand. His eyes opened wide in horror when he found him. The crowd parted, and a blue-scaled man—half dragon, by the looks of it—came forward.

“It was I,” he said in a commanding voice. The village knew him as Hexiros Verad. He was obviously a stranger from a strange land, but he’d proven his worth and the villagers called him one of their own, though he remained hidden any time Lord hunt and his mercenaries rode in unexpectedly. “The boy is hardly bigger than a chicken himself, he hasn’t the stamina to run down just one, let alone the three of which he is accused.” The dragonborn looked at the farmer McKinnon and scowled, and the farmer slinked away out of sight. It was apparent that McKinnon sent word to Hunt that there was justice to mete. “Punish me. Let the boy go to his mother.”

Lord Lauden Hunt stepped forward and used a gloved thumb to wipe away the boy’s tear. “Is this true, boy?” He looked at Verad, and the dragonborn’s golden eyes told him what to do. “Yes, the boy lied. It’s true. He took them and ate them!”

Lord Hunt shot up, almost gleeful. “Well then!” he shouted. “It seems a grievous error has been made!” With a wave of his hands he sent to guards to restrain Hexiros, though none were necessary. “Tie him to the post! Inquisitor, I thank you for your service, but I shall handle this one… personally.” The inquisitor offered Lord Hunt his whip, but he declined. Instead, he opened a small pack and removed a nine-tailed scourge fitted with bits of metal and glass. He stopped the boy just as he was released to run to his parents. “Boy, stay here and witness what happens to liars and thieves.”

After the beating Hexiros was bound to the stocks, his wounds left open to whatever infection may come. His back was mangled far beyond anything that was considered a typical punishment. Clearly Lord Hunt was terrified of the dragonborn, and stopped just short of killing him outright.

He stood and put his arm around the boy and smiles at his still-crying mother. “Inquisitor, ready your whip!” The mother dropped to her knees and screamed again, and this time his father couldn’t help but join her. The rest of the villagers gasped collectively, except for Farmer McKinnon, who stood proudly next to one of the Lord’s guardsmen. “As I said, this is what happens to liars and thieves!” He then threw the boy into the inquisitor’s waiting arms.

When it was finished, Lord Hunt walked slowly and deliberately to Hexiros, still locked in the stocks. He kneeled, and whispered into his ear. “I’ve quite enjoyed our time together today, foreigner. I look forward to playing again on my next visit to this quaint little village.” As he got up to leave he stopped short, and stepped back. “Oh, and should you think to pack your things and run away to deprive me of my enjoyment, know that three others here will take your place. Every. Single. Time.”

###​

Three months had passed since Lord Hunt’s last visit, but true to his word he sent for Hexiros immediately upon his return. But when Verad arrived, it wasn’t what Lord Hunt was expecting. The dragonborn stood to his full height, clad in a sparkling white chain that contrasted beautifully with his magical blue scales. He carried a well-sharpened halberd close to ten feet in length, and a massive maul was strapped to his back. But perhaps more impressive were the armed and angry villagers that stood at Verad’s side.

Hexiros Verad didn’t strike the first blow that day, nor did he strike the last. But it was his inspiration that led the villagers to their freedom from under Lord Hunt’s oppressive thumb. It is assumed that Lord Hunt fled the battle, for his body was never found. But his men fell hard and fast under the leadership of Hexiros Verad.

Hexiros knew this wouldn’t be the last time he’d face discrimination of this magnitude, and so he left the village he’d called home as to not put them in harm’s way again. He was confident that they could handle themselves if Lord Hunt ever came back and decided to make good on his promises.
[/SBLOCK]

[SBLOCK=Hexiros Verad (Dragonborn Fighter 1)]
Name: Hexiros Verad
Sex: Male
Race: Dragonborn
Class/Level: Fighter 1
Alignment: Lawful Good
Size: Medium
Type (Subtype): Humanoid (dragonborn)
Init: -1
Speed: 30ft
Senses:
Passive Perception: 11
Languages Common, Draconian

STATISTICS
Str 17 (+3), Dex 8 (-1) , Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 14 (+2)

[SBLOCK=DEFENSE]
AC: 16 (Chain mail)
HP: 12 (1d10 +2 con)
Saves: Strength +5, Constitution +4
Special Defenses: Damage resistance: Lightning
[/SBLOCK]

[SBLOCK=OFFENSE]
Melee: Halberd +5 Attack, 1d10+3 Slashing (heavy, reach, two-handed)
Melee: Maul +5 Attack, 2d6+3 Bludgeoning (heavy, two-handed)
Melee: Handaxe +5, 1d6+3 Slashing (light, thrown)
[/SBLOCK]

[SBLOCK=SKILLS]
2 Fighter, 2 background; Proficient skills in bold
Mod Attribute Name of Skill
-1 (dex) Acrobatics
+3 (wis) Animal Handling
+0 (int) Arcana
+5 (str) Athletics
+2 (cha) Deception
+0 (int) History
+1 (wis) Insight
+4 (cha) Intimidation
+0 (int) Investigation
+1 (wis) Medicine
+0 (int) Nature
+1 (wis) Perception
+2 (cha) Performance
+2 (cha) Persuasion
+0 (int) Religion
-1 (dex) Sleight of Hand
-1 (dex) Stealth (disadvantage when wearing armor)
+3 (wis) Survival
[/SBLOCK]

[SBLOCK=RACIAL FEATURES]
Draconian Ancestry: Blue
Damage Resistance: Lightning
Breath Weapon: You can use your action to exhale lightning in a 5 by 30 ft. line (Dexterity save DC 12). A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or long rest
Languages: Common, Draconian
[/SBLOCK]

[SBLOCK=BACKGROUND FEATURES]
Folk Hero
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisans tools (Calligrapher's supplies), vehicles (land)
Feature (Rustic Hospitality): Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Trait: I judge people by their actions, not their words.
Ideal: People deserve to be treated with dignity and respect.
Bond: A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
Flaw: The tyrant who rules my land will stop at nothing to see me killed.
[/SBLOCK]

[SBLOCK=CLASS FEATURES]
- Fighting Style (Great Weapon Fighting): When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Second Wind On his turn, Hexiros can use a bonus action to regain hit points equal to 1d10 + his fighter level. Once this feature is used, Hexiros must finish a short or long rest before he can use it again.
Proficiencies All armor, shields, all simple and martial weapons.
[/SBLOCK]

[SBLOCK=EQUIPMENT]
Combat Gear:
Chain mail
Halberd
Maul
Handaxe x2

Other Gear: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hemp rope, shovel, cooking pot, belt pouch, calligrapher's supplies

Carrying Capacity: 255 lbs
Push/Drag/Lift: 510 lbs
[/SBLOCK]

[SBLOCK=MONEY LOG]
Code:
Starting Gold: 15 gp
[/SBLOCK]
[/SBLOCK]
 
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(Human-variant fey-pact warlock/hermit)

A wizened old woman, wrinkled face, nose like a knife. By her side stands a gnarled wooden cane with a flared head and a huge, blasé-looking frog with all the leather fittings of a horse. In her youth, pacts have been forged - with the dripping plants, the inhuman spirits of the swamp, with what some call devils and what others call the Fae. She is, in short, a swamp witch from some nearby swamp, perhaps apprenticed to one of the locals (in partnership/competition with Steve Gorak's druid/cleric, perhaps?), or part of a local coven maybe?

[sblock=Stats]Sharp mind, weak body, strength of the insane :
STR 12 +1
DEX 10
CON 8 -1
INT 14 +2
WIS 14 +2 Save +2
CHA 16 +3 Save +2

AC 10
HP 7/7

Proficiency +2[/sblock][sblock=Features]Light armor, Simple weapons
Skills: Nature, Arcana, Religion, Medicine and Stealth
Tools: Herbalism kit
Feat: Magic Initiate (Druid)
Languages: Common, High Elven (to communicate with the Fey?)
Hermit Discovery![/sblock][sblock=Equipment]
Code:
Green cloak
Dark clothes
Gnarled ironwood cane (Club, 1d4)
Gleaming kitchen knife at waist left
Component Pouch waist right
   Fleece (Sleep), string+pieces of wood (unseen servant)
   5gp
Riding frog -> same stats and personality as a mule (8gp, speed 40)
   Dark tome (Personal notes)
   Herbalism kit
   Winter blanket
   Scholar’s pack
   Captured loot: A dagger, leather armor, hand-axe

Note: Swapped book from scholar's kit for frog/mule[/sblock][sblock=Magic]SPELLS 1/1 spell slot per short rest, Save DC 13
Water, mud; grasping roots, insects and fey spirits of the swamp
Cantrips :
- Eldritch blast (VS, 1d10 at 120’)
- Minor illusion (SM fleece, 30’, sound or 5’ object, 1min)
- Guidance/Favor of the Fey (VS, +1d4 ability check, conc 1min)
- Shillelagh (VSM, Druid, use Cha to make attacks at 1d8 damage magical)

1st level:
- Unseen servant (Bonus action to command Str2, 15’mv servant for 1h)
o Carry 30lbs, drag/push/lift 60lbs+5’mv
- Sleep (90’, 20’radius, 5d8+2d8/L HPs, 1min)

SPELL-LIKE POWERS
- Entangle/Sinking mud 1/day, Str save DC 12
- Fey Presence (10’ cube, Wis check Frightened or Charmed TENT, short rest)[/sblock]
Wish List:
- Protective magic item
- Learn Entangle spell (AKA Sinking Mud)
- Jump and/or Water Walk item or spell for her frog/mule

You could grab Entangle with Magic Initiate.
 

Lady Rebekah is looking for a female companion/servant to help share the tedium of adventuring. To suggest travelling unaccompanied with people of the male sex would be outrageous!

Well, Emmyr is available for cold, hard gold. And he wouldn't like a *shudder* elf LOL He likes a woman with a good beard!

Though I really like that pic!
 


Well, Emmyr is available for cold, hard gold. And he wouldn't like a *shudder* elf LOL He likes a woman with a good beard!

Though I really like that pic!

Well Mister Anvilforge would be perfectly acceptable as a bodyguard for the delicate flower Lady Rebekah. I think it would be best if he handled the money. You certainly don't expect a lady to haggle?

If you are happy for Emmyr to act as bodyguard and money handler, she is happy for him to keep whatever he gets off the recommended retail price for things he buys for her. Does that sound fair?
 

Well Mister Anvilforge would be perfectly acceptable as a bodyguard for the delicate flower Lady Rebekah. I think it would be best if he handled the money. You certainly don't expect a lady to haggle?

If you are happy for Emmyr to act as bodyguard and money handler, she is happy for him to keep whatever he gets off the recommended retail price for things he buys for her. Does that sound fair?

Sounds perfect. His work has typically been as enforcer/bodyguard for The Ravens. Does she have a connection to that thieves' guild, if she's a charlatan?
 

HERE IS Captain Blackpearl! Tie in with marsh/druids/witch. Known in the town (unless the sea is too far away) and has some minor tie in with the cult menace.

Captain "Blackpearl" Zanword Sealeaf
Half elf paladin 1

[sblock=IMAGE]
View attachment 65296
[/sblock]

Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Half elf)
Init: +3
Senses: Darkvision (60 ft.)
Passive Perception: 13

DEFENSE
AC: 17 (12 Studded leather, +2 Shield, +3 Dex)
HP: 12 (1d10 +2 Con)
Saves: Wisdom, Charisma
Special Defenses: Advantage vs Charm, Immune to magical sleep

OFFENSE
Speed: 30ft
Melee: Cutlass 1d6+3 slash; Harpoon (1d6+3)
Ranged: Harpoon (1d6+3) 30/60

ATTRIBUTES
Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 8 (-1), Wis 12 (+1), Cha 16 (+3)

SKILLS: 2 paladin, 2 background, 2 half elf
[table="width: 500, class: grid"]
[tr]
[td]Proficiency[/td][td]Source[/td]
[/tr]
[tr]
[td]Athletics[/td][td]Sailor[/td]
[/tr]
[tr]
[td]Deception[/td][td]Half elf[/td]
[/tr]
[tr]
[td]Medicine[/td][td]Paladin[/td]
[/tr]
[tr]
[td]Perception[/td][td]Sailor[/td]
[/tr]
[tr]
[td]Persuasion[/td][td]Paladin[/td]
[/tr]
[tr]
[td]Stealth[/td][td]Half elf[/td]
[/tr]
[/table]


[table="width: 500, class: grid"]
[tr]
[td]Skill[/td]
[td]Attrib[/td]
[td]Mod[/td]
[td]Prof[/td]
[td]Total[/td]
[/tr]
[tr]
[td]Acrobatics[/td]
[td]DEX[/td]
[td]+3[/td]
[td][/td]
[td]+3[/td]
[/tr]
[tr]
[td]Animal Handling[/td]
[td]WIS[/td]
[td]+1[/td]
[td][/td]
[td]+1[/td]
[/tr]
[tr]
[td]Arcana[/td]
[td]INT[/td]
[td]-1[/td]
[td][/td]
[td]-1[/td]
[/tr]
[tr]
[td]Athletics[/td]
[td]STR[/td]
[td]+0[/td]
[td]+2[/td]
[td]+2[/td]
[/tr]
[tr]
[td]Deception[/td]
[td]CHA[/td]
[td]+3[/td]
[td]+2[/td]
[td]+5[/td]
[/tr]
[tr]
[td]History [/td]
[td]INT[/td]
[td]-1[/td]
[td][/td]
[td]-1[/td]
[/tr]
[tr]
[td]Insight[/td]
[td]WIS[/td]
[td]+0[/td]
[td][/td]
[td]+0[/td]
[/tr]
[tr]
[td]Intimidation[/td]
[td]CHA[/td]
[td]+3[/td]
[td][/td]
[td]+3[/td]
[/tr]
[tr]
[td]Investigation[/td]
[td]INT[/td]
[td]-1[/td]
[td][/td]
[td]-1[/td]
[/tr]
[tr]
[td]Medicine[/td]
[td]WIS[/td]
[td]+1[/td]
[td]+2[/td]
[td]+3[/td]
[/tr]
[tr]
[td]Nature[/td]
[td]INT[/td]
[td]-1[/td]
[td][/td]
[td]-1[/td]
[/tr]
[tr]
[td]Perception[/td]
[td]WIS[/td]
[td]+1[/td]
[td]+2[/td]
[td]+3[/td]
[/tr]
[tr]
[td]Performance[/td]
[td]CHA[/td]
[td]+3[/td]
[td][/td]
[td]+3[/td]
[/tr]
[tr]
[td]Persuasion[/td]
[td]CHA[/td]
[td]+3[/td]
[td]+2[/td]
[td]+5[/td]
[/tr]
[tr]
[td]Religion[/td]
[td]INT[/td]
[td]-1[/td]
[td][/td]
[td]-1[/td]
[/tr]
[tr]
[td]Sleight of Hand[/td]
[td]DEX[/td]
[td]+3[/td]
[td][/td]
[td]+3[/td]
[/tr]
[tr]
[td]Stealth[/td]
[td]DEX[/td]
[td]+3[/td]
[td]+2[/td]
[td]+5[/td]
[/tr]
[tr]
[td]Survival[/td]
[td]WIS[/td]
[td]+1[/td]
[td][/td]
[td]+1[/td]
[/tr]
[/table]

[sblock=FEATURES]
Half elf
Darkvision: Can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light normally apply.
Languages: Common, Elven, Aquan

Sailor
Feature: Right of passage
Skill Proficiencies: Athletics, Perception

Paladin
Spellcasting: Charisma is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 13. Your attack bonus when you make an attack with a spell is +5.
Divine Sense: as an action 4/day, sense all undead, celestial or fiend within 60' who is not behind total cover. Also senses (un)hallowed areas.
Lay of Hands: As a touch action, heal 5hp, cure disease or neutralize poison. Does not affect undead or constructs.

[/sblock]

Traits: I never pass up a friendly wager, I stretch the truth for the sake of a good story
Ideal: Respect: the ship runs on respect between captain and his crew
Bond: I want to see our bay safe from depredation of pirates and clear of smugglers, my ship may take years to repair, but I'm patient
Flaw: My pride will probably lead to my destruction - once someone questions my courage, I'll never back down


[sblock=EQUIPMENT]
scimitar (cutlass) and shield
studded leather armor and holy symbol
5 javelins
explorers pack (50' of rope, backpack, bedroll, a mess kit, tinderbox, 10 torches, 10 days of rations and a waterskin
manacles
navigators tools, belaying pin, 50' of silk rope and 10gp
armband with black pearl
[/sblock]

[sblock=Description and History]
Stout blond discreetly half-elven (eyes are almost purple and the ears are pointed, but human sized) Sealeaf prefers light clothes which enable free movement. All his clothes have some sort of sea motif, from fish-scale armor to his personal lucky charm, armband with black pearl embedded into it.

His shield holds wave crest over anchor device and his ship Sea Glimmer is painted deep blue with wave-like pattern over it. A dolphin jumping out of the water serves as his prow and single mast is reinforced by whale bones.

Before becoming Captain Blackpearl, Zanword Sealeaf was part of the Sea Glimmer crew that fought pirates and smugglers around the city. They were good enough in their job that low-lives finally united, trapped them and in a costly battle sank the coast guard near Homlet some years ago. The crew mostly survived, but never again organized in similar fashion. Each of them had their own lives, ships and services to serve. Youngest of the warriors, Zanword, couldn't be found and was left for dead. In reality, he washed ashore a bit further along the shore and was taken and nursed to health by a knight, last warden of the retreating seashore slowly turning to marsh. Seeing how his life was temporary afloat, Zanword remained and started learning and caring about the mission of the old hermit. And some mission it was. He was at the same time trying to slow salt marsh advance inland to keep th land healthy. He tried to coordinate with local druids to save as much as possible. And he was tracking some obscure cult and trying to prevent their rise to power. Except he got old and is not fairly permanently stuck in the swamp with only druids, strange witch and animals for company.

Zanword still felt the pull of the sea and in time he repaired the ship as much as he could, but it would take many more years before the vessel was again sleek menace to the underworld.

Now, he is well known in taverns all throughout the town, as good connoisseur of wines, appreciative of good stories and songs and tavern brawls. Less known to the public is his continued struggle with smugglers and occasional patronage of clean and not so clean public houses.
[/sblock]
 
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