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[RG] Uller's Out of the Abyss - Character Tracking
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<blockquote data-quote="Uller" data-source="post: 6734034" data-attributes="member: 413"><p><strong><u><span style="font-family: 'Arial Black'"></span></u></strong></p><p><strong><u><span style="font-family: 'Arial Black'"><a href="https://docs.google.com/spreadsheets/d/1unBNAm66VCZL0wxY283zJxgDskThSE5AD9-DNH9xSYE/edit#gid=0" target="_blank">Current PCs</a></span></u></strong></p><p></p><p><strong><u>Cohort NPCs</u></strong></p><p></p><p>These are the PCs of players that have dropped or become in-active.</p><p></p><p><strong>Orsik</strong></p><p>[sblock]Orsik- Hill Dwarf Cleric Light 2</p><p></p><p>Armor Class 15 (Scale mail (-1), Shield)</p><p>Hit Points 19 (HD: 2d8)</p><p>Speed 25ft</p><p>Initiative: 0</p><p></p><p>Attr. Scor. Mod. Sav. </p><p>STR: 14 +2 +2</p><p>DEX: 10 0 0</p><p>CON: 15 +2 +2</p><p>INT: 12 +1 +1</p><p>WIS: 16 +3 +5</p><p>CHA: 8 -1 +1</p><p>-------------------</p><p>Skills: History: +3</p><p>Insight: +5</p><p>Medicine: +5</p><p>Religion: +3</p><p></p><p>Senses: Darkvision 60 Passive Percep 13</p><p></p><p>Languages. Common, Dwarven, Elvish, Orcish, Goblin</p><p>-------------------</p><p>Resilient: Advantage on poison saves; resistance to poison damage</p><p>Stonecunning: I add double my proficiency bonus to history rolls related to stonework</p><p></p><p>Dwarven Toughness: HP increases by 1 per level.</p><p></p><p>Warding Flame (3/day): When I am attacked by a creature within 30 ft, I can impose my reaction to make the attack disadvantage.</p><p></p><p>Spellcasting: Wisdom (Spell save DC 13, +5 to hit). </p><p>Prepared Spells:</p><p>Cantrips: Light, Mending, Sacred Flame, Spare the Dying</p><p>1st level (3 slots): Burning Hands, Bless*, Create Water, Faerie Fire*, Healing Word, Protection from Evil*,Cure Wounds</p><p></p><p>Channel Divinity(1/rest): </p><p>Turn Undead.</p><p>Radiance of the Dawn: Dispell magical darkness within 30'. All hostile creatures within 30' must make a CON save or take 2d10+Cleric Level radiant damage, half on a successful save. Creatures with total cover are unaffected.</p><p>-------------------</p><p>Actions:</p><p>Warhammer: +4, 1d8+2</p><p>Handaxe: +4, 1d6+2</p><p>Sacred Flame: Wis Save, 1d8</p><p>Burning Hands: Dex Save, 3d6 on failed save and half on a successful save, 15 ft cone.</p><p>-------------------</p><p>EQUIPMENT</p><p>Scalemail,Shield,Warhamer,3 Handaxes,Holy Symbol</p><p>[/sblock]</p><p></p><p><strong>Klep - Deceased: Killed by Darkmantles</strong></p><p>[sblock]Klep - Half Orc Bard Lvl 2</p><p></p><p>Armor Class 12</p><p>Hit Points 15 (2HD)</p><p>Speed 30ft</p><p>Initiative:+2 (+2 Dex)</p><p></p><p>Attr. Scor. Mod. Sav. </p><p>STR: 12 +1 +1</p><p>DEX: 15 +2 +4 </p><p>CON: 12 +1 +1</p><p>INT: 08 -1 -1</p><p>WIS: 12 +1 +1</p><p>CHA: 15 +2 +4</p><p>-------------------</p><p>Skills: Athletics +3, Nature +1, Perception +3, Intimidation +4, Performance +4, Persuasion +4; Jack of All Trades (+1/2 Prof bonus to all non proficient skills, round down)</p><p></p><p>Senses: Darkvision 60' Passive Percep 13</p><p></p><p>Languages. Common, Orc, Elvish.</p><p>-------------------</p><p>Spellcasting: Klep is a 2nd level spellcaster. Charisma (Spell save DC 12, +4 to hit). Prepared Spells:</p><p>Cantrips: Mage Hand, Vicious Mockery</p><p>1st Level (3 slots): Heroism, Faerie Fire, Detect Magic, Silent Image, Sleep</p><p></p><p>Bardic Inspiration (2/Day): One creature within 60 feet gains a Bardic Inspiration die - 1d6 for 10 minutes. The creature can add that Bardic Inspiration die to any ability check, attack roll, or saving throw it makes for the duration. (CHA MOD PER DAY) </p><p></p><p>Song of Rest: You and any allies that can hear you regain 1d6 hit points at the end of a short rest.</p><p></p><p>Relentless Endurance (1/Day): When Klep is reduced to 0 hitpoints but not killed outright, he can drop to 1 hit point instead. </p><p></p><p>Savage Attacks: when Klep scores a Critical hit with a melee weapon attack, he can roll of the weapon's damage dice one additional time and add it to the extra damage from a critical hit.</p><p>-------------------</p><p>Actions:</p><p>Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 6 (1d8+1)</p><p></p><p>Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60, one target. Hit 4 (1d4+1)</p><p>-------------------</p><p>EQUIPMENT</p><p>Leather Armor,Dulcimer,Backpack,Bedroll,2 Costumes,5 Candles</p><p>5 Days of Rations,Waterskin,Cooking Utensils,Longsword</p><p>Dagger,Scrollcase full of notes written in Isolation,Winter Blanket,Common Clothes</p><p>[/sblock]</p><p></p><p><strong>Bertram</strong></p><p>[sblock]</p><p>Bertram - Halfing Stout Ranger Lvl 2</p><p></p><p>Armor Class 15 (Dex +3, Leather Armor)</p><p>Hit Points 20 (HD: 2d10)</p><p>Speed 25ft</p><p>Initiative:+3 (+3 Dex)</p><p></p><p>Attr. Scor. Mod. Sav. </p><p>STR: 12 +1 +3</p><p>DEX: 16 +3 +5 </p><p>CON: 14 +2 +2</p><p>INT: 12 +1 +1</p><p>WIS: 14 +2 +2</p><p>CHA: 8 -1 -1</p><p>-------------------</p><p>Skills: Athletics (STR) +3</p><p>Investigation (INT) +3 (+5 if in Underdark)</p><p>Perception (WIS) +4 (+6 if in Underdark)</p><p>Stealth (DEX) +5</p><p>Survival (WIS) +4 (+6 if in Underdark)</p><p></p><p>Senses: Passive Percep 14 (16 in Underdark)</p><p></p><p>Languages. Common, Halfling, Goblin</p><p>-------------------</p><p>Nimble: can move through space of any creature Med or larger</p><p>Lucky: reroll 1 on an attack roll, skill check or saving throw</p><p>Brave: Advantage on saves againt being frightened</p><p>Resilient: Advantage on poison saves; resistance to poison damage</p><p>Favored Enemy: Kobolds and Goblins</p><p>Favored Terrain: Underdark</p><p>Fighting Style: TWF: Add Dex bonus to extra attack from second weapon</p><p></p><p>Spellcasting: Wisdom (Spell save DC 12, +4 to hit). Known Spells:</p><p>1st Level (2 slots): Pass without Trace, Goodberry</p><p>-------------------</p><p>Actions:</p><p>Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d6+3)</p><p></p><p>Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit 6 (1d4+3)</p><p></p><p>Hand crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 Hit 6 (1d6+3)</p><p>-------------------</p><p>EQUIPMENT</p><p>Leather Armor,Shortsword,3 daggers,hand crossbow,20 bolts</p><p>[/sblock]</p><p></p><p><strong>Evendur</strong> - Human Paladin of Lathander</p><p>Evandur was last seen heroically attempting to save Ront the Orc from the spider webs in Velkenvelve. He cut through the webbing as 3 giant spiders attacked him. He and Ront (who was stricken with drow poison) fell into the cavern pool below and were never seen again. </p><p></p><p><strong><u><span style="font-family: 'Arial Black'">'Friendly?' NPCs</span></u></strong></p><p>[sblock]</p><p>[table="width: 650, class: grid"]</p><p>[tr]</p><p> [td]<strong>Name</strong>[/td]</p><p> [td]<strong>Known Info</strong>[/td]</p><p> [td]<strong>Notes</strong>[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Prince Derendil</p><p> [ATTACH]71201[/ATTACH][/td]</p><p> [td]Prince Derendil is a quaggoth that says he is actually a high elf prince from Nelrindenvan in High Forest. He says he was betrayed by his brother who coveted his crown and had a evil wizard named Terrestor curse him. He fled into a cave and was eventually captured.[/td]</p><p> [td]He is currently pretty beaten up but healing. When he gets angry he seems to lose his "elfness"[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Drum</p><p> [ATTACH]71202[/ATTACH][/td]</p><p> [td]Drum is a young myconid that was separated from it's 'parents' somewhere near a myconid settlement when some hook armed beasts ambushed them. It is able to communicate telepathically with creatures that it sees as 'friendly' and is even able to translate between creatures it has bonded. [/td]</p><p> [td]When Drum becomes overly emotional it loses control of it's telepathy floods the minds of those with whom it is bonded with horrific images and emotions[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Topsy and Turvy (RIP)</p><p>[ATTACH]71203[/ATTACH][/td]</p><p> [td]These two deep gnomes are twins from Blingdenstone. Topsy is a female and does most of the talking. She is belligerent and stubborn and often seems clueless as to the grimness of the situation in which she finds herself. Turvy, by contrast is quiet and when he does talk he just sort of mumbles. Only Topsy understands him and usually his mumblings seem like they must be some sort of private joke.[/td]</p><p> [td]The other deep gnome in the slave pen avoids them. Their behavior seems odd even by deep gnome standards, especially their tendency to pile up rubbish and sleep in it.[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]JimJar (RIP)</p><p> [ATTACH]71205[/ATTACH][/td]</p><p> [td]Jimjar is a deep gnome from Blingdenstone. He says he had left the place to explore but got captured. He seems to have a "devil may care" attitude that is not common among his kind and has a fondness for betting on anything and everything[/td]</p><p> [td][/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Eldeth Feldrun</p><p> [ATTACH]71206[/ATTACH][/td]</p><p> [td]A shield dwarf from Gauntlgrym, Eldeht was part of a scouting party that came under ambush by orc of the Iceshield tribe. She and an orc (Ront) fell into a deep whole and became lost in the underdark and were forced to teamup for survival. They hate eachother yet seem to share a bond that neither is willing to admit.[/td]</p><p> [td][/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Ront (RIP)</p><p> [ATTACH]71207[/ATTACH][/td]</p><p> [td]Ront is an Iceshield orc that became lost during a battle with dwarves of Guantylgrim. He is gruff, grim, quick to insult the battle skills of those around him and quick to anger. Ront was last seen falling from the spider webs in Velkenvelve. It is assumed he perished from drow poison or from the fall or from the gray ooze in the pool below but no body was found.[/td]</p><p> [td][/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Shuushar</p><p> [ATTACH]71208[/ATTACH][/td]</p><p> [td]Shuushar says he left his home in a koa-toa settlement called 'Sloobludop' to pursue a life of enlightenment in a place called Darklake where he spend many years in solitude.. He accepts his current predicament at a level that is hard to fathom and does little or nothing to resist.[/td]</p><p> [td][/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Buppido (Left after trying to murder Erevan)</p><p> [ATTACH]71209[/ATTACH][/td]</p><p> [td]Buppido is a derro from the Duergar settlement called Gracklstug (GRACK-el-stoog). He claims to be a god and reacts to the most horrendous events as if he completely expected them and even planned them.[/td]</p><p> [td][/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Sarith</p><p> [ATTACH]71210[/ATTACH][/td]</p><p> [td]A drow junior officer and friend to Jorlan, Sarith has been accused of the vicious murder of the drow mage Nildus during a patrol/raid. He claims innocence and that he has only vague memories of the event.[/td]</p><p> [td][/td]</p><p>[/tr]</p><p></p><p>[/table]</p><p>[/sblock]</p><p></p><p><strong><u>Drow NPCs:</u></strong></p><p></p><p><strong>Ivana Mizzrym</strong> - priestess of Lolth. Commander of Velkenvelve</p><p><strong>Asha Vandree</strong> - priestess of Lolth. Second to Ivana</p><p><strong>Shoor Vandree</strong> - captain of Velkenvelve. Consort to Ivana</p><p><strong>Jorlan Duskryn</strong> - former captain and former consort to Ivanan. disgraced and scarred.</p><p></p><p>[ATTACH]71211[/ATTACH]</p></blockquote><p></p>
[QUOTE="Uller, post: 6734034, member: 413"] [B][U][FONT=Arial Black] [URL="https://docs.google.com/spreadsheets/d/1unBNAm66VCZL0wxY283zJxgDskThSE5AD9-DNH9xSYE/edit#gid=0"]Current PCs[/URL][/FONT][/U][/B] [B][U]Cohort NPCs[/U][/B] These are the PCs of players that have dropped or become in-active. [B]Orsik[/B] [sblock]Orsik- Hill Dwarf Cleric Light 2 Armor Class 15 (Scale mail (-1), Shield) Hit Points 19 (HD: 2d8) Speed 25ft Initiative: 0 Attr. Scor. Mod. Sav. STR: 14 +2 +2 DEX: 10 0 0 CON: 15 +2 +2 INT: 12 +1 +1 WIS: 16 +3 +5 CHA: 8 -1 +1 ------------------- Skills: History: +3 Insight: +5 Medicine: +5 Religion: +3 Senses: Darkvision 60 Passive Percep 13 Languages. Common, Dwarven, Elvish, Orcish, Goblin ------------------- Resilient: Advantage on poison saves; resistance to poison damage Stonecunning: I add double my proficiency bonus to history rolls related to stonework Dwarven Toughness: HP increases by 1 per level. Warding Flame (3/day): When I am attacked by a creature within 30 ft, I can impose my reaction to make the attack disadvantage. Spellcasting: Wisdom (Spell save DC 13, +5 to hit). Prepared Spells: Cantrips: Light, Mending, Sacred Flame, Spare the Dying 1st level (3 slots): Burning Hands, Bless*, Create Water, Faerie Fire*, Healing Word, Protection from Evil*,Cure Wounds Channel Divinity(1/rest): Turn Undead. Radiance of the Dawn: Dispell magical darkness within 30'. All hostile creatures within 30' must make a CON save or take 2d10+Cleric Level radiant damage, half on a successful save. Creatures with total cover are unaffected. ------------------- Actions: Warhammer: +4, 1d8+2 Handaxe: +4, 1d6+2 Sacred Flame: Wis Save, 1d8 Burning Hands: Dex Save, 3d6 on failed save and half on a successful save, 15 ft cone. ------------------- EQUIPMENT Scalemail,Shield,Warhamer,3 Handaxes,Holy Symbol [/sblock] [B]Klep - Deceased: Killed by Darkmantles[/B] [sblock]Klep - Half Orc Bard Lvl 2 Armor Class 12 Hit Points 15 (2HD) Speed 30ft Initiative:+2 (+2 Dex) Attr. Scor. Mod. Sav. STR: 12 +1 +1 DEX: 15 +2 +4 CON: 12 +1 +1 INT: 08 -1 -1 WIS: 12 +1 +1 CHA: 15 +2 +4 ------------------- Skills: Athletics +3, Nature +1, Perception +3, Intimidation +4, Performance +4, Persuasion +4; Jack of All Trades (+1/2 Prof bonus to all non proficient skills, round down) Senses: Darkvision 60' Passive Percep 13 Languages. Common, Orc, Elvish. ------------------- Spellcasting: Klep is a 2nd level spellcaster. Charisma (Spell save DC 12, +4 to hit). Prepared Spells: Cantrips: Mage Hand, Vicious Mockery 1st Level (3 slots): Heroism, Faerie Fire, Detect Magic, Silent Image, Sleep Bardic Inspiration (2/Day): One creature within 60 feet gains a Bardic Inspiration die - 1d6 for 10 minutes. The creature can add that Bardic Inspiration die to any ability check, attack roll, or saving throw it makes for the duration. (CHA MOD PER DAY) Song of Rest: You and any allies that can hear you regain 1d6 hit points at the end of a short rest. Relentless Endurance (1/Day): When Klep is reduced to 0 hitpoints but not killed outright, he can drop to 1 hit point instead. Savage Attacks: when Klep scores a Critical hit with a melee weapon attack, he can roll of the weapon's damage dice one additional time and add it to the extra damage from a critical hit. ------------------- Actions: Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 6 (1d8+1) Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60, one target. Hit 4 (1d4+1) ------------------- EQUIPMENT Leather Armor,Dulcimer,Backpack,Bedroll,2 Costumes,5 Candles 5 Days of Rations,Waterskin,Cooking Utensils,Longsword Dagger,Scrollcase full of notes written in Isolation,Winter Blanket,Common Clothes [/sblock] [B]Bertram[/B] [sblock] Bertram - Halfing Stout Ranger Lvl 2 Armor Class 15 (Dex +3, Leather Armor) Hit Points 20 (HD: 2d10) Speed 25ft Initiative:+3 (+3 Dex) Attr. Scor. Mod. Sav. STR: 12 +1 +3 DEX: 16 +3 +5 CON: 14 +2 +2 INT: 12 +1 +1 WIS: 14 +2 +2 CHA: 8 -1 -1 ------------------- Skills: Athletics (STR) +3 Investigation (INT) +3 (+5 if in Underdark) Perception (WIS) +4 (+6 if in Underdark) Stealth (DEX) +5 Survival (WIS) +4 (+6 if in Underdark) Senses: Passive Percep 14 (16 in Underdark) Languages. Common, Halfling, Goblin ------------------- Nimble: can move through space of any creature Med or larger Lucky: reroll 1 on an attack roll, skill check or saving throw Brave: Advantage on saves againt being frightened Resilient: Advantage on poison saves; resistance to poison damage Favored Enemy: Kobolds and Goblins Favored Terrain: Underdark Fighting Style: TWF: Add Dex bonus to extra attack from second weapon Spellcasting: Wisdom (Spell save DC 12, +4 to hit). Known Spells: 1st Level (2 slots): Pass without Trace, Goodberry ------------------- Actions: Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d6+3) Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit 6 (1d4+3) Hand crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 Hit 6 (1d6+3) ------------------- EQUIPMENT Leather Armor,Shortsword,3 daggers,hand crossbow,20 bolts [/sblock] [B]Evendur[/B] - Human Paladin of Lathander Evandur was last seen heroically attempting to save Ront the Orc from the spider webs in Velkenvelve. He cut through the webbing as 3 giant spiders attacked him. He and Ront (who was stricken with drow poison) fell into the cavern pool below and were never seen again. [B][U][FONT=Arial Black]'Friendly?' NPCs[/FONT][/U][/B] [sblock] [table="width: 650, class: grid"] [tr] [td][B]Name[/B][/td] [td][B]Known Info[/B][/td] [td][B]Notes[/B][/td] [/tr] [tr] [td]Prince Derendil [ATTACH=CONFIG]71201._xfImport[/ATTACH][/td] [td]Prince Derendil is a quaggoth that says he is actually a high elf prince from Nelrindenvan in High Forest. He says he was betrayed by his brother who coveted his crown and had a evil wizard named Terrestor curse him. He fled into a cave and was eventually captured.[/td] [td]He is currently pretty beaten up but healing. When he gets angry he seems to lose his "elfness"[/td] [/tr] [tr] [td]Drum [ATTACH=CONFIG]71202._xfImport[/ATTACH][/td] [td]Drum is a young myconid that was separated from it's 'parents' somewhere near a myconid settlement when some hook armed beasts ambushed them. It is able to communicate telepathically with creatures that it sees as 'friendly' and is even able to translate between creatures it has bonded. [/td] [td]When Drum becomes overly emotional it loses control of it's telepathy floods the minds of those with whom it is bonded with horrific images and emotions[/td] [/tr] [tr] [td]Topsy and Turvy (RIP) [ATTACH=CONFIG]71203._xfImport[/ATTACH][/td] [td]These two deep gnomes are twins from Blingdenstone. Topsy is a female and does most of the talking. She is belligerent and stubborn and often seems clueless as to the grimness of the situation in which she finds herself. Turvy, by contrast is quiet and when he does talk he just sort of mumbles. Only Topsy understands him and usually his mumblings seem like they must be some sort of private joke.[/td] [td]The other deep gnome in the slave pen avoids them. Their behavior seems odd even by deep gnome standards, especially their tendency to pile up rubbish and sleep in it.[/td] [/tr] [tr] [td]JimJar (RIP) [ATTACH=CONFIG]71205._xfImport[/ATTACH][/td] [td]Jimjar is a deep gnome from Blingdenstone. He says he had left the place to explore but got captured. He seems to have a "devil may care" attitude that is not common among his kind and has a fondness for betting on anything and everything[/td] [td][/td] [/tr] [tr] [td]Eldeth Feldrun [ATTACH=CONFIG]71206._xfImport[/ATTACH][/td] [td]A shield dwarf from Gauntlgrym, Eldeht was part of a scouting party that came under ambush by orc of the Iceshield tribe. She and an orc (Ront) fell into a deep whole and became lost in the underdark and were forced to teamup for survival. They hate eachother yet seem to share a bond that neither is willing to admit.[/td] [td][/td] [/tr] [tr] [td]Ront (RIP) [ATTACH=CONFIG]71207._xfImport[/ATTACH][/td] [td]Ront is an Iceshield orc that became lost during a battle with dwarves of Guantylgrim. He is gruff, grim, quick to insult the battle skills of those around him and quick to anger. Ront was last seen falling from the spider webs in Velkenvelve. It is assumed he perished from drow poison or from the fall or from the gray ooze in the pool below but no body was found.[/td] [td][/td] [/tr] [tr] [td]Shuushar [ATTACH=CONFIG]71208._xfImport[/ATTACH][/td] [td]Shuushar says he left his home in a koa-toa settlement called 'Sloobludop' to pursue a life of enlightenment in a place called Darklake where he spend many years in solitude.. He accepts his current predicament at a level that is hard to fathom and does little or nothing to resist.[/td] [td][/td] [/tr] [tr] [td]Buppido (Left after trying to murder Erevan) [ATTACH=CONFIG]71209._xfImport[/ATTACH][/td] [td]Buppido is a derro from the Duergar settlement called Gracklstug (GRACK-el-stoog). He claims to be a god and reacts to the most horrendous events as if he completely expected them and even planned them.[/td] [td][/td] [/tr] [tr] [td]Sarith [ATTACH=CONFIG]71210._xfImport[/ATTACH][/td] [td]A drow junior officer and friend to Jorlan, Sarith has been accused of the vicious murder of the drow mage Nildus during a patrol/raid. He claims innocence and that he has only vague memories of the event.[/td] [td][/td] [/tr] [/table] [/sblock] [B][U]Drow NPCs:[/U][/B] [B]Ivana Mizzrym[/B] - priestess of Lolth. Commander of Velkenvelve [B]Asha Vandree[/B] - priestess of Lolth. Second to Ivana [B]Shoor Vandree[/B] - captain of Velkenvelve. Consort to Ivana [B]Jorlan Duskryn[/B] - former captain and former consort to Ivanan. disgraced and scarred. [ATTACH=CONFIG]71211._xfImport[/ATTACH] [/QUOTE]
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[RG] Uller's Out of the Abyss - Character Tracking
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