D&D 5E T1: The Village of Hommlet - Rogues Gallery


This is the character thread for my D&D 5E Village of Hommlet Play-by-Post.

Players, please post your characters here.

Active Character Experience Totals

Meadowlark - 120
Thadeous - 120
Kestrel - 120
Taranis - 120
Thain - 120


Amethyst - 100 gp
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Kobold Stew

Last Guy in the Airlock
Meadowlark, human paladin (shepherd)


[sblock=Paladin 1]Meadowlark
LG Human Paladin
Level 1

STR 16 (+3)
DEX 10 (+0)
CON 12 (+1)
INT 8 (-1; save +1)
WIS 11 (+0; save +2)
CHA 16 (+3)

Size M
Speed 30
AC 18
Init +0
Hit Points 11

Proficiency bonus: +2
Proficiencies: all armor, shield, simple and martial weapons
Saves: INT, WIS
Skills: Athletics, Persuasion, Animal Handling, Survival, Insight
Tools: Herbalist’s kit, Pipes
Languages: Common, Goblinoid

Longsword, 1d20+5 to hit, 1d8+3
Chill Touch (120'), 1d20+5 to hit, 1d8 and target can't regain hit points until start of my next turn

Background (trait): Shepherd (wanderer)*

Race abilities:
* Variant Human: extra skill, feat, +1 str/cha (incl. above)

Class abilities:
* divine sense (locate celestial, fiend, undead; 4x/long)
* Lay on hands (5 pts/long)

* Magical Initiate (Sorcerer)
- Cantrips: Mage Hand, Chill Touch
- Level 1 (1/long): Jump

+0 (dex) Acrobatics
+2 (wis) Animal Handling
-1 (int) Arcana
+5 (str) Athletics
+3 (cha) Deception
-1 (int) History
+2 (wis) Insight
+3 (cha) Intimidation
-1 (int) Investigation
+0 (wis) Medicine
-1 (int) Nature
+0 (wis) Perception
+3 (cha) Performance
+5 (cha) Persuasion
-1 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth -- disadvantage in armour
+2 (wis) Survival

Personality: I am cheery and confident about the blessings of a good life.
Ideal: I have doubts about the future for which I am destined.
Bond: I place deep trust in strangers I barely know.
Flaw: I have a tendency to wander off on my own.


Weight: ~100 lbs (240 carrying capacity)

* Longsword
* shield (6)
* dagger
* chainmail (60)
* Holy symbol
* explorer’s pack
* pipes
* shovel
* iron pot
* common clothes
* herbalism kit
* belt pouch with 5gp
* Trinket: a small idol depicting a nightmarish creature that gives me nightmares

*Shepherd (custom background):
-skills and equipment as folk hero (w/ instrument replacing artisan kit)
-tools: musical instrument, herbalism kit
-feature: wanderer, as per Outlander[/sblock]

* a shepherd in the fields outside of Hommlet, Meadow's early life was simple: many responsibilities caring for flocks, but a low pressure life that she could handle well: playing the pipes, tending her animals
* with the war her family, like that of so many others, found safety in the church; nothing like war to bring converts to St Cuthbert. Meadowlark was not as caught up as the others; her life in the fields seemingly gone.
* then came the prophecy. She was told it was for the best, and she was able to keep her spirit through the recruitment, but when the prophecy came, she was sent away. Many are called, and it seems many are chosen as well, since it's sometimes hard to interpret prophecies, and this one was vague enough that it might refer to her, or to any of the dozen that were recruited in her cohort.
* three died, and seven washed out, but two of them were chosen, which is to say two made it through the trials, and two of them found the ability to heal. They were destined to become paladins. But with that calling, Meadowlark and Thorgeir were taken from their previous lives. Drills, summonses, assignments, and prayers. St Cuthbert needed agents, and they were the chosen ones this year. And, possibly, they might be the fulfillments of the prophecy.
* but that would only happen if the situation was right. And so they were sent back to their respective homes, in hopes that the prophecy could someday be fulfilled through them. These two were added to the many others dotting the countryside: children born when the Wagon first touches the horizon; those who were found surrounded by wool [or arguably leather; the scholars disagree on this point]; those who would be taken from the banks of a river; and all the many other criteria that the prophecy seemed so intent to describe, but were (so Meadow though) ultimately unclear. except of course for the final clause, which was clear enough: those who would be killed defending the Saint.
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Thadeous "Fatty" Hammerhand

Name: Thadeous "Fatty" Hammerhand
Class: Wizard
Background: Sage
Race: Human (Variant)
Alignment: Lawful Good
Languages: Common, Elven, Abyssal, Infernal

HP: 7
Hit dice: 1d6+1
Passive Perception: 20
Passive investigation: 20
AC: 10
Initiative: +0
Speed: 30'
Saving Throws:
Str 0
Dex 0
Con 1
* Int +5
* Wis +5
Cha 0

Base Stats
Strength: 10 (0) Dexterity: 10 (0) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 10 (0)

Acrobatics +0
Animal Handling +3
*Arcana +5
Athletics 0
Deception 0
*History +5
*Insight +5
Intimidation +0
*Investigation +5
Medicine +3
Nature +3
*Perception +5
Performance 0
Persuasion 0
Religion +3
Slight of Hand 0
Stealth 0
Survival 3

* = proficiency

Other Proficiencies:
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Feat: Observant (+5 to PP/PI, bonus included, can read lips)

Melee: Dagger +2 (1d4/Piercing)
Ranged: Firebolt +5 (1d10/Fire)

component pouch
Explorer's Pack
Ink, Quill, small knife, common clothes
Belt Pouch

Features and Traits

Spellcasting Class: Wizard
Spell Save DC: 13
Spell Attack Bonus: +5

Spell Slots:
1: 2

Arcance Recovery: 1

Mage hand

1st-Level Spells
#Burning Hands
#Detect Magic
#Comprehend Languages
Find Familiar
#Colour Spray

# prepared spells

Background Info
Age: 21
Height: 5'5"
Weight: 168 lbs.
Eyes: Blue
Skin: Brown
Hair: Black, tightly curled

Personality Traits: There is nothing I like more than a good mystery
Ideals: Emotions must not cloud our logical thinking
Bonds: I have an ancient text that holds a terrible secret that must not fall into the wrong hands.
Flaws: Most people run and scream when they see a demon. I stop and take notes on its anatomy.

Character Backstory:

Thadeus, called Fatty due to a lisp he had as a small child, trying to say "Hi, my name is Thaddy." came out as "Hi, my name is Fatty." Needless to say merciless teasing ensued and he dived into a life of study. The son of the warrior Oleg Hammerhand, who died when Thadeous was only 8, and Kara a farmgirl besotted by the great warrior.
He is accompanied by his Rat Familiar Cheese, and together they pored over ancient tomes. Demons and Devils were his field of study and it was during those time he came across an ancient book on raising demons. Deciding it was too dangerous to have lying around he has taken it into protective custody.
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First Post
Kestrel, human urchin monk.

[sblock]The Kestrel
Neutral Human Monk 1
Background: Urchin (City secrets)

Str 10 2
Dex 16 9
Con 12 4
Int 10 2
Wis 16 9
Cha 09 1

HP 9/
AC 16 (10 +3 dex + 3 Wis)
Prof Bonus +2
Init +3
Exp: 0

- +1 to 2 attributes
- Bonus Skill Proficiency
- Bonus feat

- Unarmored Defense: Use Dex and Wis to modify base AC
- Martial Arts: Use Dex with unarmed or monk weapons, unarmed or monk can do 1d4 damage, bonus unarmed atk

Weapons: Simple, Shortsword
Armor: None
Tools: Thief tools, Disguise kit, Flute
Saves: Strength, Dexterity

Defensive Duellist (use reaction to add prof bonus to AC vs triggering atk)

Acrobatics +5
Athletics +2
Insight +5
Perception +5
Sleight of Hand +5
Stealth +5


Cash: 5sp

Unarmed, +5, 1d4+3
Darts (10), +5, 1d4+3, 2.5lbs, thrown 20/60
Shortsword (monk), +5, 1d6+3, 2lbs

Common Clothes

Backpack, 2gp, 5lbs
- Blanket, 5sp, 3lbs
- Hooded Lantern, 5gp, 2lbs
- Oil (3 pints), 3sp, 3lbs

Belt Pouch, 1lb
- Small knife, 1lb
- Caltrops, 1gp, 2lbs
- Memento (trinket) 22[/sblock]

[sblock=Background]Kestrel was an orphan of the Battle of Emridy Meadows, though not from Hommlett. Growing up at first in an overcrowded orphanage, she went out on her own a lot, got into trouble, and finally ran away entirely. She lived on the streets until a one-eyed beggar who went by the name Old Squint took her under his wing and began teaching her to defend herself, to be effective at crime, and of course to bring him much of the profits.

One night though, she was awakened by shadowy figures swooping on her where she lay. Before she could react, she was gagged, stuffed into a bag, and carried off into the night.

She was taken to a strange place; a large building of carved granite, peopled by grim, silent men and women in black cassocks. The Quiet Tabernacle. Here she was given the ultimatum...she would learn, or die. And what they taught was how to move without a sound, where and how to strike to bring death, and of course obedience. Always obedience.

The girl who was given the name Kestrel by the monks of the Quiet Tabernacle learned her lessons quickly and well. Through misery and terror, she was a survivor first. But all through the training, all through doing what was required and saying what they wanted to hear, she never forgot herself, and never quite let go of the desire to one day be free of them. No matter what it would take.

Recently, as Kestrel drew close to the end of her training, she recieved a missive from one of the shadowy guildmasters of the Tabernacle, instructing her to go to the hamlet of Hommlet and investigate the rumors of ancient temples and strange powers that have reached his ears.[/sblock]

[sblock=Character Sheet]Name: Ilyana "Thunderstep" Turikal
Class/level: Sorcerer/1
Background: Entertainer
Race: Half-elf
Alignment: Chaotic Good
Languages: Common, Elven, Draconic

HP: 8
Hit dice: 1d6+2
Passive Wisdom: 11
AC: 11
Initiative: +1
Speed: 30'
Saving Throws:
Str -1
Dex +1
*Con +4
Int +0
Wis +1
*Cha +5

Base Stats
Strength: 8 (-1) Dexterity: 13 (+1) Constitution: 15 (+2) Intelligence: 11 (+0) Wisdom: 12 (+1) Charisma: 17 (+3)

*Acrobatics +3
Animal Handling +1
*Arcana +2
Athletics -1
*Deception +5
History +0
*Insight +3
Intimidation +3
Investigation +0
Medicine +1
Nature +0
Perception +1
*Performance +5
*Persuasion +5
Religion +0
Slight of Hand +1
Stealth +1
Survival +1

* = proficiency

Other Proficiencies:
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Disguise Kit, Lute

Melee: Dagger +3 (1d4+1/Piercing)
Melee: Shocking Grasp +5 (1d8/Lightning)
Ranged: Light Crossbow +3 (1d8+1/Piercing)
Ranged: Ray of Frost +5 (1d8/Cold)

Light crossbow with 20 bolts
Arcane Focus: Wand
Explorer's Pack
Two daggers
Belt Pouch
Traveler's Clothes
Trinket from admirer (small crystal that faintly glows in moonlight)

GP: 13

Features and Traits
Darkvision - In dim light, can see 60' as if in bright light. In darkness, can see as if in dim light but cannot make out colors.

Fey Ancestry - Advantage on saving throws against being charmed, magic cannot put to sleep.

Spellcasting - Can cast arcane spells known using Charisma.

Sorcerous Origin: Wild Magic - Casts spells using wild forces of chaos.

Wild Surge - When casting spell of level 1 or higher, DM can ask for a d20 roll. Consult surge table on page 104 if a 1 is rolled.

Tides of Chaos - Can gain advantage on roll. Long rest or Wild Surge to use again.

Entertainer Routines: Dancer, Singer, Storyteller

By Popular Demand - Can get free room and board at an inn for performing.

Spellcasting Class: Sorcerer
Spell Save DC: 13
Spell Attack Bonus: +5

Spell Slots:
1: 2

Ray of Frost
Shocking Grasp

1st-Level Spells
Magic Missile

[sblock=Background]Background Info
Age: 23
Height: 5'7"
Weight: 128 lbs.
Eyes: Liquid gold in color
Skin: Cream with a light copperish tint
Hair: Fiery Red

Personality Traits: A hopeless romantic who is searching for the right person. She also enjoys entertaining people.
Ideals: Dancing, singing, and storytelling help make the world better. Magic exists to help people.
Bonds: She prizes a trinket given to her by an adoring fan after her first show.
Flaws: Hides her magical abilities out of fear of losing control. Sometimes doesn't pay enough attention due to overconfidence.

Character Backstory:

Ilyana is the child of an elven adventurer, one of many who came through the town over the years, and a local barmaid who found herself taken by his fae graces. Alas, their romance was not to be; five years after Ilyana was born, her father simply stopped coming by. His last letter stated simply that he was checking out a rumor about orcs and would stop by after.

Until about ten years ago, Ilyana was told the adventuring life was simply too hazardous and too many died for no good reason. So, she focused on life in her small town instead, where she found her singing voice gained her positive attention and encouragement, with her even singing before groups at the local inn when she was young. She did not dream of life beyond her small town in her childhood, finding herself happy with how things were.

Ten years ago, everything changed. The Temple of Elemental Evil gathered great armies to strike out at all that was good and decent, and armies of heroes descended upon the town to fight back. It was during that time that she saw how much good a group willing to leave their homes and fight can do in the world, and their victory left her wondering how much of what she had been told about adventuring was because her father died. And it was also around this time she began to manifest magical talent.

Ilyana began to practice her magic in secret, during what few times she could, and tried to refine it so she could someday match the power of the heroes of legend. She did not inform her mother of this, though she may not have been entirely as discreet as she should have been during some at-home practice sessions; whether or not her mother knows, Ilyana has no clue. Unfortunately, Ilyana's lack of formal magical education and her infrequent practice sessions have left her control a little unrefined. Sometimes, spells don't go exactly as planned.

What Ilyana has told no-one is that she yearns for a chance to prove herself a hero, to emulate her father and those who took on the Temple of Elemental Evil. But she keeps it to herself, since she knows of no evil that threatens the land close-by enough that she can help. And she keeps performing at the Inn of the Welcome Wench, singing and telling stories to keep spirits up and patrons happy. She also sometimes performs at the worker's camp near the castle, where her spirited dancing style combined with little magical flourishes she sometimes unconsciously throws in earned her the nickname Thunderstep. She hopes Ostler never learns why some of the workers call her that, for she fears he would fire her if he knew of her other performances.

But if only an adventure would come along...[/sblock]
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Samara Renae, Cleric (Acolyte)

Sex: Female
Race: Half-Elf
Class/Level: Knowledge Cleric of Saint Cuthbert/1
Alignment: Lawful Good
Size: Medium
Type (Subtype): Humanoid (human)
Init: +0
Senses: Normal, 60' Darkvision
Passive Perception: 14

AC 16 (scale mail [AC 14] + shield [AC +2])
Saves: Wisdom, Charisma
Special Defenses: advantage vs Charm, immune to Sleep magic

Speed: 30ft
Melee: +4 mace (1d6+2)
Ranged +2 light xbow (1d8)
Special Attacks:
Spell Attack: +5 Sacred Flame
Spell Saving Throw DC: 13
Cantrips Known: Guidance, Mending, Sacred Flame
Spell Slots: (1st) 2
Spells Preparared: (1st) Command, Guiding Bolt, Healing Word, Prot fr Evil and Good

STATISTICS [27 points]:
Str 14 (+2)
Dex 10 (0)
Con 12 (+1)
Int 14 (+2) [+1 racial]
Wis 16 (+3) [+1 racial]
Cha 10 (0) [+2 racial]

Traits: I see omens in every event and action. The gods try to speak to us, we just need to listen.
Ideal: Charity. I always try to help those in need, no matter what the personal cost.
Bond: I would die to recover an ancient relic of my faith that was lost long ago.
Flaw: I judge others harshly, and myself even more severely.

Skills (Proficient skills underlined)
+0 (dex) Acrobatics [Disadvantage due to Scale Mail]
+3 (wis) Animal Handling
+6 (int) Arcana [via Domain; Expertise via Domain]
+2 (str) Athletics
+0 (cha) Deception
+6 (int) History [via Domain; Expertise via Domain]
+5 (wis) Insight [via Acolyte]
+0 (cha) Intimidation
+4 (int) Investigation [Race bonus]
+5 (wis) Medicine
+2 (int) Nature
+4 (wis) Perception [Race bonus]
+0 (cha) Performance
+2 (cha) Persuasion
+5 (int) Religion [via Acolyte]
+0 (dex) Sleight of Hand
+0 (dex) Stealth
+3 (wis) Survival

Languages: Common, Elvish, Dwarvish, Giant, Celestial

Background Abilities: Proficiency in Insight, Religion, plus two languages
Feature: Shelter of the Faithful - free healing and care at temple etc, possible home in temple

Class features: Spellcasting, Divine Domain [Knowledge]

Combat Gear:
Mace, Scale Mail, Shield, light x-bow w/20 bolts

Other Gear:
priest's pack, holy symbol, 10 candles, vestments, prayer book

Money: 15 gp

Carrying Capacity: 210 lbs
Push/Drag/Lift: 420 lbs

Physical Appearance:

  • Samara has bronze skin, dark blue eyes and a blonde pixie-cut hairstyle.
  • She is 5'4" and has a thin build.
  • Her clothes are usually simple and masculine which hide her figure well.
  • She speaks with an unusual accent which many find unnerving.
  • People tend to find her attractive, and she looks younger than she really is (which is 24).


  • Samara was born in a human homeland and raised partially by her single mother, a human Soldier in a city/metropolis.
  • She was initially peasant-born; when her mother left for war, she was placed in the care of the local clergy where she learned and studied among the scholars and academics of the temple of Saith Cuthbert.
  • As she grew, magical and wondrous happenings surrounded her. She once encountered a pixie that she swears to this day was an Angel sent to guide her, and she often spoke to this creature, even when it appeared it wasn't there.
  • In her infancy, she suffered a head trauma which caused her to have powerful headaches and blackouts. The priests eventually figured this out and, with their magics, cured her of her illness. Seeing clearly for the first time in her life, the priests' magic redoubled her faith and she began to see omens in all sorts of things.
  • During her research, Samara learned of the existence of a special book that could end up being the cornerstone of her entire faith.
  • Upon her mother's return, she personally instructed Samara in the warrior arts to prepare her for her journey.
  • Because Samara was so cloistered, concepts of personal discourse outside of the scholarly circles are foreign to her. She speaks her mind plainly.
  • She is a regimented person who ritualizes most standard activities.
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First Post
[sblock=Taranis Level 1]
Name: Taranis FlameTongue

Sex: Male
Race: Half-Elf
Experience: 120
Class/Level: Bard/1
Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (human)
Init: +3
Senses: Normal
Passive Perception: 15

AC: 15 (12 Studded Leather Armor +3 dex)
HP: 10 (1d8 +2 con)
Saves: Dexterity & Charisma
Special Defenses:

Speed: 30ft
Melee: Rapier (Finesse) +5 Attack, 1d8+3 Piercing
Ranged: (Hand Crossbow, ammunition, range 80/320, loading) +5 ATK, 1d6+3 Piercing
Special Attacks:
Spells: Attack +5 (Saving Throw DC: 13)
Cantrips Known: Mage Hand, Vicious Mockery (Minor Illusion will be next)
Spell Slots: (1st) 2
Spells Known: Dissonant Whispers (1st), Healing Word (1st), Sleep (1st), Thunderwave (1st)

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

Traits: I'm driven by wanderlust.
Ideal: Change: Life is like the seasons, in constant change, and we must change with it.
Bond: I am the last survivor of the Seelie Court. It is up to me to ensure their names enter legend.
Flaw: I will never truly trust someone, other than myself.

Skills (Proficient in bold) 3 Bard, 2 Half-Elf, 2 background
Mod Attribute Name of Skill
+5 (dex) Acrobatics
+1 (wis) Animal Handling
+0 (int) Arcana
-1 (str) Athletics
+5 (cha) Deception
+0 (int) History
+3 (wis) Insight
+3 (cha) Intimidation
+0 (int) Investigation
+1 (wis) Medicine
+0 (int) Nature
+3 (wis) Perception
+3 (cha) Performance
+5 (cha) Persuasion
+0 (int) Religion
+5 (dex) Sleight of Hand
+5 (dex) Stealth
+1 (wis) Survival

Languages: Common, Elvish, Halfing, Sylvan, Celestial

Racial Abilities:
Darkvision: Taranis can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light
Fey: Resistance on charm saving throws, can't be put to sleep magically
Feats: NONE

Background Abilities: Drifter:
Taranis has spent most of his life moving from place to place, never settling down in one location for long. During his travels, dealt with people of all backgrounds and from all walks of life.

Skill Proficiencies: Insight, Persuasion

Tool Proficiencies: vehicles (land)

Languages: Any two standard languages of your choice

Equipment: A set of traveler's clothes, souvenirs from various places you've called home, belt pouch containing 15gp

Feature: Contacts. Taranis knows someone (or someone knows him) in every place he's been to. You can find a place to hide, rest, or recuperate among people you know unless you've shown yourself to be a danger or too much of a nuisance to them. They will help you as much as they are able, but they will not risk their well-being for you.

Taranis longs for a place to call home. Whether they enjoy moving from place to place or yearn to settle down, the constant moving shapes a drifter's attitudes and ideals. Some develop an insatiable wanderlust and choose adventuring to fulfill it.

Spellcasting: Charisma DC 13
- Bardic Inspiration (d6) (3 uses)
Proficient: Light armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: 3 musical instruments (Lute, Horn, Flute), vehicle (land)

Combat Gear:
Hand Crossbow w/ 20 bolts
Studded Leather Armor

Other Gear:

Traveler's clothes
Belt pouch
50' hempen rope
component pouch
mess kit
10 torches
10 days of rations
*potion of healing 2d4+2
Money: 20 gp, 5 sp

Weight Carried: xx lbs
Carrying Capacity: 120 lbs
Push/Drag/Lift: 240 lbs

Physical Appearance:
Taranis is slender and stands at 5' - 6" tall. There is no conflict with whether or not he is handsome or where his origins must be from. He is simply beautiful. A perfect painting come to life. He is edged with a glow as if the colors of everything about him wavers. His hair and beard are the reds and orange of a spectacular sunset. As if locks of his curling hair were painted with the glory of the sky when the sun was setting. His eyes are multi-petals of green: jade, grass, shades of leaves as if a green flow had been substituted for the iris of his eyes. He smiles at you joyously and you feel inspired as if that smile was meant for you and only you. One look and you know you will either hate him or love him.

Taranis, Lord of Light and Illusion, future king of the Seelie Court.

Taranis is a wanderer, but wasn't always so. Taranis was a half-breed born to the love of an immortal High Royal Sidhe named Arannis and an Elf female named Theirastra. To be a sidhe and a member of the Seelie Court is to be blessed but being "mortal" and a half-breed to boot, was nothing but a curse. Never treated as an equal for his heritage, Taranis was only protected so long as his father remained in good standing at the court. A minor noble, he was loved by many. Loved too much, perhaps, for the Queen always doted on Taranis's father Arannis. Rumor has it, his mother Theirastra, was a whore only their to gain the benefits of the court. Any creature who gives birth to a Sidhe child is given life long acceptance into the courts. The Sidhe are not the most fertile race.

Most folks assumed these rumors came from the Queen for she despised Theirastra and had plans for making Arannis the next king. Unfortunately, one fail day, Arannis was found poisoned and terribly ill. Taking this weakness to her advantage, the Queen challenged Theirastra to a duel and slew her. Arannis never fully recovered from the illness, but while immortal, could not die from it.

Taranis, as his younger years continued, soon learned the meaning of pain. While true duels were not allowed for those not yet of age, Taranis found himself fighting for his life day after day until he realized something must be done. On his wakening day, he challenged one of the royal court to a true duel in front of the Queen and the court in hopes of proving himself in battle. His hopes that such a win would win him a place in the Queens Guard and would end any future duel attempts. The guard was exempt to such as their protection of the royals was of the utmost importance.

Such an attempt was foolish and became his demise and banishment from the Sidhe court. A warrior defeating another with only magic was considered a great accomplishment. There was no lack of pride between the Sidhe. It is a matter of pride and boasting for one to be able to bring victory as such as the magic of the Seelie is that of illusion and enchantment. Rare is the ability to bring physical harm. Taranis paid the true price when his adversary cast some sort of minor feeblemind spell upon him.

Taranis was immediately relieved of all mental facilities. The court, seeing Taranis's weakness and knowing his father had never truly recovered claimed his mortality was a disease. His fathers illness was Taranis's fault! His choices were to be banished and never return (a fate worse than death to the Sidhe) or to stay and be forever shamed. Eventually succumbing to some other betrayel.

Taranis eventually left the court, his memories jumbled. Wandering became his lot in life as he desperately seeked to find some place to call home. He continues his search traveling to town after town seeking adventure to fill the void of his needs. He may not have ever truly recovered from his ordeal from the duel. While perhaps mortal, his long life has gained him a reputation as a drifter. Many towns know him and those who remember him often offer him a place to stay in exchange for conversation and perhaps a beautiful Seelie court song or poem.

Taranis has trouble remembering when or where he is. He is often given aid but as much as people are able, but only if it does not risk their own well being. His wanderlust and goal to find a true home is always delayed by the fact that his mental facilities have never truly returned to normal. One day he awakens clad in the most beautiful of armors with earth shattering spells on the tip of his tongue, and others he is clothed with only a few coppers to spare. Always willing to share his lore and musical talents from his "past life" at the Seelie court he never actually performs in front of a crowd. His inability to retain his memories always causing issues, often forcing him to move on to another town.

As far as he knows, the Seelie court is no more. His familiy, his heritage gone perhaps even just a myth. He cannot truly ever know.

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Anthony Terry

First Post
Scrutty Sharpeye


Stout Halfing Ranger
23 Years old
2ft 8

12 Str
14 (+1) Con
17 (+2)Dex
10 Int
12 WIs
8 Cha

M 25
HP 12
AC 14 (11 +3 dex)
Prof Bonus +2
Init +3
Exp: 0

Racial Abilities

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

Lucky. When you roll a 1 on 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. – question for the Dm, Due to my characters background do you perhaps mind if we sit down and agree an opposite to this? I was thinking along the lines of advantage on tumble checks due to his natural preference to run away. Happy to keep it the same though, just seems rather ironic for my cowardly halfing to be brave

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

Class Abilities

Natrual Explorer - Mountain Terrain

Favoured Enemy - Human


(I have personalised all of these traits slightly obviously, and some kind of repeat each other? I hope this is ok and enough of a character concept for everyone to work with)

Srutty is a small stout halfing and a native of the low Hills surrounding Homlet. At 23 he’s just about old enough to have vague memories of the temples last uprising and has been brought up on the rumours that the wars stole much more than just his innocence. The orphanage where Scrutty spent his very early years (2-8) always told Scrutty that his father was a human who died in some skirmish shortly before the fabled battle at the meadows. It is a well-known town rumour that the grief of the experience and the negative opinion of the halfing community is what lead his mother to follow her lover on the swans path and take her own life.

This early heartache left Scrutty to fend for him self in life, by 8 he had grown tired of the orphanage and the constant reminder of what he deemed his parents failure. Using his natrual ability to climb and quick eye for terrain Scrutty spent much of his teens calving out a life as a Urchin and wannabe Thief. Gaining some success stealing from pilfering miner gains from traders passing through the mountains, his trusty sling enough to diswade all but the most well paid of caravan guards! However on the faithful eve of his 17th year in the low hills he took one step to far and was caught attempting to pilfer a Holy chalice of the Saint Yondalla from the near by church, fearing prosecution he abandoned the relic and fled the settlement hoping the hiding spots he had prepared over the years and his knowledge of the terrain would keep him safe.

Scrutty spent much a time in the lands of the low hills learning to live on the land, finding he felt more comfortable alone or in the company of animals. At 23 Scrutty has matured much, his troubled past and distrustful nature lingering under the surface Scrutty once more urges for the company of others and heads for homlett hoping that now a man he can finally learn what happend to his father, was he truly a hero?

Chip on His Shoulder – Scrutty has never been popular and has a habit of forming an instant dislike to anyone he deems so

Small is Better! Why? Because a small person said so! – Being his only real friend Scrutty has fashioned a rather high opinion of himself and can quite often ,even when provided with evidence supporting the opposite, will refuse to change his mind or point of view.

A Friend Made is Never Betrayed – For all his faults and bluster Scrutty is fiercely attached and Loyal to the urchins of the low Hills and any he adventures with.

Money Money Money, Must be funny – Scrutty is quite a money hungry type, not for any love of gold or fine foods but more for the social status it brings. Does with gold have always proven popular in Scruttys Experience.

I don’t want to be seen or heard – Scrutty no matter how loyal, is also a coward and prefers a back seat in life. He may crave the popularity he was denied as a child but if ever confronted with it hed probably find the quickest exit out of town and not be seen again. The idea of direct confrontation with an orc horde Isn’t his cup a tea, his idea of adventure is more the exploration of ancient long lost tombs or exploring the innards of the mayors town house.

Trained Skills – Stealth, Survival, Animal Handeling

Inventory -

Starting Gold 80 Gp (5d4x10 8 Rolled)

Sling 1 SP
Leather Armor 10 GP
Sling Bullets (40) 8 Cp
Backpack 2 gp
Bedroll 1 Gp
Acid Flask 25 Gp (This is my version of a thieves tools *evil laugh*)
Pony 30 gp
Saddle Riding 10 gp

To complete - Skills / class abilities
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the magical equivalent to the number zero
Thain Thunderthump

Thain Thunderthump
NG hill dwarf cleric (acolyte) of Bromm Foambeard

[sblock=Description and history]Thain Thunderthump.jpg
Thain is a muscular, red-haired, red-nosed hill dwarf with a long braided and well-groomed beard, who is rarely seen without a blissful smile on his face. When performing the ceremonies of his faith, Thain wears either the formal grey attire of the dwarven priesthood, or the festive and colorful vestments associated with his patron.

When setting out on a mission to protect the innocent and defeat the wicked, Thain dons his chain mail, decorated with stylized wrist bands and shoulder guards. His warhammer, which the dwarf lovingly calls “Heavy Headache”, is an heirloom of his late father. The sturdy round wooden shield Thain carries used to be the bottom of a barrel in which freshly brewed beer was kept. Fortified with metal strips, a silver holy symbol of Bromm Foambeard set in the middle and a handle to hold it, the shield is ready for battle, although it still smells faintly of ale.

Thain Thunderthump was born with the blessing of the dwarven ancestors. This manifested, not only in the fact that he and his brother Thror were twins, but also in the vision their mother Amber had during childbirth; she saw Moradin himself watch over the event and smile down upon her.

Their father, Thorin Thunderthump, hero of many battles, had died just weeks before the twins were born, in a bloody fight with evil giants. So Thain and Thror were raised by their mother, listening to the stories of their heroic father without ever meeting him. Their hearts were filled with a longing for glory and adventure, although in their youth this was mostly chanelled towards mischief and tall tales in the mead hall.

After a particularly long night drinking beer, Thain had an alcohol-induced vision of himself, marching side-by-side with the legendary Bromm Foambeard to protect a group of children from all sorts of evil creatures attacking them. Bromm spoke to Thain, telling him, “You are the shield these children need. You are the instrument of their protection. You will be my champion.”

Thain promptly joined the clergy and was initiated in the rites of the dwarven priesthood. After many years of training, he was able to perform all clerical ceremonies, he had learned how to fight, and, most importantly to this particular ancestor, he was taught how to brew all sorts of beer. And drink them all.

His biggest challenge up to this day was when his brother Thror, envious of the special attention Thain had received from the ancestors, joined a cult of Elemental Evil. His mother and the senior priests requested Thain to find and confront his brother, but Thror had left without a trace.

Soon after, Thain was sent to Hommlet to investigate rumors about a rising threat.

Although Thain, like most dwarfs, pays homage to all the dwarven ancestors, there is a special place in his heart for the legendary hero Bromm Foambeard. This particular ancestor was a stout defender of dwarfs and the story for which he became famous was hiding defenseless children in half-empty beer barrels from invading goblins. Bromm, a good-natured but somewhat rebellious fighter in his clan’s army, earned his nickname Foambeard from the magical ale he brewed, which was rumored to restore the health of those who drank it. Of course, Bromm himself consumed the stuff in large quantities at a time.[/sblock]
[sblock=Statistics and details]
STR 14 (+2)
DEX 8 (-1)
CON 12 (+1) (+2 racial)
INT 10 (0)
WIS 16 (+3) (+1 racial)
CHA 14 (+2)

Proficiency bonus: +2
HP: 10 (1D8+1+1)
AC: 18 (chain mail + shield)

Attack (melee): warhammer +4 (1d8+2 bludgeoning)
Attack (melee, twohanded): warhammer +4 (1d10+2 bludgeoning)
Attack (melee): handaxe +4 (1d6+2 slashing)
Attack (ranged, thrown): handaxe +4 (1d6+2 slashing, range 20/60)

Proficiencies: light armor, medium armor, heavy armor, shields, simple weapons, battleaxe, handaxe, throwing hammer, warhammer, brewer’s supplies

Skill proficiencies: Insight, Religion, Medicine, Persuasion

Equipment: warhammer, chain mail, handaxe, priests’ pack (backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks of incense, censer, vestments, 2 days of rations, waterskin), holy symbol, prayer book, 5 sticks of incense, vestments, common clothes, belt pouch, 15 gp

Racial features (dwarf): CON+2, medium, speed 25 feet, not slowed by armor, darkvision 60 feet, advantage on saves versus poison, resistance to poison damage, weapon proficiencies (battleaxe, handaxe, throwing hammer, warhammer), tool proficiency (brewer’s supplies), double proficiency bonus on History checks about stoneworks

Subrace features (hill dwarf): WIS+1, extra hitpoint each level

Class features (cleric): HD 1d8, saving throws are WIS and CHA, spellcasting (cantrips, spellslots, ritual casting), domain (Life; domain spells, proficiency with heavy armor, healings spells add 2+level hp)

Background features (acolyte): shelter of the faithful, 2 extra languages, skill proficiencies (Insight, Religion)

Languages: Common, Dwarven, Celestial, Goblin[/sblock]
[sblock=Magic]Cantrips known:
Sacred Flame
Spare The Dying

Spells prepared (2 spell slots):
Bless (domain)
Cure Wounds (domain)
Healing Word
Protection From Evil and Good
Shield Of Faith[/sblock]
[sblock=Personality and flaws]
• I am jolly and good-natured, except when good people are in danger.
• When going without ale for longer than three days, I become grumpier as time goes by.


• Always try to help those in need, regardless of the cost or effort.
• Try to turn enemies into friends. Sharing a beer is a good method for this.


• I have a twin brother, Thror Thunderthump, who disappeared shortly after joining an evil cult. I hope to find him and get him to see reason – either with words or a blow to the head.
• My mother raised us after my father died. I try to provide for her in her old age.


• I am naïve about who to trust.
• Ale is too good to resist, and each drink should be followed by another.[/sblock]
[Sblock=XP earned]May 6, 2015: 120 xp[/sblock]


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First Post
Name: DurDan “Ironbeard” Kalaz
Class: Warrior 1
Background: Soldier
Race: Dwarf (Mountain)
Alignment: Lawful Neutral
Languages: Dwarvish, Common
Age: 80
Size: Medium
Height: 4’6
Weight: 175

HP: 10+3=13
Passive Perception: 12
AC: 18
Initiative: +1
Speed: 25 (Not Reduced by Armor)
Proficiency Bonus: +2
Base Stats
Strength: 17(+3)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 11 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Second Wind
Fighting Style (Dueling)


Racial Traits:
Dark Vision 60 FT
Dwarven Resilience
Dwarven Combat Training
Dwarven Armor Training
Tool Proficiency: (Smith’s Tools, Gaming Set (Cards), Land Vehicles)
Stone Cunning

Personality Trait: I face problems head-on. A simple, direct solution is
the best path to success.
Ideal: Responsibility
Bond: My honor is my life
Flaws: I’d rather eat my armor than admit when I’m wrong

Belt Pouch (10 GP)
Common Clothes
Chainmail (Heavy Armor +16 AC)
Shield (+2 AC)
Battle Axe (1D8 Slashing/Versatile)
Light Crossbow (1D8 Piercing)
20 Bolts
Explorer’s Pack
Insignia of Rank
Deck of Cards

Dur'dan was young when the call to war was received. His father, along with the rest of the clan's who served marched to war and Dur'dan desperately wanted to go and fight along side his father but at the time he was too young to serve. News of the battle came home with most of the army but Dur'dan's father did not, he was believed to have died in battle. As soon as Dur'dan was old enough to leave, he traveled to Hommlet, where he could serve to clean up the remnants of straggling enemies, and maybe find answers. He joined the local militia there, and put his talents to work.


Recruitable NPCs

These Non-Player Characters can be found at the Inn of the Welcome Wench or elsewhere in the Village of Hommlet.

Elmo - 4th Level Human Folk Hero Ranger (Str 18, Dex 16, Con 17, Int 15, Wis 16, Cha 11). Elmo is the local drunk and his speech is usually slurred and hard to understand. Elmo doesn't ask for much in the way of loot as he already appears to be well equipped (likely spoils from the Battle of Emridy Meadows, when he was a young squire to his brother, Otis).

Furnok - 4th Level Human Charlatan Rogue (Str 8, Dex 18, Con 15, Int 14, Wis 10, Cha 13). Furnok is a gambler through and through, spending most of his nights in the common room of the Welcome Wench, playing cards and dice with anyone willing to wager a few coins. He's more than willing to join an adventuring group for an equal share of spoils.

Kobort - 2nd Level Human Outlander Fighter (Str 18, Dex 17, Con 16, Int 6, Wis 8, Cha 11). Kobort is a huge brute of a man and always found in the company of Turuko. Kobort doesn't talk much and lets Turuko do all the negotiating.

"Man at Arms" - 1st Level Human Soldier Fighter (Str 14, Dex 10, Con 12, Int 10, Wis 8, Cha 6). A mercenary in the employ of the local trading house and generally only found there. Hiring him will require speaking to the traders, Rannos and Gremag.

Spugnoir - 2nd Level Human Sage Wizard (Str 11, Dex 15, Con 14, Int 15, Wis 11, Cha 7). Spugnoir came to Hommlet with a merchant caravan, hoping to get permission to consult with Burne and access his spellbooks. Burne refused him and thus Spugnoir is eager to sign on with anyone checking out the old moathouse, in the hopes of acquiring any scrolls or spellbooks found there-in to round out his own collection of spells.

Turuko - 3rd Level Human Outlander Monk (Str 15, Dex 15, Con 11, Int 9, Wis 15, Cha 5). An arrogant and self-absorbed fellow from parts unknown, Turuko is always found in the company of Kobort, and will only hire on with adventurers if both men are hired.

Zert - 2nd Level Human Criminal Fighter (Str 16, Dex 15, Con 11, Int 13, Wis 9, Cha 11). Zert is a caravan guard, waiting for the return of a merchant caravan headed south. In the meantime, he wouldn't mind a little side work if the pay is good.

Epic Threats

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