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Yttrian - Elf (Wood) Fighter 6

[B]Name:[/B]       Yttrian
[B]Class:[/B]      Fighter 6           [B]Size:[/B]       Medium (6'0", 172 lb)
[B]Race:[/B]       Elf (Wood)          [B]Gender:[/B]     Male
[B]Background:[/B] Mercenary Veteran   [B]Alignment:[/B]  Chaotic Good 
[B]Prof:[/B]       +3                  [B]XP:[/B]         17,000 / 23,000

[B]AC:[/B] 17           [B]Init:[/B] +4       [B]Speed:[/B] 35'

[B]HP:[/B] 72           [B]HD:[/B] 6d10

[B]Str:[/B] 14 +2       [B][x]  save: [/B] +5
[B]Dex:[/B] 18 +4       [B][x]  save: [/B] +7
[B]Con:[/B] 14 +2       [B][x]  save: [/B] +5
[B]Int:[/B] 11 +0       [B][ ]  save: [/B] +0
[B]Wis:[/B] 16 +3       [B][ ]  save: [/B] +3
[B]Cha:[/B]  9 -1       [B][ ]  save: [/B] -1

[B]Attack                Bonus   Damage[/B]
Bolt Launcher         +10    1d10+5     range: 100/400
Shortsword             +7     1d6+4


[B][x][/B] +7 Acrobatics
[B][ ][/B] +3 Animal Handling
[B][ ][/B] +0 Arcana
[B][x][/B] +5 Athletics
[B][ ][/B] -1 Deception
[B][ ][/B] +0 History
[B][ ][/B] +3 Insight
[B][ ][/B] -1 Intimidation
[B][ ][/B] +0 Investigation
[B][ ][/B] +3 Medicine
[B][ ][/B] +0 Nature
[B][x][/B] +6 Perception
[B][ ][/B] -1 Performance
[B][x][/B] +2 Persuasion
[B][ ][/B] +0 Religion
[B][ ][/B] +4 Sleight of Hand
[B][ ][/B] +4 Stealth
[B][x][/B] +6 Survival

[B]Features and Traits:[/B]
Darkvision (60')
Fey Ancestry (Adv. vs charm, no magical sleep)
Mask of the Wild (Hide when lightly obscured by natural phenomena)
Fighting Style: Archery
Second Wind (1d10+6)
Action Surge
Extra Attack
Martial Archetype: Battle Master
Combat Superiority (4d8, DC 15)
 - Distracting Strike
 - Feinting Attack
 - Trip Attack
Feat: Crossbow Expert
Feat: Resilience (Dexterity)

Armor (Light, Medium, Heavy)
Weapons (Simple, Martial)
Woodcarver's tools

[B]Equipment:                Cost  Weight[/B]
Bolt Launcher            350gp    18lb      (as Heavy Crossbow +1)
 - bolts (60)              3gp   4.5lb
Shortsword                10gp     2lb
Carbon Fiber Armor      1000gp    40lb      (as Mithril Half Plate)
Backpack                   2gp     5lb
Bedroll                    1gp     7lb
Mess Kit                 0.2gp     1lb
Tinderbox                0.5gp     1lb
Rations (10 days)          5gp    20lb
Silk Rope (50')           10gp     5lb
Waterskin                0.2gp     5lb
Potion of Healing (2)    100gp     1lb

[B]Total Weight:[/B] 99.5lb / 210lb light load
[B]Money:[/B] 118 gp 1 sp 0 cp

[sblock=Background]Personality Trait: The first thing I do in a new place is note the locations of every exit or possible escape. I don't like feeling trapped.
Ideal: Independence. When people follow orders blindly, they embrace a kind of tyranny.
Bond: I fight for those who cannot fight for themselves.
Flaw: I am followed by dark, blood-soaked memories that time has failed to quell.


I was only a boy when Wellington's men came to take my village. I don't know what we had done to offend them, or if we were merely in their way to something greater. They killed those who resisted and took the rest of us, locking us in chains and dark rooms, far from the forests of my childhood. We were moved from place to place, working as we were told, being punished if we dared refuse. We didn't make good miners, but they pushed us doubly hard. Every additional task we took on was another soul consigned to those gods-forsaken pits.

Sometime later we were rounded up and brought along as porters and servants on some military excursion. There was a strange mix of anger, pride and fear among the soldiers. From careful listening I learned their intentions. They planned to turn on their own masters, the strange benefactors that had allowed them to wreak such destruction upon our world. There in the war camps I learned their secrets. They weren't what they presented to those they conquered, implacable foes wielding unimaginable powers. No, they were still just humans. Humans in fancy suits, with strange weapons. But those were just tools, the men inside were the same as any. They were also foolish and vastly overconfident.

As we left Wellington and traveled into the wilderness, it began to speak to me as it had in years before. This was my home, not the human cities and their slave pens. As dark fell, I found my opportunity. Wellington's men drank and celebrated their victories, past and future, and sent me for more wine. I found my way to the stores, but now they lay unguarded, lazy soldiers having joined their fellows in revelry. Realizing my chance, I stole a uniform and one of their weapons and made good my escape. Once past the picket lines, I ran deep into the wilds, giddy in my new freedom and reveling in my return to nature. It was only as dawn broke before me that I realized what I had left behind. So many of my people were still in those camps, my family and all those I had known. The euphoria of my freedom gave way to a new determination. I would use these tools against the men that had imprisoned us.

I turned back and followed the Wellington forces. I stayed well out of sight for the time, an army can hardly conceal their tracks. I considered my options and tried to formulate plans. Then I set out to find my kin. I hadn't realized how close to the sanctuary we already were. The humans had reached their destination. I don't know fully what they sought there, but what they found was death. The blood on the fields was thick and seemingly endless. I saw no living soul there. I am ashamed to say I fled there. I was still a boy by the measure of my people, but I should have stayed and looked for any signs, but I did not. Instead, I ran.

The disasters that followed have darkened the world. Wellington deserves the fate upon them, but more than just they suffer. I live at the edges of their society. I find work as I can, there is always a use for those who know how to fight. When I can't find work, I hunt. Men, mostly. Those that prey on the weak, those that would take or keep slaves. I do not have the strength to break Wellington, not yet anyways, but I do what I can.

The word of this new expedition spread even to my corners. Human memory is such a fickle thing. Does this Duke Conrad expect the people to have forgotten? His kind is responsible for this curse. Men like him, grasping for power. Still, I need to go back. My lost family haunts me in the quiet moments. I must return to what I could not face as child, and now face it as a warrior. I have signed on to this exploration of the Teraphim Sanctum, just another faceless mercenary. We shall see what fate holds in store for me.

[sblock=Appearance]Tall, and sturdily built, especially for an elf, Yttrian nonetheless shows the signs of extended exposure to the Amberstar's curse. Now 130, he is still considered young by elven standards ... or what would have been considered standard before the world changed, but he has been weathered harshly by the last decades. His skin is pale and all of his hair has long since fallen out, leaving him with a somewhat unsettling appearance. His weapons and armor are old, but well cared for. They are of an alien origin that clearly gives them away as salvaged, stolen or black-market purchases. But Wellington seems to lack the influence or will to attempt to reclaim them.[/sblock]

[sblock=Rolls]The Curse of Amberstar:
4D6.HIGH(3) = [1, 4, 2, 3] = 9
4D6.HIGH(3) = [6, 4, 5, 2] = 15
4D6.HIGH(3) = [3, 3, 1, 5] = 11
4D6.HIGH(3) = [2, 5, 4, 5] = 14
4D6.HIGH(3) = [3, 6, 5, 2] = 14
4D6.HIGH(3) = [3, 6, 5, 4] = 15

The Curse of Amberstar - gold:
1D20 = [2] = 2
1500 + 50 * 2 = 1600 gold
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Lyllie Lightgrave, Gnome Necrodruid

[SBLOCK=Character Portrait]

Image by Ruloc
[SBLOCK=Lyllie's Story]
Lyllie was a druid from the small Gnomish enclave of Glitterdale, nestled somewhere deep in the (Un-named?) Woods near Willington. She was but a child then, still learning the arts when the Amberstar rose from its depths and laid waste to the land and everything in it. That is, everything but Lyllie. There she stood, alone for the first time, her beloved woods suddenly transformed into a rotting mire devoid of all signs of life; the leaves turned to ash, and the now barren branches sucked dry of their lifeblood.

With nothing left, she traveled to the city. Or what was left of it. A look in a mirror revealed to her her new scars, thanks to the Amberstar. And her eyes, while still functioning, were ghostly white.

Her nature resources were gone, so she turned to books for answers. And got more than she bargained for...
[SBLOCK=Lyllie Lightgrave, (Gnome Druid 2/Necromancer 5)]
Name: Lyllie Lightgrave
Sex: Female
Race: Forest Gnome
Class/Level: Druid 2/Wizard 5
Alignment: Neutral
Size: Small
Type (Subtype): Humanoid (Gnome)
Init: +2
Speed: 25 ft.
Senses: Darkvision (60 ft.)
Passive Perception: 15
Languages Common, Gnomish, Sylvan, Druidic
Deity: The Raven Queen
XP: 23,100/34,000

Str 8 (-1), Dex 14 (+2) , Con 14 (+2), Int 18 (+4), Wis 14 (+2), Cha 11 (+0)
4D6.MAX(3) = [1, 5, 6, 3] = 14
4D6.MAX(3) = [6, 1, 4, 3] = 13
4D6.MAX(3) = [6, 2, 3, 1] = 11
4D6.MAX(3) = [4, 1, 5, 5] = 14
4D6.MAX(3) = [2, 5, 1, 1] = 8
4D6.MAX(3) = [2, 6, 2, 6] = 14

AC: 16 (Hide armor, shield)
HP: 60 (2d8+5d6 +14 con)
Saves: Intelligence +7, Wisdom +5
Special Defenses:
- Gnome Cunning: Advantage on all INT, WIS, and CHA saves against magic

Melee: Quarterstaff +3 Attack, 1d6 Bludgeoning (1d8 two-handed)
Melee: Quarterstaff (Shillelagh) +6 Attack, 1d8+3 Bludgeoning
Cantrip Attacks:

Poison Spray
  • Range: 10 ft.
  • Attack: Target must make DC 15 Constitution save
  • Damage: 2d12 poison
  • Effect: none
Chill Touch
  • Range: 120 ft.
  • Attack: +8 vs. AC
  • Damage: 2d8+1 necrotic
  • Effect: Target can't regain hit points until the start of Lyllie's next turn. If the target is undead, it also has disadvantage on attack rolls against Lyllie until the start of her next turn.
Fire Bolt
  • Range: 120 ft.
  • Attack: +8 vs. AC
  • Damage: 2d10+1 fire
  • Effect: Flammable objects not worn or carried will ignite.
Ray of Frost
  • Range: 120 ft.
  • Attack: +8 vs. AC
  • Damage: 2d8+1 cold
  • Effect: Target's speed is reduced by 10 ft. until the start of Lyllie's next turn.

Spell Save DC: Druid Spells 13/Wizard Spells 15
Spell Slots: 4, 3, 3, 1, 0, 0, 0, 0, 0
Slots Used: 0, 0, 0, 0, 0, 0, 0, 0, 0
Spells Prepared: (4/9)
  • Cantrips: Minor Illusion, Shillelagh (D), Druidcraft (D), Chill Touch, Fire Bolt, Ray of Frost, Poison Spray
  • 1st Level: Healing Word (D), Entangle (D), Faerie Fire (D), Thunderwave (D), Ray of Sickness, Color Spray, Witch Bolt, False Life
  • 2nd Level: Blindness/Deafness, Ray of Enfeeblement, Misty Step
  • 3rd Level: Animate Dead, Vampiric Touch

Spells Known:
  • 1st Level: Ray of Sickness, Color Spray, Mage Armor, Tenser's Floating Disk (*), Find Familiar (*), Witch Bolt, Healing Word, Entangle, Faerie Fire, Speak with Animals, False Life, Identify (*)
  • 2nd Level: Blindness/Deafness, Ray of Enfeeblement, Misty Step, Gentle Repose (*)
  • 3rd Level: Animate Dead, Vampiric Touch
(*) Cast as a ritual

2 Druid, 2 background; Proficient skills in bold
Mod Attribute Name of Skill
+2 (dex) Acrobatics
+2 (wis) Animal Handling
+7 (int) Arcana
-1 (str) Athletics
+0 (cha) Deception
+4 (int) History
+2 (wis) Insight
+0 (cha) Intimidation
+7 (int) Investigation
+1 (wis) Medicine
+7 (int) Nature
+5 (wis) Perception
+0 (cha) Performance
+0 (cha) Persuasion
+4 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth (disadvantage when wearing armor)
+2 (wis) Survival

Darkvision: Lyllie can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light.
Gnome Cunning: Advantage on all INT, WIS, and CHA saving throws against magic
Speak with Small Beasts: Lyllie can communicate with small or smaller beasts
Languages: Common, Gnomish

Haunted One
Skill Proficiencies: Arcana, Investigation
Tool Proficiencies: None
Language: Sylvan
Feature (Heart of Darkness): Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness, Though they migght fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Harrowing Event: The Amberstar annihilated Glitterdale and laid waste to everything for miles around. Only Lyllie was spared, and she doesn't know why.

Traits: Lyllie doesn't speak of the things that bother her. She'd rather not burden others with her curse.
Ideal: Lyllie will stop the spirits that haunt her or die trying.
Bond: There is evil in Lyllie, she can feel it. It must bever be set free.
Flaw: Lyllie talks to spirits no one else can see.

- Spellcasting: Wisdom is the spellcasting ability for Lyllie’s druid spells. The saving throw DC to resist a druid spell Lyllie casts is 8 + prof. bonus + Wis modifier (+13). Lyllie’s attack bonus when she makes an attack with a druid spell is prof. bonus + Wis modifier (+5).
- Circle of the Moon
-- Combat Wild Shape: Wild Shape as a bonus action. While transformed, use a bonus action to expend a spell slot to to regain 1d8 hit points per level of the spell slot expended.
--Circle Forms: Wild Shape into a beast with a CR of 1.
- Proficiencies Light armor, medium armor, shields (non-metal), clubs, daggers, darts, javelins, maces, quarterstaff, scimitars, sickles, slings, spears, Herbalism kit
- Saving Throws: INT, WIS

- Spellcasting: Intelligence is the spellcasting ability for Lyllie’s wizard spells. The saving throw DC to resist a wizard spell Lyllie casts is 8 + prof. bonus + Int modifier (+15). Lyllie’s attack bonus when she makes an attack with a wizard spell is prof. bonus + Int modifier (+7).
- Arcane Recovery: Once per day after a short rest, Lyllie can recover expended spell slots that have a combined total equal to or less than half of her wizard level, rounded up. None of those spell slots can be 6th level or higher.
- Arcane Tradition: Necromancy
--Grim Harvest: Once per turn when Lyllie kills a creature with a spell of 1st level or higher, she regains hit points equal to twice the spell's level, or three times the level if the spell belongs to the School of Necromancy. Do not gain the benefit for killing constructs of undead.

Combat Gear:
Hide Armor
* Staff of Withering +1

Other Gear:
* Pearl of Power
Scholar's Pack
- Backpack
- Book of lore
- Bottle of ink
- Ink pen
- 10 sheets of parchment
- Small bag of sand
- Small knife
Component Pouch
5 Rations
1 Torch
Trinket (A necklace made from interlinked holy symbols of a dozen deities)

(* Item is attuned)

Carrying Capacity: 120
Push/Drag/Lift: 240

[url=http://roll.coyotecode.net/lookup.php?rollid=167718]Gold: 1D20*25 = [10]*25 = 250[/url]
Starting gold amount raised [url=http://www.enworld.org/forum/showthread.php?557948-INTEREST-CHECK-The-Curse-of-Amberstar&p=7146267&viewfull=1#post7146267]here[/url]

Starting Gold: 1500 gp
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the magical equivalent to the number zero
LN blue dragonborn barbarian 7

[sblock=Basic information]
Name: Sethmek Aanzu, Oathbreaker, Prince of Sethmandu
Sex: Male
Race: Dragonborn (blue dragon heritage)
Class/Level: Barbarian 7
Alignment: Lawful Neutral
XP: 23,300
Next level: 34,000
Size: Medium
Type: Humanoid
Languages: Common, Draconic, Primordial
Speed: 40ft.
Init: +3
Prof. Bonus: +3
Passive Perception: 16

AC: 17 (+3 Dex, +3 Con, +1 cloak)
Maximum HP: 105
Current HP: 98
Saves: Strength, Constitution
Note: Resistance to Lightning damage (Draconic Ancestry); Resistance to all damage except psychic when in Rage (Totem Spirit); Advantage on Dexterity saving throws against effects you can see while not blinded, deafened or incapacitated (Danger Sense)

Melee: +9 Greatsword of Lightning +1 (2d6+6 slashing damage; heavy; twohanded)
Melee/ranged: +8 dagger (1d4+5 piercing damage; finesse; light; thrown 20/60)
Ranged: +9 Greatsword of Lightning +1 (2d6+6 slashing damage; range 120 feet; those within line take 4d6 lightning damage (DC13 Dex save for half damage))
Breath Weapon: 5x30 feet line (3d6 lightning damage (DC14 Dex save for half damage); once per short or long rest)
Note: Rage melee damage +2; Teraphim Blessing +4 to Strength; Extra Attack; Reckless Attack

Str 20 (+5), Dex 16 (+3) , Con 16 (+3), Int 10 (+0), Wis 15 (+2), Cha 7 (-2)
[sblock=Stats rolled]
_: 4D6.HIGH(3) = [1, 1, 1, 4] = 6
4D6.HIGH(3) = [5, 5, 4, 5] = 15
4D6.HIGH(3) = [4, 1, 3, 3] = 10
4D6.HIGH(3) = [6, 6, 2, 4] = 16
4D6.HIGH(3) = [2, 4, 5, 6] = 15
4D6.HIGH(3) = [6, 5, 6, 4] = 17

[/sblock][/sblock][sblock=Features & proficiencies]
Ability scores: Strength +2, Charisma +1
Draconic Ancestry: Blue dragon
Breath Weapon: Once per short or long rest, exhale lightning in 5 by 30 ft. line for 3d6 lightning damage (Dex save DC 14 for half damage).
Damage resistance: Lightning
Languages: Common, Draconic

Far traveller (Sword Coast Adventurer's Guide)
Skill Proficiencies: Insight, Perception
Tool Proficiencies: One musical instrument (horn)
Extra Language: Primordial
All Eyes On You: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. People are curious about you and your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions.
Personality Traits: I have a strong sense of honor and follow different codes of conduct that others don't comprehend. I also have my own ideas about what is and isn't food.
Ideal: I must be careful, for I have no way of telling friend from foe here.
Bond: Those responsible for my father's assassination attempt and my exile will pay for their crimes.
Flaw: I am convinced of the superiority of my own culture over that of this foreign land. Also, I have a weakness for the fleshy humanoid creatures that do not share my draconic heritage.

Armor Proficiencies: Light armor, medium armor, shields
Weapons Proficiencies: Simple weapons, martial weapons
Skill Proficiencies: Athletics, Survival
Rage: Can enter rage state as bonus action on my turn, granting advantage on Strength checks and Strength saving throws, gaining +2 damage on melee weapon attacks using Strength, and gaining resistance to bludgeoning, piercing and slashing damage. 4 rages of 1 minute per long rest.
Unarmored Defense: While not wearing armor, AC equals 10 + Dex modifier + Con modifier.
Reckless Attack: When making first attack on your turn, can get advantage on melee weapon attacks using Strength, while attack rolls against you have advantage until your next turn.
Danger Sense: Advantage on Dexterity saving throws against effects that you can see, such as traps and spells, while not blinded, deafened or incapacitated.
Ability Score Increase: Strength +1, Dexterity +1
Extra Attack: Attack twice whenever you take the Attack action on your turn.
Fast Movement: Speed increases with 10 feet.
Primal Path: Totem Warrior
Spirit Seeker: Can cast beast sense and speak with animals as rituals only.
Totem Spirit: Blue Dragon (Bear): While raging, resistance to all damage except psychic.
Aspect of the Beast: Blue Dragon (Eagle): See up to 1 mile away with no difficulty, discern fine details as if no more than 100 feet away. Dim light does not impose disadvantage on Wisdom (Perception) checks.
Feral Instinct: Advantage on initiative, and if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn

Teraphim Blessing:
Aanzu, Harfik and the Captain are psychic 'brothers', able to establish a mental link to each other, as long as the parts in communication are within a hundred yards. The three now have a shared pool of skills. Each time any of them uses a power, a slot is employed. Aanzu also receives the ability to discern friend from foe three times a day, as an immediate spell. Additionally, he can muster the inner Teraphim strength, applying +4 to his strength during rage. (post)
Blue Dragon Rage: While raging, Aanzu can grow wings that grant a fly speed or make an extra attack (unarmed +8, 1d8+2 plus any strength bonuses). In addition, Aanzu has limited control over the weather around his body, creating clouds that give attacks against him disadvantage and attackers take 1d4 blessed or electric damage per level on successful hits. (post)

SKILLS (Proficient in bold)
+3 (dex) Acrobatics
+2 (wis) Animal Handling
+0 (int) Arcana
+8 (str) Athletics
-2 (cha) Deception
+0 (int) History
+5 (wis) Insight
-2 (cha) Intimidation
+0 (int) Investigation
+2 (wis) Medicine
+0 (int) Nature
+5 (wis) Perception
-2 (cha) Performance
-2 (cha) Persuasion
+0 (int) Religion
+3 (dex) Sleight of Hand
+3 (dex) Stealth
+5 (wis) Survival
[/sblock][sblock=Appearance & bio]
[sblock=Portrait]Aanzu.jpg[/sblock]As a dragonborn from a royal bloodline tracing its origin back to blue dragons, Aanzu looks more draconic than most of his race. His scales are deep blue, with a tinge of brown closer to his belly. A shock of white hair, highly unusual for a dragonborn, frames his head and makes him look more human despite his cold reptilian yellow eyes.

Aanzu is muscled and strong, his whole posture that of an experienced warrior. The prince is dressed in gold and blue fabrics, leaving his arms bare, and he carries a huge sword on his back and an amulet made from a dragon's decorated fang around his neck.

Aanzu of the Sethmek dynasty, son of King Koozu of the land of Sethmandu in the deserts far to the southeast, has always had a weakness for soft, fleshy humanoids. Although he is a fierce and proud warrior blessed by the powerful Blue Dragon totem, it was a public secret that the Prince was often too friendly with the human slaves that were kept around court. Knowing of this weakness, the last Duke of Wellington sent a diplomatic envoy to negotiate a trading agreement for the coveted riches buried deep beneath the desert sands of Sethmandu.

The envoy was led by a female human called Ellah Ravenblade, and Aanzu found her irresistable. They had a brief but fiery fling, but when the negotiations turned ugly because proud King Koozu insisted on getting the famed Wellington weaponry, Ellah attempted to assassinate the king.

Aanzu, not believing his lover capable of such acts, tried to stop his twin brother Zuno and the guards, so that Ellah and the rest of the envoy fled back to Wellington.

The king, badly wounded and in no state to perform the duties of reign, appointed wise Zuno as regent. Feeling slighted, Aanzu asked what part he could play in his father's absence, but the king shook his head.

"Oathbreaker," he called Aanzu by his childhood nickname; a monicker he had gotten after breaking his promise to his brother to return a carved dragon statue he wanted to play with. It was now a serious accusation. Aanzu was banished by his father and brother, never to return unless he tracks down the envoy, and eat their hearts as the greatest insult known to Sethmandu.

It's been years and Aanzu has wandered the world, taking up jobs as a ferocious and effective sellsword, making his way to now-ruined Wellington. There he hopes to find the only person of the bloody envoy still alive; his old lover, Ellah Ravenblade...[/sblock][sblock=Inventory]
greatsword of lightning +1
dagger x2
cloak of protection

clothes, fine
perfume (vial) x3
poation of healing x5
rations x10
signet ring

227 gp
7 sp
9 cp
[sblock=Wealth roll]
1d20 x25GP: 1D20 = [19] = 19

So 1500 + 1d20 x 50 gp makes 2,450 gp[/sblock]
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Still need to do a little work but almost there.

Name: Harfik
Race: Human (Variant)
Class: Monk 7
Background: Faction Agent
Alignment: LN
Experience: 23100

Strength: 10 (+0/+3)
Dexterity: 16 (+3/+6)
Constitution: 13 (+1/+1)
Intelligence: 13 (+1/+1)
Wisdom: 18 (+4/+4)
Charisma: 12 (+1/+1)

AC: 19
Initiative: +3
Speed: 45ft
HP: 63
Hit Dice: 7d8
Proficiency Bonus: +3

Acrobatics (DEX)*
Animal Handling (WIS)
Arcana (INT)
Athletics (STR)*
Deception (CHA)*
History (INT)
Insight (WIS)*
Intimidation (CHA)
Investigation (INT)
Medicine (WIS)
Nature (INT)
Perception (WIS)
Performance (CHA)*
Persuasion (CHA)
Religion (INT)
Sleight of Hand (DEX)
Stealth (DEX)
Survival (WIS)
Passive Perception: 19
Passive Investigation: 16

Languages: Common, Dwarvish, Elvish, Goblin
Armor: none
Weapons: Basic, Short Sword
Tools: Painters Supplies

[sblock]Observiant - Lip reading, +5 passive Perception and Investigation[/sblock]

Race: Human

Class: Way of Open Hand Monk
[sblock]Ki Points - 7[/sblock][sblock]
Ability DC - 15
Flurry of Blows Immediately after you take theAttack action onYour Turn, you can spend 1 ki point to make two unarmed strikes as aBonus Action.

Patient Defense You can spend 1 ki point to take theDodge action as aBonus Action onYour Turn.

Step of the Wind You can spend 1 ki point to take theDisengage orDash action as aBonus Action onYour Turn, and your jump distance is doubled for the turn.

Deflect Missiles you can use your reaction to deflect or catch the missile when you are hit by a ranged weaponAttack. When you do so, the damage you take from theAttack is reduced by 1d 10 + yourDexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a rangedAttack (range 20 feet/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make thisAttack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for theAttack.
Slow Fall you can use your reaction when you fall to reduce anyFalling damage you take by an amount equal to five times your monk level.

ExtraAttackyou canAttack twice, instead of once, whenever you take theAttack action onYour Turn.

Stunning Strike you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weaponAttack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on aConstitution saving throw or beStunned until the end of your next turn.

Ki-Empowered your unarmed strikes count as magical for the purpose of overcomingResistance and immunity to nonmagical attacks and damage.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Darts 9
Monk cloths
Chain belt
Bag of Holding with contents (Backpack, bedroll, mess kit, tinder box, 10 torches, 9 days Rations, Waterskin)
Bracers of Defense
Goggles of Night
Teraphim Baton - +5 Damage type lightening, 20% chance of 1/2 damage to target and 1/2 to next closest enemy
Teraphim Sword - +5 Damage type Lightening, 20% chance of 1/2 damage to target and 1/2 to closest enemy
*These 2 weapons provide ability to communicate telepathically with Aanzu or Captain Solon if they are within 300ft
Harfik can roll an intelligence check to gain knowledge that the Teraphim would have.

BACKGROUND -Faction Agent (Secret Agent of Count Fredrik)
Personality Traits:





Story[sblock]Harfik is owned by one of the Counts that serves the Wellingtons. He is small and nimble, with the shaved head of a servant and a nose that shows signs of having been broken more than a few times. His knuckles large and discolored, seeming to belong on hands much larger than his. Knowing his place he talks only when directed to or when needed.[/sblock][sblock]
He dresses in the loose fitting pants of his slave station with a belt made of cloth braided into a chain wrapped 3 times around him, and a tunic designed to leave part of his left chest bare as a reminder that should he betray the count or try to escape he will have his heart torn out.

He has served as an entertainer in combat pits for several years and has become a trusted servant. Count Fredrik, refusing to answer the call himself but seeing an opportunity to gain favor of the Duke has sent Harfik as his personal representative to help with the excursion into the Teraphim Sanctum.

Harfik is not simply a gladiator, he has a knack for noticing things and reading people, reporting everything back to Fredrik. Harfik has proved himself a valuable source of information for the count. Influential people wanting to meet the famous pit fighter and on occasion making the mistake of drinking to much and divulging to much information. His orders on this mission are to return with information that can be used. He knows that he is a valuable slave, not he is not stupid enough to think he is not replaceable.

His mind is filled with options as he answers the call. Will he learn anything of value to Fredrik? Does Fredrik want to move against the Wellingtons or blackmail them? Could there be something in this sanctum that will help him become free? Is being free worth needing to run from Fredriks assassins for the rest of his life? [/sblock]
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First Post
Lawful Neutral Warforged Warlock 5/Barbarian 1
Background: City Watch (Watcher's Eye)

Str 19 (14) +5
Dex 15 +3
Con 16 +7
Int 12 +2
Wis 14 +6
Cha 18 +8

HP 70
AC 19 (10 + 3 con + 2 dex + 1 racial + 2 shield + 1 cloak)
Prof Bonus +3
Init +2
Exp: 17k

- +1 to Str and Con
- +1 AC
- Immune to Disease; does not eat or breathe; only needs 4 hours rest/day, fully alert during rest
- Bonus language

- Unarmored Defense 13+con+dex
- Rage (+2 melee dmg, resist pierce/bludgeon/slash, adv on str checks/saves, 2xlng rest)

Otherworldly Patron (Seeker)
- Shielding Aurora (bonus act resist all dmg, deal lvl+chamod to enemies in 10', dur end of next turn, 1/rest)
Pact Magic
Pact Boon (Pact of the Blade)
- Agonizing Blast (+chamod to Eld Blast dmg)
- Thirsty Blade (2 atks per atk action)
- Improved Pact Weapon (pact blade is +1)

Weapons: All simple, all martial
Armor: Med armor, and shields
Saves: Wisdom, Charisma, Constitution

Resilient: Constitution

Athletics +7
Insight +5
Intimidation +7
Investigation +4


Spellcasting (Difficulty 15+1)
Slots: 2/2 3rd level

0 - Eldritch Blast, Mage Hand, Minor Illusion
1 - Hex
2 - Mirror Image, Shatter, Misty Step
3 - Fly, Hypnotic Pattern

Cash: 25

Pact Blade, +8 atk, 1d8+5 dmg (+2 if rage)
Eldritch Blast, +8 atk, 1d10+4(x2) force, 120'

Sentinel Shield, +2 AC, adv on Perception/Initiative, 300

Gauntlets of Ogre Power (a), 500
Cloak of Protection (a), 300
Rod of the Pact Keeper +1 (a), 400
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Charwoman Gene

Scourge Aasimar Rogue 2 / Paladin(Vengeance) 4
City Watch LN

Strength 12(+1)
Dexterity 18(+4)
Constitution 14(+2)
Intelligence 9(-1)
Wisdom 14(+2)
Charisma 18(+4)
Kethra is a woman gifted and cursed by the power that flows in her veins, the legacy of Teraphim experimentation on her ancestors.​

Teraketh Icon.jpg
[sblock=Appearance and Personality]Gender Female Age 25
Height 5'11"" Weight 180lbs.
Hair Light Purple Skin Pale Eyes Blue
A tall woman of astonishing beauty, Kethra's unearthly appearance seems both beautiful and frightening.​
Kethra has a musical voice and a very wide range. She can change the timbre of her voice to sound pleasant or menacing as she sees fit.​
Kethra disdains light colors in clothing.​
Evil must be destroyed, wherever it hides.​
Back home, Kethra's sister, Calliope, is sick and vulnerable. If anything harmed her, Kethra would be devastated.​
Kethra is quick to make judgments about people on first meeting them, and slow to correct those judgments.​
Kethra was the eldest child of a small army of brats. Her parents weren't too well off, rumors swirled that Kethra's grandparents were experimented on by Teraphim in strange ways. Kethra's appearance was always unusual and her stern adherence to rules made her not very popular amongst the other children. Kethra joined the City Watch in order to fight darkness, becoming an expert at stealth and spotting criminals. Her aasimar abilities came bursting forth when she and her partner were besieged by thugs, and only bny healing him was he saved. Feeling these abilities were a gift, she joined the church of Erathis, devotinmg herself to fighting darkness where she could. She became a symbol to her city and emboldened by her exploits, people began fighting back against the criminals in their midst, and estblishing just order. When she got the request from the Duke, she knew that Erathis was calling her to establish order on a new path, and to also find out more about her powers.​
Strength 12(+1)
Dexterity 18(+4)
Constitution 14(+2)
Intelligence 9(-1)
Wisdom 14(+2)
Charisma 18(+4)
Proficiency Bonus: +3

  • Acrobatics +4
  • Animal Handling +2
  • Arcana -1
  • Athletics +4
  • Deception +4
  • History -1
  • Insight +5
  • Intimidation +7
  • Investigation -1
  • Medicine +2
  • Nature -1
  • Perception +8
  • Performance +4
  • Persuasion +7
  • Religion -1
  • Sleight of Hand +4
  • Stealth +10
  • Survival +2
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Thieves' Tools
Languages: Common, Celestial, Goblin, Elvish
AC: 20
Initiative: +4
Speed 30 ft.
Passive Perception: 18
HP: 68
HD: 2/4
HD Type: 1d6+2/1d10+2
Saving Throws
Str: 3
Dex: 9
Con: 4
Int: 4
Wis: 4
Cha: 6
  • Rapier Melee +8 / 1d8+7 Piercing Finesse
  • Javelin Ranged +7 / 1d6+6 Piercing [30/120] Thrown
  • Javelin of Lightning Ranged +7 / 1d6+6+4d6 Piercing/Lightning [30/120] Thrown
[/sblock][sblock=Features]Background: CIty Watch (Watcher's Eye)
Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.​
Rogue Features
Double bonus on two proficiencies.​
  • Perception
  • Stealth
Sneak Attack
Extra 1d6 with advantage or another enemy within 5 ft.​
Thieves' Cant

Cunning Action
Dash, Disengage, Hide as a bonus action​
Paladin Features
Divine Sense
You know the location of any celestial,fiend, or undead within 60 feet.​
  • 5 uses (1+Cha Mod)
  • Recharge: LR
Lay On Hands
Restore Paladin Level x 5 hp.​
  • 20 hp
  • 5 hp cures 1 disease/poison
  • Recharge: LR
Fighting Style: Dueling
+2 to damage rolls with a single 1handed weapon.​
Divine Smite
Expend spell slot to get extra damage.​
  • 2d8 1st level +1d8 pe level higher
  • +1d8 vs. undead or fiends
Divine Health
Immune to Disease​
Vengeance Features
Channel Divinity
1 / short rest​
CD: Abjure Enemy
Choose 1 creature within 60 ft.​
  • Wis Save or be frightened for 1 minute or takes damage
  • Speed 0 while frightened
  • Speed Halved on successful save
CD: Vow of Emnity
Choose 1 creature within 100 ft.​
  • Advantage on attack rolls for 1 minute
Item Features
Winged Boots
Fly 30, up to 4 hours​
  • Regain 2 hours/12 hours unused
Javelin of Lightning
Ranged weapon Attack against target withing 120 ft.​
  • Target takes 4d6+javelin Damage
  • Each creature in line takes 4d6 damage; Dex save DC13 for half

Save DC
Spell Attack

Spell Slots: 3
Rogue Spells Known: Bane*, Hunter's Mark*, Cure Wounds, Bless, Divine Favor, Heroism, Searing Smite, Wrathful Smite
[/sblock][sblock=Equipment and Money]Money: 0 pp, 222 gp, 0 ep, 0 sp, 0 cp
Studded Leather13
Rapier +12
Javelin (2)4
Thieves' Tools1
Pitons (10)2.5
Torches (10)10
Rations (10 days)20
Set of fine clothes (3)18
Cloak of Protection
Javelin of Lightning2
Winged Boots
Ring of Protection

[/sblock][sblock=Notes][/sblock][sblock=Mini Stats]AC: 20 Init: +4
HP: 68 / 68 Hit Dice: 2/4 / 2/4 [1d6+2/1d10+2]
Spell Slots: 3
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I plan on living forever. Or die trying.
Thulwar Metallurgist, Emissary to Duke Wellington
Artificer Alchemist 6
Start at 17 000 XP; 6th level;
Attributes: 4D6.HIGH(3) = [6, 6, 4, 5] = 17
4D6.HIGH(3) = [2, 2, 1, 6] = 10
4D6.HIGH(3) = [1, 3, 4, 3] = 10
4D6.HIGH(3) = [5, 1, 5, 6] = 16
4D6.HIGH(3) = [4, 5, 6, 5] = 16
4D6.HIGH(3) = [2, 2, 2, 6] = 10

Summary: 17, 16, 16, 10, 10, 10
Money modifier: 1D20 = [20] = 20
1500 + 1000 = 2500 gp

200XP for RP in the ghost encounter

Thulwar Metallurgist.jpg

Alignment: Lawful Good
Size: Medium
Type (Subtype): Humanoid (?)
Init: +4
Senses: Darkvision 120'
Passive Perception: 14

AC: 16 (+2 armor, +4 dex)
HP: 66
Saves: CON, INT
Special Defenses:
- Gnome Cunning(Advantage on INT, WIS, CHA saves vs Magic)
- Stone camouflage (Advantage on Stealth in rocky terrain)

Speed: 30ft
- quarterstaff +3 / 1d6;
- dagger +7 / 1d4 + 4
- crossbow +7 / 1d8 +4 (80/320)
- dagger +7 / 1d4 + 4 (20 / 60)
- Alchemical Fire +7 / 2d6 (Dex Save)
- Alchemical Acid +7 / 3d6 (Dex Save) - objects don't get a save and damage is maximized

Str 10 (+0), Dex 18 (+4) , Con 16 (+3), Int 18 (+4), Wis 10 (+0), Cha 10 (+0)

[sblock=Svirfneblin Magic]
Prerequisite: Gnome (deep gnome)

You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.

SKILL PROFICIENCIES: Arcana (Sage); History (Sage); Investigation (Alchemist); Religion (Alchemist); Sleight of Hand (Alchemist); Stealth (bought)

Animal HandlingWIS+0+0
History INT+4+3+7
Sleight of HandDEX+4+3+7

Int +2; Dex +1
Small size, 25' speed
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, Gnomish, Undercommon

Sage (Alchemy)
Feature: Researcher
Skill Proficiencies: Arcana, History
two languages (Terran, Draconic)
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

Spellcasting: Intelligence is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 15. Your attack bonus when you make an attack with a spell is +7.
Woundrous Invention: at levels 2, 5, 10, 15 and 20 gain create one magic item
Infuse Magic - channel spells into items for later use
Superior Attunement

Armor: Light and Medium
Simple Weapons
Thieves Tools and two others (Alchemist supplies, Tinkers tools)
Three skills from: Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

Alchemical Formulae:
- Alchemical Fire (2d6)
- Alchemical Acid (3d6)
- Healing Drought (3d8) 1 per long rest per creature
- Swift Step Draught - increase speed by 20' for 1 minute

Spells (3/day):
1: (3/day): alarm, cure wounds, disguise self, shield of faith

Rune scribe 1
Rune: [sblock=KYO RUNE CUBE Master rune, rare (requires attunement) - Force]
A glass cube with a size length of exactly one foot. As one gazes through, the kyo rune – the rune of force – can be vaguely distinguished. As you touch it you feel parts of your body being compressed and constricted. This feeling passes after a moment. Immovable Object (Simple Property). While attuned to this rune you have resistance to Force damage and have advantage on all checks to avoid forced movement.
Poltergeist (Simple Property): While attuned to this rune you may use a bonus action to manipulate objects similar to the mage hand spell. The limitation of this is 10 pounds and objects may either be drawn towards you or pushed away a maximum of 30 feet; the rune power is incapable of fine manipulations. Aspect of the Ram (Simple Property): While attuned to this rune you gain advantage to Athletics checks for jumping, shoving, and breaking down doors. Repelling Shield (Complex Property): Over the course of a short rest, you inscribe this rune onto a normal sized shield or buckler as you expend a spell slot. The air around the shield takes on a distorted appearance. If someone defending with the shield is attacked and missed in combat, they may spend their reaction to block. This will deal 1d6 force damage per level of the spell slot to the attacker, and they must make a Strength saving throw (DC 12 + the level of the expended spell slot) or be knocked prone. These effects last for 24 hours or until you use this property again. Force Wave (Complex Property): You trace the rune into the air in front of you as an action and spend a spell slot. Up to 3 adjacent creatures in an arc in front of you (in melee range) are pushed by a wave of force and must make a Strength saving throw (DC 12 + the level of the expended spell slot). On a failed saving throw, creatures take 1d8 force damage per level of the spell and are pushed back 5 feet. On a successful saving throw, creatures take half damage and are not pushed. Feet of Attraction (Complex Property): You may inscribe this rune in inverse upon your feet and expend a spell slot to gain the Spider Climb effect. It lasts for 5 minutes per level of the spell slot expended, but does not require concentration.

Traits: I believe that anything worth doing is worth doing right. I can't help it, I'm a perfectionist.
Ideal: Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
Bond: My loyalty to my sovereign is unwavering
Bond: I'm fascinated by the beauty and wonder of this new land.
Flaw: I am easily distracted by the promise of information.
Flaw: I have a weakness for the new intoxicants and other pleasures of this land.

[sblock=Mechanical Servant]
"Hook Horror" (Sabre-Toothed Tiger)
Large Unaligned Beast
STR 18
DEX 14
CON 15
WIS 12

AC: 12
HP: 62
Tink HP: 7D10+14 = [10, 5, 6, 8, 4, 6, 9]+14 = 62
Speed: 40'

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite Attack against it as a Bonus Action.

Skills Perception +3, Stealth +6
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

a sickle and a quarterstaff
a light crossbow and 20 bolts
thieves tools
alchemist kit
jewellers kit

[sblock=Dungeoneering pack]
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Trinket: A shard of obsidian that always feels warm to the touch (Sending Stone?)

Adamantine armor (uncommon) 500
[sblock=Bag of holding] - self made at 2nd level
2' diameter, 4' deep holding up to 500lbs that fits in 64 cft. Action to retreive item. Always weights 15lbs.

[sblock=Potion of healing x3]
150 heals 2d4 + 2 hp

[sblock=Elemental Gem]
960Summons Earth Elemental

[sblock=Circlet of Blasting]
1500 Wondrous item, uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

[sblock=Wand of Secrets] made at 5th level
The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains ld3 expended charges daily at dawn.

[sblock=Technomancers dream]Thulwar's weapon refuses to become anything too stable. Instead, it turns into a device of creation, armed with the lethal attributes of a weapon. Like a forge, the gun can turn into a mechanical device, helping Thulwar's work - when he uses it, he always has advantage in alchemist rolls and any sort of mechanic manipulation rolls - fixing things, opening doors, disarming traps, tech rolls, etc. It is, for all purposes, a combined set of tools, serving for thieving and scientific skills. Also, the gun reduces in two the difficulties to produce intoxicant substances - from moonshine to poisons. As for the attacks, they follow the standard 3d6+3, but they can do a spread attack that emulates the properties of fire through energy - reducing the damage to 1d6+3, but reaching up to three enemies before Thulwar.

[sblock=Stone of Good Luck]


[sblock=Description and History]
Thulwar Metallurgist lived happy life of study in (relative) peace and quiet of the Underdark. With his family mixing metals, smithing new tools and following miners, he was kind of black sheep. But he was too curious to remain at the metals. As an scholar of all things natural, magical, religious and with insatiable curiosity for their interactions, he soon moved to metals enhanced by plant extracts, crushed stones or crystals, metals held long in liqud state, frozen by magic or whatever else he could think of. After some successes and failures, he realized he needed the power and variation that magic offered. His initial forage into The Lore lead to creation of a small bag that was much bigger on the inside than on the outside. After that, he managed to decipher real spells, but never took time to learn as many of them as his fellow academics. He spent too much time traveling outside in various groups, collecting samples and experimenting.

It lead directly to refined acid, to quick burning fuel, to a concotion that enhanced his stamina so he could move faster without tireing. His best discovery was an alchemical mixture that replicated common healing potion, but greately enhanced its effect. At the cost of stressing the body so it could take only single dose in a day.

Once when he was outside, the patrol ran into tribe of goblins. Not common creatures deep down, but not dangerous either. They were easy to route and the object of their attention was revealed. At first, it seemed to be a man in plate armor, but equally fast the brain showed all the wrong things on the body. It was not human in the plate armor, it was plate armor in the shape of human. It was damaged, opened, sliced, burned and torn. Realizing it is some kind of golem, Thulwar was reluctant bringing it back for study, but counting on all the defenses in the city, he brought it back with him.

The study didn't show much beside skill that went into articulation of such a being. He learned much from it, but couldn't restore it to working order despite consultations with most learned mages they had. But it started him on the path to create his own creature.

As he learned more, his expeditions went ever higher toward the world of light and ever deeper into the Underdark. At one such expedition, in shallow caves near the surface he found another golem, this one burried under the stone and grown over by dangerous fungi which hid it and preserved it. After taking fungi for his alchemy, he checked the golem. This one was clearly less damaged than the first one. One plate was knocked out of alignment, one pipe was dripping oil (which he recognized as machine oil they used in Grundubopigrad, essentially heavy oil with finely ground coal) and face plate covering one eye. After he repaired everything, he tried to start the machine. But whatever he did, it stayed inert. Finally, he tried curing it as he would a living being. And to his amazement, eyes glowed, all joints moved one by one in quick sequence "...Initiating..." came metallic voice from somewhere deep within. After several more words he couldn't understand such as "Loading" and "Running diagnostics" it ended with "System restored", sound stopped, eyes dampened their glow and the head turned toward him. On the arm small shield like object opened and small light shortly played over (by now retreating) Thulwar
"Unknown creature. Intelligent. Weapon bearing. Danger asessment: potentially lethal. Unit CRD385 still vulnerable, location unknown. Procedure: Protect self. Extreme prejudice."
Another device unfolded, this one from the shoulder and turned toward frightened svirfneblin.

Screaming bolt of fire splashed across his quickly raised shield of faith. The other splashed harmlessly into the stone as the gnome made good his escape.

Several years later, most extreme earthquake hit the city. Three Cities, in their tight labyrinth of tunnels where they lived and prospered were dangerously damaged. The earthquake collapsed some tunnels, damaged others and opened rifts into their midst. After initial furor an investigators team was created because diviners said it came from above, from the surface.

Equipped with items for communication, trained in stealth (even if they weren't before) five emissaries (a warrior, a diplomat, a guide, a mage and an artificer) started the mission. Before they came to the surface, they faced many a challenge. First to fall was the warrior in his heavy armor. Too loud, too slow. And too willing to engage in combat instead of slipping by. That same evening, holding parts of his armor as the diplomat encased the body in stone finishing the last rites, Thulwar managed to activate his own protector. Something he worked on since that first machine was found. This was not in human likeness. Or an animal. This was hook horror, terrible creature, predator from the tunnels, large, beaked and with terrible hooked claws. With it, they managed to reach upper caves. And there, they lost their mage, blinded by the raising sun, he literally walked into pit trap. They frightened away kobolds that set it, but it was too late for the mage.

Finally on the surface, they agreed to dismantle Thulwars guard as that would frighten the natives and they came with peace in mind. Shortly thereafter, they saw the city. The scout went toward destroyed vale "to scout" while "smart people do the talking".
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