The campaign is starting in the Duchy of Lins (MAP)
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Queen's River (east-west river) and the Wandering River (north-south river)
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And a map of the road!
Quests:
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Jolly has a job, a trip to some ruins, pays about 8 gold.
Find a warm hearth and some food - Vesri specific
Deal with the alchemist - The team found and explained the situation to the alchemist who produced a mixture to remedy incident in Stenrek.
Return Jolly home?
Fix Jaq's hand
Find a warm hearth and some food - Vesri specific
Deal with the alchemist - The team found and explained the situation to the alchemist who produced a mixture to remedy incident in Stenrek.
Return Jolly home?
Fix Jaq's hand
In Stenrek:
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Nance - Broken toothed thief? Hero? Is helping Vesri find her center
Jolly - Grumpy fighter that lost his daughter years ago
The Mistress - Owner of the Rusty Dagger, head of the thieves guild? Owes Jaq
Conna - Prostitute, assistant to the Mistress
Cutter - General asshole.
Roof gnome - Not bringing gifts, assistant of the Mistress
Re'Elmin- The alchemist, owes Stenrek a favor. Contactable through potion shops and the like.
Ertyl- Alchemist's assistance, cause of the troubles in Stenrek
Serad- Completely normal little girl that speaks Celestial
Denalius Mer'Nonavin- Young Elven girl saved by the group, daughter of one of the Councilors of Stenrek
Councilor/General Grelinav Mer'Nonavin- Indicates he will contact Jaq and Joe again, appears to be militarily connected. Denalius grandfather.
Mer Honal'Timnmal - Exceedingly rich merchant in Stenrek, one of his couriers died Timmer on the way to Bridgeway with a big contract
Jolly - Grumpy fighter that lost his daughter years ago
The Mistress - Owner of the Rusty Dagger, head of the thieves guild? Owes Jaq
Conna - Prostitute, assistant to the Mistress
Cutter - General asshole.
Roof gnome - Not bringing gifts, assistant of the Mistress
Re'Elmin- The alchemist, owes Stenrek a favor. Contactable through potion shops and the like.
Ertyl- Alchemist's assistance, cause of the troubles in Stenrek
Serad- Completely normal little girl that speaks Celestial
Denalius Mer'Nonavin- Young Elven girl saved by the group, daughter of one of the Councilors of Stenrek
Councilor/General Grelinav Mer'Nonavin- Indicates he will contact Jaq and Joe again, appears to be militarily connected. Denalius grandfather.
Mer Honal'Timnmal - Exceedingly rich merchant in Stenrek, one of his couriers died Timmer on the way to Bridgeway with a big contract
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Tom - Acquaintance of Ves, lives in Tall
Grey - Son of Tom, acquaintance of Ves lives in Tall - recently conscripted
Cassie - Daughter of Tom, acquaintance of Ves lives in Tall
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Enrud - Dwarf protector/sheriff of Timmer
Nezza - Runs the boarding house in Timmer
Mena - Nezza's daughter (?), helps around the boarding house in Timmer
Hok - Nezza's helper
Bralsa - Hunter (?) in Timmer
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Fink - Patrol member, friendly sort
Almin - Patrol member, focused on the treeline, deceased
Captain Masela - Elven patrol member, doesn't trust Ves and knew Grey.
Grey - Son of Tom, acquaintance of Ves lives in Tall - recently conscripted
Cassie - Daughter of Tom, acquaintance of Ves lives in Tall
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Enrud - Dwarf protector/sheriff of Timmer
Nezza - Runs the boarding house in Timmer
Mena - Nezza's daughter (?), helps around the boarding house in Timmer
Hok - Nezza's helper
Bralsa - Hunter (?) in Timmer
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Fink - Patrol member, friendly sort
Almin - Patrol member, focused on the treeline, deceased
Captain Masela - Elven patrol member, doesn't trust Ves and knew Grey.
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Nearly 700 years ago the major Elven empire (the Golden Empire) invaded from their own continent and managed to take control of nearly half the continent that the Duchy resides on. After nearly 150 years of on and off war and staggering losses on both sides the Elves agreed to remove the majority of their forces from the small portion of the continent they controlled but would keep that region. The region became the Duchy of Lins and was ruled by a daughter of the ruling Elven empire. Shortly after Elven forces were withdrawn from the region an assault was launched by an ambitious dragonborn alliance that resulted in the loss of the southeastern portion of the Duchy. While the Duchy's forces were otherwise engaged a rebellion began that resulted in the Duchess agreeing to allow the southwestern portion of the Duchy to be largely self ruled. Since that point the Duchy has, more or less, maintained a strained peace with Balyon and the Dragonborn Portlands. The Duchy is on marginally friendly terms with the Protectorate and Thalmiir but remains closely tied to the Golden Empire. The daughter of the first Duchess took the throne a few decades earlier and relations have generally improved with all their neighbors but grown more strained with the Empire.
The people in the Duchy are diverse but the Duchy's laws have always favored elves over all other groups. The new Duchess's policies have rolled back a number of these laws but there are still a large number of entrenched, and very long lived, elves in nearly all positions of power. The Duchess is popular with the average non-elf and a fair percentage of forward thinking elves in the Duchy but much less so with overwhelming majority of elves. While common is spoken everywhere Elvish is the language of the ruling class and all legal documents must be written in Elvish and court is held in Elvish.
The people in the Duchy are diverse but the Duchy's laws have always favored elves over all other groups. The new Duchess's policies have rolled back a number of these laws but there are still a large number of entrenched, and very long lived, elves in nearly all positions of power. The Duchess is popular with the average non-elf and a fair percentage of forward thinking elves in the Duchy but much less so with overwhelming majority of elves. While common is spoken everywhere Elvish is the language of the ruling class and all legal documents must be written in Elvish and court is held in Elvish.
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Vesri (Thinks)
Shaldia (Burns)
Jaq'maerrin (NotStickFigures)
Lurn (Dlover)
Kroshav (Spiderswrangler)
Calder (Cary) Ohtatimeár Wobegon (Quarg)
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Name: Vesri
Race: Aasimar (She's not fully aware of this yet)
Class: Monk
Age: 19
Height: 5'8"
Weight: 130 lb
Physical Description: Vesri has dark skin, bright copper eyes and an athletic build. Her clothes are comfortable, made of linen and soft wool, with a tough hemp tunic over the top. She wears waxed, fur-lined leather boots and a soft, furry, waxed hide cloak to keep the weather out. She wears her hair in a mohawk, into which she has threaded dyed leather strips to fasten the three feathers from three hawks that she caught by hand during her monk training.
Traits: I once ran twenty-five miles without stopping to warn to my village of an approaching orc horde. I’d do it again if I had to.
Ideal: Life is like the seasons, in constant change, and we must change with it.
Bond: My family is the most important thing in my life, even when they are far from me.
Flaw: I am deeply superstitious and go out of my way to avoid situations I think will bring bad luck.
Backstory:
Aasimar Features
Within 60 feet, treat dim light as bright and darkness as dim light.
Resistance to radiant and necrotic damage
You can heal a creature your level of hit points by touch as an action (1 per long rest)
You can cast the Light cantrip
Monk Features:
Add WIS mod to AC when not wearing armor or using a shield.
When unarmed or using monk weapons, can use DEX for ATT and DAM rolls.
Unarmed strikes deal more damage (d4)
Can make an unarmed attack as a bonus action after the normal attack action
Outlander Feature: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Bonus ASI: Lucky Feat
Proficiencies:
One Musical Instrument (Flute)
Cook's Utensils
COOK’S UTENSILS
Trinket
If we get trinkets at all, Vesri carries a pocketknife that was given to by a cousin she was close to. It's a decent, but worn blade, set into a new handle that's been carved from the leg bone of the first wolf he hunted on his own. She's very fond of it.
Race: Aasimar (She's not fully aware of this yet)
Class: Monk
Age: 19
Height: 5'8"
Weight: 130 lb
Physical Description: Vesri has dark skin, bright copper eyes and an athletic build. Her clothes are comfortable, made of linen and soft wool, with a tough hemp tunic over the top. She wears waxed, fur-lined leather boots and a soft, furry, waxed hide cloak to keep the weather out. She wears her hair in a mohawk, into which she has threaded dyed leather strips to fasten the three feathers from three hawks that she caught by hand during her monk training.
Traits: I once ran twenty-five miles without stopping to warn to my village of an approaching orc horde. I’d do it again if I had to.
Ideal: Life is like the seasons, in constant change, and we must change with it.
Bond: My family is the most important thing in my life, even when they are far from me.
Flaw: I am deeply superstitious and go out of my way to avoid situations I think will bring bad luck.
Backstory:
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Vesri comes from a culture of nomadic people, who place great importance on self-sufficiency, personal strength and exploration of the world and cultures around them. The people spend most of their lives travelling from place to place in whatever way they see fit, but have a few permanent locations that are used as meeting places in times of need or celebration. New babies of the tribes must be brought to these secret places to be blessed and accepted by the tribe before their first birthday, and they will remain there, being raised communally by the tribe until they are old enough and strong enough to travel alone in the wilds. The elderly return to these places to live out their days once they can no longer travel. Everyone in the tribe is considered to be family, and they are the most important people in her life.
Vesri left the tribe at age 16, carrying a rather beautiful, hand-carved, hardwood quarterstaff that was gifted to her by her grandmother as a parting gift (+1 quarterstaff), and she has been wandering the wilds ever since, providing her services as a guide to hunting parties, scouts, and anyone else who simply wishes to travel quickly off-road. She has a decent reputation as a friendly, fast guide, who knows the regions pretty well and generally keep out of trouble. She can find and cook wild foods surprisingly well, which always goes over well at the end of a long day hiking through mud and rain. She is deeply superstitious however, and will often go out of her way to avoid anything she considers unlucky. This does not always go down well with clients who are in a hurry, and she's generally learned to keep her superstitious reasoning quiet when she's working (though she still acts on them, because, honestly it seems to work (LUCKY FEAT)). She writes letters home regularly (and receives replies at particular roadside inns, or very occasionally by messenger bird), though she will not return there in person until she either has a family of her own to introduce to the tribe, she is called to return for some important event, she has important news or skills to share with her people, or when she can no longer survive in the wilds on her own. Until then, she will wander the wilds and learn.
As far as she knows, she's human, and her extra skills probably come from having a bit of elf blood somewhere in her past.
Vesri left the tribe at age 16, carrying a rather beautiful, hand-carved, hardwood quarterstaff that was gifted to her by her grandmother as a parting gift (+1 quarterstaff), and she has been wandering the wilds ever since, providing her services as a guide to hunting parties, scouts, and anyone else who simply wishes to travel quickly off-road. She has a decent reputation as a friendly, fast guide, who knows the regions pretty well and generally keep out of trouble. She can find and cook wild foods surprisingly well, which always goes over well at the end of a long day hiking through mud and rain. She is deeply superstitious however, and will often go out of her way to avoid anything she considers unlucky. This does not always go down well with clients who are in a hurry, and she's generally learned to keep her superstitious reasoning quiet when she's working (though she still acts on them, because, honestly it seems to work (LUCKY FEAT)). She writes letters home regularly (and receives replies at particular roadside inns, or very occasionally by messenger bird), though she will not return there in person until she either has a family of her own to introduce to the tribe, she is called to return for some important event, she has important news or skills to share with her people, or when she can no longer survive in the wilds on her own. Until then, she will wander the wilds and learn.
As far as she knows, she's human, and her extra skills probably come from having a bit of elf blood somewhere in her past.
Within 60 feet, treat dim light as bright and darkness as dim light.
Resistance to radiant and necrotic damage
You can heal a creature your level of hit points by touch as an action (1 per long rest)
You can cast the Light cantrip
Monk Features:
Add WIS mod to AC when not wearing armor or using a shield.
When unarmed or using monk weapons, can use DEX for ATT and DAM rolls.
Unarmed strikes deal more damage (d4)
Can make an unarmed attack as a bonus action after the normal attack action
Outlander Feature: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Bonus ASI: Lucky Feat
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You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
One Musical Instrument (Flute)
Cook's Utensils
COOK’S UTENSILS
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Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
Components.
Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a cultures eating habits.
Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.
Activity (DC)
Create atypical meal (10)
Duplicate a meal (10)
Spot poison or impurities in food (15)
Create a gourmet meal (15)
Components.
Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a cultures eating habits.
Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.
Activity (DC)
Create atypical meal (10)
Duplicate a meal (10)
Spot poison or impurities in food (15)
Create a gourmet meal (15)
If we get trinkets at all, Vesri carries a pocketknife that was given to by a cousin she was close to. It's a decent, but worn blade, set into a new handle that's been carved from the leg bone of the first wolf he hunted on his own. She's very fond of it.
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Character name: Shaldia "Captain Joe Average" Cottonwood
Gender: Female
Species: Halfling (lightfoot
Alignment: Lawful Neutral ?
Stats:
Str: 10
Dex: 18
Con: 14
Int: 15
Wis: 10
Cha: 16
HP: 8
Proficiencies
characteristics
Personality: I may fail, but I won't give up
Ideal: Danger. With every great discovery comes grave danger. The two walk hand in hand.
Bond: I won't sell an art object or other treasure that has histroical significance or is one of a kind
Flaw: I have a secret fear of spiders and in my work, I see them everywhere
Spells:
Cantrips: Prestidigitation, shape water, firebolt
1st lv spells: Find familar, detect magic, tenser's floating disk, tasha's hideous laughter, mage armour, magic missile
Backstory:
Gender: Female
Species: Halfling (lightfoot
Alignment: Lawful Neutral ?
Stats:
Str: 10
Dex: 18
Con: 14
Int: 15
Wis: 10
Cha: 16
HP: 8
Proficiencies
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Archaeologist
Skill prof: history, survival, investigation, arcana
weapon prof: daggers, darts, slings, quarterstaff, light crossbow
saving throw: int, wis
tool: cartographer's tools
language: Primordial
equipment: wood case containing map, bullseye lamp, miner's pic, traveler's clothes, shovel, two person tent, tiny silver icon of a raven, dagger, orb (focus), spellbook, scholar's pack, pouch containing 5 gp
signature item: fancy pirate hat
(for the trinket I rolled a 1d300 using this as my source http://dnd5e.wikia.com/wiki/Trinkets)
Skill prof: history, survival, investigation, arcana
weapon prof: daggers, darts, slings, quarterstaff, light crossbow
saving throw: int, wis
tool: cartographer's tools
language: Primordial
equipment: wood case containing map, bullseye lamp, miner's pic, traveler's clothes, shovel, two person tent, tiny silver icon of a raven, dagger, orb (focus), spellbook, scholar's pack, pouch containing 5 gp
signature item: fancy pirate hat
(for the trinket I rolled a 1d300 using this as my source http://dnd5e.wikia.com/wiki/Trinkets)
Personality: I may fail, but I won't give up
Ideal: Danger. With every great discovery comes grave danger. The two walk hand in hand.
Bond: I won't sell an art object or other treasure that has histroical significance or is one of a kind
Flaw: I have a secret fear of spiders and in my work, I see them everywhere
Spells:
Cantrips: Prestidigitation, shape water, firebolt
1st lv spells: Find familar, detect magic, tenser's floating disk, tasha's hideous laughter, mage armour, magic missile
Backstory:
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A short woman in dark thick buccaneer cloak, with buttons of an almost gold colour. She has black pants and dark boots. Upon her head is a large red hat with a colourful feather. On it's brim is a silver pin with a raven etched into it. But the thing that brings the most attention is the large (at least comparatively speaking) colourful bird, who is whistling and repeating what people say. She gets up on the bar stool and looks at her mug.
"So ye want ta hear me story? Well, it ain't nothin much, I tell ya that. I was raised in the 'ore southen part o this place. I was always a curious lil scamp, always lookin into places I shouldn'. Never did really grew outta tha'. I waz there by the shore with me parents on vacation, me thinks. Don't 'member why exacly. I do 'member seein' somethin' real odd there. A massive ship, crashed there for who knows how long! Now as someone that's curiouser than a cat, I may or may not have gott'n on board. Me parents were behind me a yellin while I was searchin. I saw many thin' there. Some which is a tale for another time perhaps, or perhaps nay. I may or may not have gotten a thing or two before me parents dragg'd me out.
But the most important thing was that after I got otta there I knew I wanted more. I wanted to make a name for meself. At that time I wanted to be like the parted crew in that there ship. I studied what it'd be like. To be one with da seas. Unfortunally sailin' ain't my thing. I got no knack fer it and I get a wee bit seasick at times. But I always want'd ta be a part of it, ta find tha treasure like ta old sailors. While I did find me some treasure, that tale is part o' a differn't story.
Nay this is how I got me name. I was tellin' me friends about me adventure. O' course none o' em believ'd me! They said I be tellin' tall tales ta be popular o' somethin' like tha anyway. They always say that I'd be just an average joe, nothin' special to tha world. Ya know what? I decided ta prove em wrong! I studied my kiester off while I was in school. I wasn't schoolin for somethin that would proove em right, like basketweavin' or cookery. I studied far more dangerous things. A bit on the explosive side. I showed em what I could do, grinnin. I told them after I was done, 'Call me Captian Joe Average fer now on fer I am more than yer average joe!" What can I say? I love me some wordplay 'ere and there. From that day on I sometimes introduce meself as such, or by me real name." She looks up outside.
"Ah, it's gettin late, well I'mma gonna try to find me some booty!"
"So ye want ta hear me story? Well, it ain't nothin much, I tell ya that. I was raised in the 'ore southen part o this place. I was always a curious lil scamp, always lookin into places I shouldn'. Never did really grew outta tha'. I waz there by the shore with me parents on vacation, me thinks. Don't 'member why exacly. I do 'member seein' somethin' real odd there. A massive ship, crashed there for who knows how long! Now as someone that's curiouser than a cat, I may or may not have gott'n on board. Me parents were behind me a yellin while I was searchin. I saw many thin' there. Some which is a tale for another time perhaps, or perhaps nay. I may or may not have gotten a thing or two before me parents dragg'd me out.
But the most important thing was that after I got otta there I knew I wanted more. I wanted to make a name for meself. At that time I wanted to be like the parted crew in that there ship. I studied what it'd be like. To be one with da seas. Unfortunally sailin' ain't my thing. I got no knack fer it and I get a wee bit seasick at times. But I always want'd ta be a part of it, ta find tha treasure like ta old sailors. While I did find me some treasure, that tale is part o' a differn't story.
Nay this is how I got me name. I was tellin' me friends about me adventure. O' course none o' em believ'd me! They said I be tellin' tall tales ta be popular o' somethin' like tha anyway. They always say that I'd be just an average joe, nothin' special to tha world. Ya know what? I decided ta prove em wrong! I studied my kiester off while I was in school. I wasn't schoolin for somethin that would proove em right, like basketweavin' or cookery. I studied far more dangerous things. A bit on the explosive side. I showed em what I could do, grinnin. I told them after I was done, 'Call me Captian Joe Average fer now on fer I am more than yer average joe!" What can I say? I love me some wordplay 'ere and there. From that day on I sometimes introduce meself as such, or by me real name." She looks up outside.
"Ah, it's gettin late, well I'mma gonna try to find me some booty!"
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Name: Jaq'maerrin (Jaq) Nailo
Race: High Elf
Class: Rogue (Charlatan)
Str: 12 Dex: 18 Con: 10 Int: 13 Wis: 10 Chr: 12
Dex got to 18 by...15 roll, +2 due to high elf, and +1 from Elven accuracy.
Int got to 13 by 12 roll and +1 due to high elf.
Age: 110
Height: 6'3"
Weight: 160 lb
Alignment: Neutral (good tendencies)
Passive perception: 12
Proficiency bonus +2
Proficiencies: Insight, Perception, Stealth (expertise), Deception (expertise), Slight of hand, Athletics, Acrobatics.
Sneak Attack +1d6
Physical Description: Jaq is tall and slim like most elves, he has shorter blonde hair, green eyes, and usually has a smile on his face. He wears mainly grey and dark blue clothing. Grey pants, covered by even darker grey leather armor, with dark blue accents. He is not overly vain about his looks, but he will make sure he is not looking shabby. He carries a long bow and quiver and has a rapier also on his side.
Charlatan Scam of choice: I convince others that worthless junk is worth their hard earned money.
Charlatan's false identity: He has forged the paperwork for a second identity, and has the disguise, but he has yet to use it or make any connections with this identity.
Traits: I would rather make a new friend than a new enemy.
Ideal: I'm loyal to my friends, not to an ideal.
Bond: My ill-gotten gains go to support my family business
Flaw: I'm convinced no one can fool me the way I fool others.
Backstory:
High Elf Features:
Bonus ASI: Elven Accuracy
Bonus weapon: +1 Longbow
Proficiencies: Longsword, shortsword, shortbow, longbow
Items: Burglar's pack, Longbow +1, quiver and 20 arrows, rapier, two daggers, leather armor, two daggers, thieves' tools.
Set of fine clothes, Forgery Kit, Set of 10 stoppered bottles filled with colored liquid.
Race: High Elf
Class: Rogue (Charlatan)
Str: 12 Dex: 18 Con: 10 Int: 13 Wis: 10 Chr: 12
Dex got to 18 by...15 roll, +2 due to high elf, and +1 from Elven accuracy.
Int got to 13 by 12 roll and +1 due to high elf.
Age: 110
Height: 6'3"
Weight: 160 lb
Alignment: Neutral (good tendencies)
Passive perception: 12
Proficiency bonus +2
Proficiencies: Insight, Perception, Stealth (expertise), Deception (expertise), Slight of hand, Athletics, Acrobatics.
Sneak Attack +1d6
Physical Description: Jaq is tall and slim like most elves, he has shorter blonde hair, green eyes, and usually has a smile on his face. He wears mainly grey and dark blue clothing. Grey pants, covered by even darker grey leather armor, with dark blue accents. He is not overly vain about his looks, but he will make sure he is not looking shabby. He carries a long bow and quiver and has a rapier also on his side.
Charlatan Scam of choice: I convince others that worthless junk is worth their hard earned money.
Charlatan's false identity: He has forged the paperwork for a second identity, and has the disguise, but he has yet to use it or make any connections with this identity.
Traits: I would rather make a new friend than a new enemy.
Ideal: I'm loyal to my friends, not to an ideal.
Bond: My ill-gotten gains go to support my family business
Flaw: I'm convinced no one can fool me the way I fool others.
Backstory:
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Jaq'maerrin, known to most at Jaq, has grown up living in Stenrek with his father Maq'realin. His mother and father both were 'entrepreneurs' who traveled around and picked up trinkets and items and then sold them to the wealthy in the bigger cities. They were actually both rogues and travelled with a few others and searched out ruins and out of the way places to collect minor treasures to sell for profit. When Jaq was very young, his mother ended up not coming back from one of these profit opportunities. (she was poisoned and died in a tomb, from a trap that was not disarmed correctly). Since then his father has raised him alone. It also caused his father to 'settle down' pretty much. With all the monies had had made, he bought a small shop in Stenrek and opened a curiosities shop. He still has contacts that bring him trinkets and odds and ends from far away, which are exotic and strange to travelers passing through the area. Jaq's father has taught him how to describe items well, and how to make people feel the items are well worth a good bit of money. However, his father is much more of a people person than Jaq and he has learned he is not as good at that skill as his father, but he is working on it.
His parents, having partnered up with different peoples and races to do their searches for profit, are very enlightened with their thoughts on how elves are not 'higher' than others. Jaq was taught those same beliefs. But being in retail (and learning it is best not to offend a possible buyer), he has learned some things are better not talked about, except with family and very close friends. He has learned some skills from his father and now he feels he is of the age and soon he wants to go out and explore more of this world. He does want to prove himself and make some money and find items he can bring back to his father's store and help him have a great life, as the shop is holding it's own, but it in itself will not make his father rich. Knowing that he wants to go out and explore the world, his father has given him a gift that he used to use himself in the past: a magical longbow.
His parents, having partnered up with different peoples and races to do their searches for profit, are very enlightened with their thoughts on how elves are not 'higher' than others. Jaq was taught those same beliefs. But being in retail (and learning it is best not to offend a possible buyer), he has learned some things are better not talked about, except with family and very close friends. He has learned some skills from his father and now he feels he is of the age and soon he wants to go out and explore more of this world. He does want to prove himself and make some money and find items he can bring back to his father's store and help him have a great life, as the shop is holding it's own, but it in itself will not make his father rich. Knowing that he wants to go out and explore the world, his father has given him a gift that he used to use himself in the past: a magical longbow.
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Medium size
30 Foot movement
Darkvision to 60 feet
Keen senses, (proficient in perception)
Fey Ancestry, Advantage on saving throws against being charmed and magic cannot put me to sleep
Trance, 4 hours of trance is a long rest.
Languages, Speak, read and write common and Elvish plus the extra language of Dwarvish and thieves' cant.
Ability +2 dex, +1 Int
Proficient with Longsword, shortsword, shortbow, longbow
Cantrip: Minor illusion
30 Foot movement
Darkvision to 60 feet
Keen senses, (proficient in perception)
Fey Ancestry, Advantage on saving throws against being charmed and magic cannot put me to sleep
Trance, 4 hours of trance is a long rest.
Languages, Speak, read and write common and Elvish plus the extra language of Dwarvish and thieves' cant.
Ability +2 dex, +1 Int
Proficient with Longsword, shortsword, shortbow, longbow
Cantrip: Minor illusion
Bonus ASI: Elven Accuracy
Bonus weapon: +1 Longbow
Proficiencies: Longsword, shortsword, shortbow, longbow
Items: Burglar's pack, Longbow +1, quiver and 20 arrows, rapier, two daggers, leather armor, two daggers, thieves' tools.
Set of fine clothes, Forgery Kit, Set of 10 stoppered bottles filled with colored liquid.
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If info about Firbolgs is needed: http://dnd5e.wikia.com/wiki/Firbolg
Right then, proper info about my character:
Name: Lurn
Race: Firbolg
Class: Cleric (Grave Domain)
Age: 50
Height: 6'9"
Weight: 223lb
Background: Far Traveler
Cause: I come to this land as a pilgrim, to share the truth of the Lord of the Dead.
Trait: I honor my deities through practices that are foreign to this land. (A single stone should be placed upon the graves of the dead when passing by.)
Ideal: Open. I have much to learn from the kindly folk I meet along my way.
Bond: So long as I have this token from my homeland, I can face any adversity in this strange land. (The necklace trinket he bears)
Flaw: I cannot bear to ignore the traditional rites my people show to the buried dead, even should it cause offence.
Backstory:
Right then, proper info about my character:
Name: Lurn
Race: Firbolg
Class: Cleric (Grave Domain)
Age: 50
Height: 6'9"
Weight: 223lb
Background: Far Traveler
Cause: I come to this land as a pilgrim, to share the truth of the Lord of the Dead.
Trait: I honor my deities through practices that are foreign to this land. (A single stone should be placed upon the graves of the dead when passing by.)
Ideal: Open. I have much to learn from the kindly folk I meet along my way.
Bond: So long as I have this token from my homeland, I can face any adversity in this strange land. (The necklace trinket he bears)
Flaw: I cannot bear to ignore the traditional rites my people show to the buried dead, even should it cause offence.
Backstory:
► Show Spoiler
Lurn was raised in a superstitious tribe, in which each of the gods is respected in their own right. Kelemvor, the god of the dead, is viewed as no more of an evil being than a god of the hunt, simply being the one who watches over the souls of the dead. This is the being Lurn pays his respects to, holding to the belief that his holy powers are to be used to shepherd to Him the souls of those whose time has come, and to aid those who yet have time remaining.
Following his training as a cleric, extending some thirty years, Lurn went out into the world, to spread the truth of his faith. Too many believed the gods of death to be evil, malicious beings, rather than the embodiment of a natural process; all would die, in time. It was wrong to believe that He who represented that process could be a foul power, and to set this right, Lurn would achieve great things in the name of his god, such that none could deny his good spirit.
Following his training as a cleric, extending some thirty years, Lurn went out into the world, to spread the truth of his faith. Too many believed the gods of death to be evil, malicious beings, rather than the embodiment of a natural process; all would die, in time. It was wrong to believe that He who represented that process could be a foul power, and to set this right, Lurn would achieve great things in the name of his god, such that none could deny his good spirit.
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Name: Kroshav Xjindraakvar
Race: Dragonborn (Gold, mainland born)
Class: Paladin
Age: 17
Height: 6'5"
Weight: 330 lb
Physical Description: Kroshav is a large and powerfully built gold dragonborn, normally wearing chain mail and carrying his war pick and shield. His horn ridges sweep back to merge with frilled ears, and the flexible spines of a gold dragon adorn his snout and chin, giving the appearance of whiskers.
STR: 20 | Save: +5 | Athletics +7
DEX: 10 | Save: +0 | Acrobatics/Sleight of Hand/Stealth +0
CON: 15 | Save +2
INT: 7 | Save -2 | Arcana/History/Investigation/Nature/Religion -2
WIS: 12 | Save +3 | Animal Handling/Survival +3/Insight/Medicine/Perception+1
CHA: 19 | Save +6 | Intimidation +6 Deception/Persuasion/Performance +4
HP: 20/20
AC: 18
Speed: 30ft
Languages: Common, Draconic
Armor Proficiencies: All Armor, Shields
Weapon Proficiencies: Simple Weapons, Martial weapons
Tool Proficiencies: Land Vehicles, Smith's Tools
Carrying Capacity: 300 lb
Folk Hero
Defining Event: A lord rescinded an unpopular decree after I led a symbolic act of protest against it.
Traits: If someone is in trouble, I’m always ready to lend help. Thinking is for other people. I prefer action.
Ideal: Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
Bond: A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
Flaw: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Personal Goals: Glory. You will lead the world into a grand new era, one that will be branded with your name.
Symbol: A clenched fist, because you are always ready to fight for your beliefs.
Nemesis: A fiend, the agent of a power of the Outer Planes, who has been charged with corrupting you.
Temptation: Regardless of how much glory and treasure you amass, it's never enough for you.
Backstory:
Dragonborn Features
Gear:
Warpick
Shield
Javelin (5)
Chainmail
Holy Symbol
Explorer's Pack
Smith's Tools
Shovel
Iron Pot
Common Clothes
Pouch (10 gp)
Race: Dragonborn (Gold, mainland born)
Class: Paladin
Age: 17
Height: 6'5"
Weight: 330 lb
Physical Description: Kroshav is a large and powerfully built gold dragonborn, normally wearing chain mail and carrying his war pick and shield. His horn ridges sweep back to merge with frilled ears, and the flexible spines of a gold dragon adorn his snout and chin, giving the appearance of whiskers.
STR: 20 | Save: +5 | Athletics +7
DEX: 10 | Save: +0 | Acrobatics/Sleight of Hand/Stealth +0
CON: 15 | Save +2
INT: 7 | Save -2 | Arcana/History/Investigation/Nature/Religion -2
WIS: 12 | Save +3 | Animal Handling/Survival +3/Insight/Medicine/Perception+1
CHA: 19 | Save +6 | Intimidation +6 Deception/Persuasion/Performance +4
HP: 20/20
AC: 18
Speed: 30ft
Languages: Common, Draconic
Armor Proficiencies: All Armor, Shields
Weapon Proficiencies: Simple Weapons, Martial weapons
Tool Proficiencies: Land Vehicles, Smith's Tools
Carrying Capacity: 300 lb
Folk Hero
Defining Event: A lord rescinded an unpopular decree after I led a symbolic act of protest against it.
Traits: If someone is in trouble, I’m always ready to lend help. Thinking is for other people. I prefer action.
Ideal: Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
Bond: A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
Flaw: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Personal Goals: Glory. You will lead the world into a grand new era, one that will be branded with your name.
Symbol: A clenched fist, because you are always ready to fight for your beliefs.
Nemesis: A fiend, the agent of a power of the Outer Planes, who has been charged with corrupting you.
Temptation: Regardless of how much glory and treasure you amass, it's never enough for you.
Backstory:
► Show Spoiler
Backstory:
((The paragraph below is all through using the random roll tables in Xanathar's Guide.))
My Mum and Da came to the mainland to have a more better life. I was one of five kids, with two older brothers and an older sister and one brother. Mum and Da raised us kids, and I was born at home, though I don't remember it too good, we moved around a lot. I had lots of friends though, every knew who I was, since we kind of stuck out. One of the places we lived was destroyed by war. When my family moved on, I stayed as an apprentice to the blacksmith. I became a folk hero because I liked listening to stories about heroes, and wished I could be one too. I want to be a paladin because I served as a paladin's squire, learning what I need to swear my own oath.
Kroshav's family moved around a lot, taking what jobs were available to two dragonborn trying to raise five kids. His older siblings left or were left as they were old enough to find employment of their own, and it was just his parents, him, and his younger brother together working on a farm when fighting broke out that led to the destruction of the farm and much of the neighboring town. Without immediate work, his family was ready to move onward, but as a 10 year old dragonborn, he was nearly an adult, and had always been drawn to the clanging fire and metal of the local smithy. While perhaps a bit early for him to be on his own, one of his older brothers left the family group at 12, so after persuading the smith to take him on as an apprentice, he waved goodbye to his parents and younger brother as they headed out on the road.
Large, even for a dragonborn at that age, and with an affinity for fire, Kroshav took readily to the work of a smith. There was no shortage of jobs that needed doing as the town attempted to rebuild, and Kroshav took pleasure in the measured swings of the sledge as he served as striker while his master handled pieces with tongs and fullers, drawing out the hot metal to its final form.
A few years later, as the town was still struggling to recover, the local lord levied a steep tax on the lands, and his collectors were out in force. The tax was beyond what people could withstand and survive, and Kroshav had enough. Armed with a length of stout chain and a lock, he ran off the taxman's guards, hauled the chest of coin out, and wrapped it securely in chain and bound it to the large oak on the commons, locking it in place.
The taxman and his goons tried to get it off, but not willing to face down the already angered town, soon fled, returning later with a minor noble tasked with overseeing taxation. Kroshav was dragged from the smithy and strung up from the same tree while the noble directed his men to release the chest.
They eventually got it down, which is when the lashings started. After thoroughly whipping him, they left him hanging there as an example, before retiring to the local inn. By evening, the blood trickling down his back had slowed and dried to a sticky mess, and that is where he hung when Sir Tarneth found him. The unassuming old man had just rode into town, and noticed the young dragonborn tied to the tree on his way to the inn. He rode up and placed his hand on Kroshav's arm, a flood of warmth spreading across his back, taking the pain with it.
The sneering noble and his goons noticed, and spilled out of the inn, just as the elderly fellow finished cutting Kroshav down, demanding that he not interfere. Tarneth stared them down, inquiring softly as to the charges, before nodding and declaring Kroshav under his protection. The noble was in the process of flying into a rage before one of the veteran guards hurriedly whispered to him just who he was speaking to. Backing down, they took their leave of the town. The following day, Sir Tarneth asked about town, and got their perspective on things, before riding off, to return in a week's time with word that the taxation rates would not be what they had, and that the fool noble who had been collecting them had been removed from his post.
As much as he enjoyed his work in the smithy, Kroshav had been given a glimpse at something more, and was driven to give up the life he'd known, asking to enter Tarneth's service. The request was granted, and for the next four years, he served as squire to the elderly paladin knight, learning the ways of his Order.
Now he is almost ready to take his own oaths in that order, but must travel first, putting into practice what he has learned, before he his able to become a full paladin.
((The paragraph below is all through using the random roll tables in Xanathar's Guide.))
My Mum and Da came to the mainland to have a more better life. I was one of five kids, with two older brothers and an older sister and one brother. Mum and Da raised us kids, and I was born at home, though I don't remember it too good, we moved around a lot. I had lots of friends though, every knew who I was, since we kind of stuck out. One of the places we lived was destroyed by war. When my family moved on, I stayed as an apprentice to the blacksmith. I became a folk hero because I liked listening to stories about heroes, and wished I could be one too. I want to be a paladin because I served as a paladin's squire, learning what I need to swear my own oath.
Kroshav's family moved around a lot, taking what jobs were available to two dragonborn trying to raise five kids. His older siblings left or were left as they were old enough to find employment of their own, and it was just his parents, him, and his younger brother together working on a farm when fighting broke out that led to the destruction of the farm and much of the neighboring town. Without immediate work, his family was ready to move onward, but as a 10 year old dragonborn, he was nearly an adult, and had always been drawn to the clanging fire and metal of the local smithy. While perhaps a bit early for him to be on his own, one of his older brothers left the family group at 12, so after persuading the smith to take him on as an apprentice, he waved goodbye to his parents and younger brother as they headed out on the road.
Large, even for a dragonborn at that age, and with an affinity for fire, Kroshav took readily to the work of a smith. There was no shortage of jobs that needed doing as the town attempted to rebuild, and Kroshav took pleasure in the measured swings of the sledge as he served as striker while his master handled pieces with tongs and fullers, drawing out the hot metal to its final form.
A few years later, as the town was still struggling to recover, the local lord levied a steep tax on the lands, and his collectors were out in force. The tax was beyond what people could withstand and survive, and Kroshav had enough. Armed with a length of stout chain and a lock, he ran off the taxman's guards, hauled the chest of coin out, and wrapped it securely in chain and bound it to the large oak on the commons, locking it in place.
The taxman and his goons tried to get it off, but not willing to face down the already angered town, soon fled, returning later with a minor noble tasked with overseeing taxation. Kroshav was dragged from the smithy and strung up from the same tree while the noble directed his men to release the chest.
They eventually got it down, which is when the lashings started. After thoroughly whipping him, they left him hanging there as an example, before retiring to the local inn. By evening, the blood trickling down his back had slowed and dried to a sticky mess, and that is where he hung when Sir Tarneth found him. The unassuming old man had just rode into town, and noticed the young dragonborn tied to the tree on his way to the inn. He rode up and placed his hand on Kroshav's arm, a flood of warmth spreading across his back, taking the pain with it.
The sneering noble and his goons noticed, and spilled out of the inn, just as the elderly fellow finished cutting Kroshav down, demanding that he not interfere. Tarneth stared them down, inquiring softly as to the charges, before nodding and declaring Kroshav under his protection. The noble was in the process of flying into a rage before one of the veteran guards hurriedly whispered to him just who he was speaking to. Backing down, they took their leave of the town. The following day, Sir Tarneth asked about town, and got their perspective on things, before riding off, to return in a week's time with word that the taxation rates would not be what they had, and that the fool noble who had been collecting them had been removed from his post.
As much as he enjoyed his work in the smithy, Kroshav had been given a glimpse at something more, and was driven to give up the life he'd known, asking to enter Tarneth's service. The request was granted, and for the next four years, he served as squire to the elderly paladin knight, learning the ways of his Order.
Now he is almost ready to take his own oaths in that order, but must travel first, putting into practice what he has learned, before he his able to become a full paladin.
- +2 to STR; +1 to CHA
- Breath Weapon: Fire in 15 ft cone (DEX save DC = 8 + CON + Prof = 12 )
- Resistance to fire damage
- Languages: Common and Draconic
- Divine Sense: Can detect presence of strong evil or good. As an action, know the location of any celestial, fiend, or undead within 60 ft that is not behind total cover. You know the type, but not its identity. Within the sam radius, you also detect the presence of any place or object that has been consecrated or desecrated.
You can use this a number of times equal 1+ CHA mod (times). Regain all uses after long rest. - Lay on Hands: You have a pool of healing that replenishes on long rest, with that pool, you can restore a total number of hit points equal to your paladin level x 5 (10 HP).
As an action, you can touche a creature and draw from the pool to restore a number of hit points up to the maximum remaining. Alternatively, you can expend 5 hit points from teh pool to cure the target of one disease, or neutralize one poison affecting it. You can cure multiple diseases or poisons with a single use, expending hit points separately for each use.
This feature has no effect on undead and constructs. - Fighting Style: Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Spellcasting: After a long rest prepare a number of paladin spells equal to your Charisma modifier + half your paladin level rounded down.
Charisma is your spell casting ability.
Spell Save DC = 8 + proficiency bonus + Charisma modifer =
Spell attack modifier = proficiency bonus + Charisma modifier - Divine Smite: When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target in addition to the weapon's damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
The damage increases by 1d8 if the target is an undead or fiend.
Gear:
Warpick
Shield
Javelin (5)
Chainmail
Holy Symbol
Explorer's Pack
Smith's Tools
Shovel
Iron Pot
Common Clothes
Pouch (10 gp)
► Show Spoiler
Character:
Name: Calder Ohtatimeár Wobegon
Nickname: Cary
Race: Half-Elf
Class: Paladin 2/ Hexblade 2
Nationality: Duchy/Imperial
Age: 25
Languages: Common, Elvish, Draconic, Dwarvish,
Description: at six feet tall with a gymnast’s build of about 185 lbs or so. Her dark hair is cut into a short pony tail. A few wisps frame her oblong face with high cheek bones that frame intense grey eyes. She seems to have a magnetic personality even when not speaking and is over blessed with Charisma.
She is typically found wearing chain mail armor, wool riding pants and tall riding boots covered with a grey long coat of protection. She wears a simple longsword held on a shoulder belt, in the middle of this is a waxing and waning moon on either side of a massive tree, symbol of the Order of the Moon Spring.
Introduction
Background:
Stats
Skills
Actions and Attacks
Equipment
Talents
Divine Sense Use 6 times between long rests
Spells
Name: Calder Ohtatimeár Wobegon
Nickname: Cary
Race: Half-Elf
Class: Paladin 2/ Hexblade 2
Nationality: Duchy/Imperial
Age: 25
Languages: Common, Elvish, Draconic, Dwarvish,
Description: at six feet tall with a gymnast’s build of about 185 lbs or so. Her dark hair is cut into a short pony tail. A few wisps frame her oblong face with high cheek bones that frame intense grey eyes. She seems to have a magnetic personality even when not speaking and is over blessed with Charisma.
She is typically found wearing chain mail armor, wool riding pants and tall riding boots covered with a grey long coat of protection. She wears a simple longsword held on a shoulder belt, in the middle of this is a waxing and waning moon on either side of a massive tree, symbol of the Order of the Moon Spring.
Introduction
► Show Spoiler
A small elf, who looks more like a Keebler elf than anything else picks up a ‘talking stone’ and begins to talk loudly into it while looking out his office window.
“Ah good you’re here...Newhart here…I’ve been trying to reach you for ten minutes now…look down from those windows some generous idiot assigned you down at the square see that young half-elf…”
Mumbling from the other end of the connection
“No…not that one…the one with the black hair and grey eyes that about six feet tall over there by the fountain.”
Mumbling
“Yes, the one wearing a long blue grey coat over chain mail with the longsword attached to that shoulder belt”
Mumbling
“She’s a damn twenty five year old half-blood!...I grant you she’s attractive…But you will not refer to her as the Goddess incarnate again… especially since she is assigned to this department!”
Pause…more mumbling
“Yes, she is Cary Wobegon or Lieutenant Wobegon now…but who she is really is Calder Ohtatimeár Wobegon”
Yes, Ohtatimeár as in the War Wolf himself, Ithril "Dar'grav" Ohtatimeár… she is one of his granddaughters…
No…Targon Ohtatimeár is her uncle, her father is Commadore Duingar Ohtatimeár…but she and Targon’s daughter grew up in Watershed.
A question mumbling
She has been assigned to us…more like we’ve been forced to hire her…for educational duties…
Why? loudly
Because per our Imperial overlords have invoked part of our charter that includes receiving support and providing training to members of the Order of Moon Spring…usually a duty we could do well without…usually the Order sends us the rejects….typically they are either a spoiled, inbred brat who’s too politically connected to be formally washed out by the precious Order’s training cadre…so they let us do it for them…or an actual non-blood wash out who’s half dead, mad, crippled or worse but just is not conveniently dead…..remember Balthus…
Mumbling
Yes…goat boy …yeah he was one of their’s until something dark and mysterious pulled out his soul and stuck it back sideways…
Mumbling
Yes he was great until he went crazy and started worshiping that goat…but he was listening to the ‘Gods’ before the Order shipped him off to us to ‘take care of’…we just got to deal with the final stage where he decided that the Lord High God of the Universe had taken residence on this plane as a goat named Bobsy and had ordered him to become her high priest.
Mubling
I’ve seen her paperwork she is a full graduate an acolyte of the Order, we have not received one of those since the last Great War, and they were not washouts then. If she were a full elf I’d agree they were dumping a problem on us to clean up…but she’s a half-blood, those kinds of problems can just be disposed of if need be. But she is a damn shadow walker….
Quick mumble
Shadow walkers? Yeah, those are the ones trained to “walk in the shadows to protect the light,”….
Another quick mumble
I have no idea what they are trained really do, legend is that most are sent off to work from clandestine chapter houses throughout the continent to ensure the enemies of light can’t rise up again…But I’m not a member of the Order and the Order predates the Empire itself by nine or more centuries so they don’t tell anyone who isn’t a member what they are up to, let alone ask permission of colonial functionaries or ask what we think… as far as we know she is a ‘trained’ investigator….and we’re to “employ her to further her experience for the Good of the Light, The Balance, and The Elvish race”
Mumble...Mumble
It could be just a favor to House Ohtatimeár, and that isn’t a favor to pass up these days. But there are a number of us in the Duchy who are wondering if she’s component of a deeper ploy by the Imperials to insert people into the local government who are loyal to the throne rather than her Grace.
Mumble
Because Ter Ohtatimeár has been the Empire’s Ambassador to Watershed for the last twenty years or more. The Imperials seemed perfectly content to leave him there forever…but now he and his niece and daughter have all ended their apparent exile….With Ter Ohtatimeár deciding to give up the culture and refinement of Watershed for a rather rural tea plantation and horse farm called Wobegon Lake that he inherited from his late wife… Thorm still has piles of influence and allies in the Imperial court along with his brother…So if he wants his niece to work as an investigator for us…so be it…but is it just that?
Mumbling
Well, first she is completely alien to this place…she was born here but she’s spent twenty years in Watershed…No, give her an assignment…just keep tabs on her…but don’t let her know…and damn well keep her busy and outside of the capital…and see about inserting someone into the staff out at Thorm’s place….if things get worse we need to know more to see if he’ll help us or hinder us…
Mumbling
Now then, are you going to show for cards tomorrow night at the Bear Breaker Tavern?….good…talk to you then
“Ah good you’re here...Newhart here…I’ve been trying to reach you for ten minutes now…look down from those windows some generous idiot assigned you down at the square see that young half-elf…”
Mumbling from the other end of the connection
“No…not that one…the one with the black hair and grey eyes that about six feet tall over there by the fountain.”
Mumbling
“Yes, the one wearing a long blue grey coat over chain mail with the longsword attached to that shoulder belt”
Mumbling
“She’s a damn twenty five year old half-blood!...I grant you she’s attractive…But you will not refer to her as the Goddess incarnate again… especially since she is assigned to this department!”
Pause…more mumbling
“Yes, she is Cary Wobegon or Lieutenant Wobegon now…but who she is really is Calder Ohtatimeár Wobegon”
Yes, Ohtatimeár as in the War Wolf himself, Ithril "Dar'grav" Ohtatimeár… she is one of his granddaughters…
No…Targon Ohtatimeár is her uncle, her father is Commadore Duingar Ohtatimeár…but she and Targon’s daughter grew up in Watershed.
A question mumbling
She has been assigned to us…more like we’ve been forced to hire her…for educational duties…
Why? loudly
Because per our Imperial overlords have invoked part of our charter that includes receiving support and providing training to members of the Order of Moon Spring…usually a duty we could do well without…usually the Order sends us the rejects….typically they are either a spoiled, inbred brat who’s too politically connected to be formally washed out by the precious Order’s training cadre…so they let us do it for them…or an actual non-blood wash out who’s half dead, mad, crippled or worse but just is not conveniently dead…..remember Balthus…
Mumbling
Yes…goat boy …yeah he was one of their’s until something dark and mysterious pulled out his soul and stuck it back sideways…
Mumbling
Yes he was great until he went crazy and started worshiping that goat…but he was listening to the ‘Gods’ before the Order shipped him off to us to ‘take care of’…we just got to deal with the final stage where he decided that the Lord High God of the Universe had taken residence on this plane as a goat named Bobsy and had ordered him to become her high priest.
Mubling
I’ve seen her paperwork she is a full graduate an acolyte of the Order, we have not received one of those since the last Great War, and they were not washouts then. If she were a full elf I’d agree they were dumping a problem on us to clean up…but she’s a half-blood, those kinds of problems can just be disposed of if need be. But she is a damn shadow walker….
Quick mumble
Shadow walkers? Yeah, those are the ones trained to “walk in the shadows to protect the light,”….
Another quick mumble
I have no idea what they are trained really do, legend is that most are sent off to work from clandestine chapter houses throughout the continent to ensure the enemies of light can’t rise up again…But I’m not a member of the Order and the Order predates the Empire itself by nine or more centuries so they don’t tell anyone who isn’t a member what they are up to, let alone ask permission of colonial functionaries or ask what we think… as far as we know she is a ‘trained’ investigator….and we’re to “employ her to further her experience for the Good of the Light, The Balance, and The Elvish race”
Mumble...Mumble
It could be just a favor to House Ohtatimeár, and that isn’t a favor to pass up these days. But there are a number of us in the Duchy who are wondering if she’s component of a deeper ploy by the Imperials to insert people into the local government who are loyal to the throne rather than her Grace.
Mumble
Because Ter Ohtatimeár has been the Empire’s Ambassador to Watershed for the last twenty years or more. The Imperials seemed perfectly content to leave him there forever…but now he and his niece and daughter have all ended their apparent exile….With Ter Ohtatimeár deciding to give up the culture and refinement of Watershed for a rather rural tea plantation and horse farm called Wobegon Lake that he inherited from his late wife… Thorm still has piles of influence and allies in the Imperial court along with his brother…So if he wants his niece to work as an investigator for us…so be it…but is it just that?
Mumbling
Well, first she is completely alien to this place…she was born here but she’s spent twenty years in Watershed…No, give her an assignment…just keep tabs on her…but don’t let her know…and damn well keep her busy and outside of the capital…and see about inserting someone into the staff out at Thorm’s place….if things get worse we need to know more to see if he’ll help us or hinder us…
Mumbling
Now then, are you going to show for cards tomorrow night at the Bear Breaker Tavern?….good…talk to you then
► Show Spoiler
Type: Investigator
Feature: Agent of the Crown
You are investigating directly under the auspice of some organizational sanction. You may or may not share this information with everyone, but your objectives are aligned with your benefactors. As such, you have a more focused and supportive network of contacts. While you may not garner sympathy or trust from others, you are backed by your organization, and can regularly expect to receive supplies and equipment as long as you are doing your duty, as well as safe houses and assistance from other agents that share your cause.
If you are in a large population center, you can make contact with a fellow agent within 1d12 hours, and receive a tangible resupply within 3d12 hours.
Trait: I'm home but its completely alien to me...
Ideal: Independence. I must prove that I can handle myself without the coddling of my family
Bond: Nothing is more important than the other members of my family.
Flaw: Once I pick a goal, I become obsessed with it to the detriment of everything else in my life
Feature: Agent of the Crown
You are investigating directly under the auspice of some organizational sanction. You may or may not share this information with everyone, but your objectives are aligned with your benefactors. As such, you have a more focused and supportive network of contacts. While you may not garner sympathy or trust from others, you are backed by your organization, and can regularly expect to receive supplies and equipment as long as you are doing your duty, as well as safe houses and assistance from other agents that share your cause.
If you are in a large population center, you can make contact with a fellow agent within 1d12 hours, and receive a tangible resupply within 3d12 hours.
Trait: I'm home but its completely alien to me...
Ideal: Independence. I must prove that I can handle myself without the coddling of my family
Bond: Nothing is more important than the other members of my family.
Flaw: Once I pick a goal, I become obsessed with it to the detriment of everything else in my life
► Show Spoiler
HP 34 (10+2+6+2+5+2+5+2)
Initiative+1,
AC 19
Strength 15 (14+1) Bonus +2
Dexterity 13 (13)
Con. 14 (13+1)
Wisdom 12(12)
Intelligence 12 (12)
Charisma 20 (18+2)
Saves (Including Coat of Protection):
+3 Strength
+2 Dexterity
+3 Constitution
+ 4 Wisdom
+2 Intelligence
+8 Charisma
Can not be put asleep
Advantage against being charmed
Initiative+1,
AC 19
Strength 15 (14+1) Bonus +2
Dexterity 13 (13)
Con. 14 (13+1)
Wisdom 12(12)
Intelligence 12 (12)
Charisma 20 (18+2)
Saves (Including Coat of Protection):
+3 Strength
+2 Dexterity
+3 Constitution
+ 4 Wisdom
+2 Intelligence
+8 Charisma
Can not be put asleep
Advantage against being charmed
► Show Spoiler
Class Skills:
Deception +7
History +3
Intimidation +7
Investigation +3
Persuasion +7
Survival +3
Other Skills:
Animal Handling +1
Acrobatics +1
Arcana +1
Athletics +2
Insight +1
Medicine +1
Performance +5
Religion +1
Slight of Hand +1
Stealth +1
Deception +7
History +3
Intimidation +7
Investigation +3
Persuasion +7
Survival +3
Other Skills:
Animal Handling +1
Acrobatics +1
Arcana +1
Athletics +2
Insight +1
Medicine +1
Performance +5
Religion +1
Slight of Hand +1
Stealth +1
► Show Spoiler
Attacks:
Longsword: Hit: +7 damage: 1d8+7
Booming Longsword: Hit: +7 damage: 1d8+7 (1d8 boom damage if target moves before next turn)
Dagger Hit:+4 damage: 1d6+2
Unarmed Strike +4 damage 3
Agonizing Blast: 120 ft. Attack +7 dmg: 1d10 +5
Longsword: Hit: +7 damage: 1d8+7
Booming Longsword: Hit: +7 damage: 1d8+7 (1d8 boom damage if target moves before next turn)
Dagger Hit:+4 damage: 1d6+2
Unarmed Strike +4 damage 3
Agonizing Blast: 120 ft. Attack +7 dmg: 1d10 +5
► Show Spoiler
Amulet
Backpack
Bedroll
Chain Mail
Coat of Protection (variant Cloak of Protection +1 AC +1 Saves)
Longsword (Attuned with ruby of war mage)
Dagger
Mess Kit
Rations
Hemp rope 50 Feet
Shield
Tinderbox
Water Skin
Horse (Jodie)
Saddle
Saddlebags
Investigator kit
Backpack
Bedroll
Chain Mail
Coat of Protection (variant Cloak of Protection +1 AC +1 Saves)
Longsword (Attuned with ruby of war mage)
Dagger
Mess Kit
Rations
Hemp rope 50 Feet
Shield
Tinderbox
Water Skin
Horse (Jodie)
Saddle
Saddlebags
Investigator kit
► Show Spoiler
Divine Sense Use 6 times between long rests
- Detect Evil as an action…until end of turn know location of any celestial,feind or undead within 60 feet.
Lay on Hands Restore 2x5 hit points between long rests - Restore hit points
- Expend 5 points cure of one disease or neutralize a poison.
Hexblade Curse (Bonus action) - 1 per short rest
- 30 feet, duration 1 minute....+2 damage (proficiency) to damage rolls
- 19 or 20 counts as a critical hit
- Target dies you regain hit points equal to warlock level + Cha Mod (7)
Hex Warrior 1 per Long rest - Can select a non-two handed weapon, use charisma modifier for attack and damage
- Will stack with any Pact weapon
Agonizing Blast (unlimited) 1 action - Cast eldritch Blast add Charisma Modifer to damage it deals on a hit
Fiendish Vigor (unlimited) 1 action - gain 1d4+4 temporary hit points
- Duration 1 hour
► Show Spoiler
(Saving DC = 15)
Hexblade 2 spell slots –recharge short rest
0 level - Eldritch blast
0 level – Booming Blade
1st level – Armor of Agathys
(1 action, self, 1 hour – gain 5 temporary hit points , if a creature hits you they take 5 cold damage)
1st level – Expeditious Retreat
(1 bonus action, self, Concentration up to 10 minutes…take dash action as a bonus action)
1st level – Unseen Servant
(1 action- 1 hour create an invisible servant with strength 2, hitpoints 1 AC 10 range 60 feet)
Paladin 2 level 1 spell slots recharge long rest )
Divine Smite
one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend.
Paladin Spells Known (P=Prepared max 6)
P- Bless
(1 action, range 30 feet – three targets, duration 1 minute) add 1d4 to attacks and saves)
P- Compelled Duel
(1 bonus action, 30 feet, duration 1 minute) Wis sav throw – disadvantage on attacks other than caster…ends if someone else attacks it or more than 30 feet away)
P-Protection from Good and Evil
(1 action, concentration up to 10 minutes provides protection against abberations, celestials, elementals, fey, feinds, and undead)
P-Cure Wounds
(1 action, instantaneous regain 1d8+5 hit points)
P - Shield of Faith
(1 bonus action, concentration up to 10 minutes, +2 bonus AC)
p-Divine Favor
Thunderous Smite
(1 bonus action, duration up to 1 minute deals 2d6 thunder damage with hit…must succeed on strength saving throw or knocked prone)
Wrathful Smite
Hexblade 2 spell slots –recharge short rest
0 level - Eldritch blast
0 level – Booming Blade
1st level – Armor of Agathys
(1 action, self, 1 hour – gain 5 temporary hit points , if a creature hits you they take 5 cold damage)
1st level – Expeditious Retreat
(1 bonus action, self, Concentration up to 10 minutes…take dash action as a bonus action)
1st level – Unseen Servant
(1 action- 1 hour create an invisible servant with strength 2, hitpoints 1 AC 10 range 60 feet)
Paladin 2 level 1 spell slots recharge long rest )
Divine Smite
one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend.
Paladin Spells Known (P=Prepared max 6)
P- Bless
(1 action, range 30 feet – three targets, duration 1 minute) add 1d4 to attacks and saves)
P- Compelled Duel
(1 bonus action, 30 feet, duration 1 minute) Wis sav throw – disadvantage on attacks other than caster…ends if someone else attacks it or more than 30 feet away)
P-Protection from Good and Evil
(1 action, concentration up to 10 minutes provides protection against abberations, celestials, elementals, fey, feinds, and undead)
P-Cure Wounds
(1 action, instantaneous regain 1d8+5 hit points)
P - Shield of Faith
(1 bonus action, concentration up to 10 minutes, +2 bonus AC)
p-Divine Favor
Thunderous Smite
(1 bonus action, duration up to 1 minute deals 2d6 thunder damage with hit…must succeed on strength saving throw or knocked prone)
Wrathful Smite
► Show Spoiler
The Fist of the Faithful try to embody the Good of Bahumut, the Chivalry and Valor of Heironeous, the Endurance of Ilmater, the Courage and Self-Sacrifice of Torm, and the Justice of Tyr.