We are about to start a new Dungeons and Dragons campaign with a new DM this time...our initial brief is...well...brief...but you don't want to reveal too much of the plot early on...that would spoil the fun.
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You have all answered advertisements for a employment opportunity: acting as escort for a noble on his journey North from Daggerford, for a handsome reward upon reaching your destination, the town of Phandalin.
It states that you should meet at the Happy Cow Inn in Daggerford, and look for a man wearing red.
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We initially started our characters at Level three and our starting group is a somewhat eclectic mix of (in no particular order) a Halfling Swashbuckler, a Gnome Wizard and a Human Monk (collectively a group of thieves known as 'The Silvered Penny'), a Half-Elf Hexblade, a Dwarf Paladin*, a Sharkman Barbarian from an amphibious race currently inhabiting a village in the north but who are now integrating with the other races of Faerun and a Human Fighter*...
*Both of which I arbitrarily added pics for so their characters visions of their appearance may differ from mine...
There's some minor 'homebrew' in there such as the Carchari race and a few extra skills, languages and equipment items added here and there to characters for role-playing purposes with DM permission but other than that it's fairly vanilla. Also as certain players are quicker than others at letting the DM know what they've taken at each new level this page will often be out of date, lol. The chances of ever seeing character background will also vary wildly from player to player. Also the amount of coin and treasure is probably way out...
*Both of which I arbitrarily added pics for so their characters visions of their appearance may differ from mine...
There's some minor 'homebrew' in there such as the Carchari race and a few extra skills, languages and equipment items added here and there to characters for role-playing purposes with DM permission but other than that it's fairly vanilla. Also as certain players are quicker than others at letting the DM know what they've taken at each new level this page will often be out of date, lol. The chances of ever seeing character background will also vary wildly from player to player. Also the amount of coin and treasure is probably way out...
Sprig Shadowfoot
Lvl 5 Rogue Swashbuckler, Criminal
Sprig was born in or near Calimport far to the south. His earliest recollections were of a childhood spent on the streets, begging and stealing.
Eventually Sprig caught the eye of Wilen Vess, master of one of the city's thieves' and assassins' guilds. Sprig did not disappoint his new master, but he eventually became bored. Sprig discovered Vess used a magic ring in his dealings, and he set his eyes on stealing Vess' powerful pendant. After stealing it, he fled.
Little was known about Sprig's time in Calimport, as he doesn't often speak of it.
Race : Lightfoot Halfling
Alignment : Chaotic Good
Proficiency Bonus : +3
Armour Class : 16
Initiative : +7, Speed : 25
Passive Wisdom (Perception) : 14
Hit Point Maximum : 28, Hit Dice : 5d8
Stats - Str : 8 (-1), Dex : 18 (+4), Con : 10 (+0), Int : 12 (+1), Wis : 13 (+1), Cha : 16 (+3)
Saves - Str : (-1), Dex : (+7), Con : (0), Int : (+4), Wis : (+1), Cha : (+3)
Proficiencies
Armour - Light Armour,
Weapons - Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools - Thieves Tools*, Gaming Set (Playing Cards)
Skills
Acrobatics (Dex) (+7), Animal Handling (Wis) (+1), Arcana (Int) (+1), Athletics (Str) (-1), Deception (Cha) (+6), History (Int) (+1), Insight (Wis) (+1), Intimidation (Cha) (+3), Investigation (Int) (+4), Medicine (Wis) (+1), Nature (Int) (+1), Perception (Wis) (+4), Performance (Cha) (+3), Persuasion (Cha) (+3), Religion (Int) (+1), Sleight of Hand (Dex) (+7), Stealth (Dex) (+10*), Survival (Wis) (0).
*Expertise
Languages - Common, Calimshani, Halfling, Elvish
Feature - Criminal Contact (Harpers Guild)
Abilities - Innate
Brave, Halfling Nimbleness, Lucky, Naturally Stealthy.
Abilities - Class (Rogue Swashbuckler)
Expertise, Cunning Action, Fancy Footwork, Rakish Audacity, Sneak Attack, Thieves Cant, Uncanny Dodge.
Armour
Studded Leather (AC 12 + Dex Mod)
Weapons
Dagger x3 - (+7), (1d4+4 Piercing, Finesse, Light, Thrown, Range 20/60)
Rapier - (+7), (1d8+4 Piercing, Finesse)
Equipment
Backpack, Bedroll, Bell, Candles (x5), Crowbar (Hilda), Grappling Hook, Mastiff and Saddle, String, Waterskin.
Tools
Thieves Tools
Treasure
5CP, 1SP, 150GP???
Wrenn Rofferton
Lvl 5 Divination Wizard, Sage
Wrenn grew up with his parents and three siblings. They lived in a modest sized burrow with a few close friends as part of an ordinary childhood. Wrenns brother and sister became engineers and inventors, his younger brother studied hard and is a scholar and writer. Wrenn had a more curious mind and adventurous nature.
Hearing rumours Wrenn investigated the ruins of an old library long since collapsed. His thirst for knowledge intensified and digging through the assorted tomes Wrenn found a small spell scroll and a far greater prize in the form of a Wizards spellbook.
Wrenn became inspired to learn all he could about magic and wizardry. Eventually Wrenn gained a place at a magical academy, leaving his family and burrow to begin his training. After some time Wrenn left the academy feeling that he could learn more by adventuring and more importantly help a greater number of people. Unfortunately leaving the academy soured his friendship with his tutor, senior mage Ide Leto.
It was on one of Wrenns adventurous outings that Wrenn met the halfling Sprig and the two began a working friendship based around their shared desire to correct inequality and to help the poor and disadvantaged.
Race : Rock Gnome
Alignment : Neutral Good
Proficiency Bonus : +3
Armour Class : 12
Initiative : +2, Speed : 25
Passive Wisdom (Perception) : 11
Hit Point Maximum : 32, Hit Dice : 5d6
Stats - Str : 8 (-1), Dex : 14 (+2), Con : 14 (+2), Int : 18 (+4), Wis : 12 (+1), Cha : 10 (0)
Saves - Str : (-1), Dex : (+2), Con : (+2), Int : (+7), Wis : (+4), Cha : (0)
Proficiencies
Armour - None
Weapons - Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tools - Artisan's Tools (Tinker's Tools)
Skills
Acrobatics (Dex) (+2), Animal Handling (Wis) (+1), Arcana (Int) (+7), Athletics (Str) (-1), Deception (Cha) (0), History (Int) (+7), Insight (Wis) (+1), Intimidation (Cha) (0), Investigation (Int) (+7), Medicine (Wis) (+1), Nature (Int) (+4), Perception (Wis) (+1), Performance (Cha) (0), Persuasion (Cha) (0), Religion (Int) (+7), Sleight of Hand (Dex) (+2), Stealth (Dex) (+2), Survival (Wis) (+1).
Languages - Common, Dwarven, Elvish, Gnomish
Feature - Researcher
Abilities - Innate
Artificer's Lore, Darkvision (60'), Gnome Cunning, Tinker
Abilities - Class (Divination Wizard)
Arcane Recovery, Arcane Tradition (Divination), Ritual Casting, Spellcasting
Feat - Fade Away
Spellcasting Ability (Intelligence), Spell Save DC (15), Spell Attack Bonus (+7)
Cantrips - (At Will) - Firebolt, Mage Hand, Mending, Message.
1st (4 Slots) - Alarm (R), Comprehend Languages (R), Detect Magic (R), Find Familiar, Identify (R), Mage Armour, Magic Missile, Shield, Sleep.
2nd (3 Slots) - Detect Thoughts, Levitate, Mind Spike.
3rd (2 Slots) - Slow, Tiny Servant.
To be transcribed - Fireball, Protection from Good and Evil, Remove Curse.
Armour
None
Weapons
Dagger - (+5), (1d4+2 Piercing, Finesse, Light, Thrown, Range 20/60)
Equipment
Spellbook, Component Pouch, Mastiff and Saddle, Owl (Geoffrey), Scholars Pack (Backpack, Book of Lore, Bottle of Ink, Ink Pen, Parchment (x10), a Little Bag of Sand, a Small Knife), Divination Card, Clockwork Goldfish.
Tools
Tinkers Tools
Magical Items
Billowing Cloak of Protection (+1AC), Wand of Grease
Treasure
20GP, Bag of Pearls
Saladin
Lvl 5 Drunken Master Monk, Inheritor
Race : Human
Alignment : Chaotic Neutral
Proficiency Bonus : +3
Armour Class : 15
Initiative : +3, Speed : 30+10 (40)
Passive Wisdom (Perception) : 12
Hit Point Maximum : 41, Hit Dice : 5d8
Stats - Str : 12 (+1), Dex : 16 (+3), Con : 14 (+2), Int : 10 (0), Wis : 16 (+3), Cha : 8 (-1)
Saves - Str : (+4), Dex : (+6), Con : (+2), Int : (0), Wis : (+3), Cha : (-1)
Proficiencies
Armour - None
Weapons - Simple Weapons, Shortswords
Tools - Artisans Tools (Potters Tools)
Skills
Acrobatics (Dex) (+6), Animal Handling (Wis) (+3), Arcana (Int) (0), Athletics (Str) (+1), Deception (Cha) (-1), History (Int) (0), Insight (Wis) (+6), Intimidation (Cha) (-1), Investigation (Int) (0), Medicine (Wis) (+3), Nature (Int) (0), Perception (Wis) (+3), Performance (Cha) (+2), Persuasion (Cha) (-1), Religion (Int) (0), Sleight of Hand (Dex) (+3), Stealth (Dex) (+3), Survival (Wis) (+6).
Languages - Common, Dwarven
Feature - Inheritance (Brewers Tools)
Abilities - Class (Monk)
Deflect Missiles, Drunken Technique, Extra Attack, Ki (5 Points), Martial Adept (Goading Attack, Trip Attack), Martial Arts (1d6), Monastic Tradition (Way of the Drunken Master), Stunning Strike, Unarmoured Defence, Unarmoured Movement
Armour
None
Weapons
Fist - (+6), (1d6+3)
Darts x10 - (+6), (1d4+3 Piercing, Finesse, Thrown, Range 20/60)
Equipment
Backpack, Bedroll, Blanket, Folding Hat, Mule and Pack Saddle, Waterskin
Tools
Brewer's Supplies, Potters Tool's
Magical Items
Decanter of Endless Water
Treasure
2SP, 20GP, Misc. cheap jewellery.
Varis Maacus
Lvl 5 Warlock Hexblade, Variant Criminal
Most people believe themselves to have the free will to carve their own destinies but for some this is anything but true. The Archfey known as the countess of masques has many mortal children and fey followers with broods of their own and each eventually is bound to their and by proxy her will either willingly or through trickery and intimidation. Most are set to the task of furthering her goals of the accumulation of power through manipulation and diplomacy. But sometimes cutting a throat is so much simpler and those with nothing to lose are often the easiest and most grateful recruits...
Varis had been a slave of the Drow of Menzoberranzan for as long as he could remember and had seen the consequences of escape attempts often enough to know that the torments their priestesses were capable of inflicting were something he'd like to avoid at all costs. One night a strange visitor appeared at the slaves enclosure seemingly able to walk where they wished without challenge and offered him a chance to escape. The price of this escape was the death of a particular guard captain and though he'd never had the courage to attempt escape before the persuasive voice convinced him that with their help he could succeed. The first gift was simply a key to his shackles but he soon found that he had gained the ability to see perfectly within the fungal half-light as he stealthily made his way to freedom detouring only to pay the price demanded of him.
Elzenya |
As he approached the quarters of his target the area became enveloped in an aura of darkness which moved with him while a weapon he never remembered acquiring was unexpectedly held within his grasp. Using martial skills he never knew he possessed he struck the guards head from his shoulders before continuing swiftly on his way. A lifetime spent within the city had prepared him well and with that knowledge and the gifts of his new patron he made his way from the City of Spiders, through the trading centres of Mantol-Derith and ultimately to his freedom.
Once upon the surface a servant of his new mistress awaited him seemingly unsurprised by the time and location of his appearance, congratulated him on passing his test of initiation and began his education in the ways of the followers of the Mistress of Masques. Under her guidance he began to more fully appreciate and utilise the gifts he had been given.
Varis lacked the natural persuasiveness necessary to be gifted with the masque of his patron received by her manipulators and deceivers but fortunately a lifetime of slavery had given him the survival instincts and pragmatism to enact her will in other ways and he has had some moderate success removing threats that his more loquacious brothers and sisters were unable to with words alone. His preferred method is striking from within the magical darkness and retreating before his murderous acts could be discovered using whatever weapon is most suitable for the particular job in hand while leaving traps in his wake to foil any pursuit. Now his mistress has began to whisper to him in his dreams of a trip north where an important task will await him...
Alignment : Chaotic Neutral
Proficiency Bonus : +3
Armour Class : 17 (19 with Shield, 24 with Shield Spell)
Initiative : 2, Speed : 30
Passive Wisdom (Perception) : 14
Hit Point Maximum : 43, Hit Dice : 5d8
Stats - Str : 8 (-1), Dex : 14 (+2), Con : 16 (+3), Int : 10 (+0), Wis : 12 (+1), Cha : 18 (+4)
Saves - Str : (-1), Dex : (+2), Con : (+3), Int : (0), Wis : (+4), Cha : (+7)
Proficiencies
Armour - Light Armour, Medium Armour, Shields.
Weapons - Martial Weapons, Simple Weapons.
Tools - Gaming Set (Dice Set), Poisoner's Kit, Thieves Tools.
Skills
Acrobatics (Dex) (+5), Animal Handling (Wis) (+1), Arcana (Int) (+3), Athletics (Str) (-1), Deception (Cha) (+7), History (Int) (0), Insight (Wis) (+4), Intimidation (Cha) (+7), Investigation (Int) (+3), Medicine (Wis) (+1), Nature (Int) (0), Perception (Wis) (+4), Performance (Cha) (+4), Persuasion (Cha) (+7), Religion (Int) (0), Sleight of Hand (Dex) (+5), Stealth (Dex) (+5), Survival (Wis) (+4).
Languages - Common, Dwarfish, Elvish, Infernal, Sylvan, Undercommon.
Feature - Criminal Contact (Cult 'dead-drops' and contacts)
Abilities - Innate
Dark Vision (60'), Drow Magic (Dancing Lights, Darkness, Faerie Fire), Fey Ancestry, Keen Senses.
Abilities - Class (Hexblade Warlock)
Eldritch Invocations, Hexblade's Curse, Hex Warrior, Pact of the Blade, Otherworldly Patron (Hexblade), Pact Magic.
Feats - Elven Accuracy
Spellcasting Ability (Charisma), Spell Save DC (16), Spell Attack Bonus (8)
Cantrips - (At Will) - Booming Blade, Dancing Lights, Eldritch Blast, Green-Flame Blade
Slots (2), Level (3), Spells Known (6)
(1) Faerie Fire, Hex, Shield
(2) Darkness, Darkness, Hellish Rebuke, Invisibility
(3) Hypnotic Pattern
Eldritch Invocations
Cloak of Flies, Devils Sight (120'), Eldritch Smite
Armour
Breastplate (AC 14 + Dex Mod, Max 2), Shield (+2 AC), Cloak of Protection (+1AC)
Weapons*
Dagger x3 - (+5), (1d4+2 Piercing, Finesse, Light, Thrown, Range 20/60)
*Sword of the Pact Keeper - (+8), (1d8+5 Slashing, Versatile 1d10+5)
*+8 to hit, +5 to Dam, Magical if summoned as a Hexblade Pact Weapon
Spells - Ranged
Eldritch Blast - (+8), (1 Action, Range 120', 1d10+4 Force, 2 Blasts)
Equipment
Arcane Focus (Ring), Backpack, Ballbearings (x3), Bedroll, Caltrops (x3), Chalk (x2), Crowbar, Fishing Tackle, Grappling Hook, Healer's Kit (10 uses), Manacles, Mess-Kit, Rations (x12), Water-skin, Whetstone, 50' Hempen Rope
Tools
Gaming Set (Dice Set), Thieves Tools, Poisoners Kit
Magical Items
Bag of Holding, Billowing Cloak of Protection (+1AC), Charlatans Die, Ring of Evasion.
Treasure
9CP, 32SP, 343GP, Misc. cheap gems and jewellery.
Misc
Clean Scarlet Cloak, Dirty Scarlet Cloak (x2)
Torrik
Lvl 5 Barbarian, Path of the Bear Totem
Race : Carchari (Sharkman)
Alignment : Chaotic Neutral
Proficiency Bonus : +3
Armour Class : 13
Initiative : +2, Speed : 30+10 (Walking and Swimming)
Passive Wisdom (Perception) : 14
Hit Point Maximum : 55, Hit Dice : 5d12
Stats - Str : 17 (+3), Dex : 10 (+0), Con : 16 (+3), Int : 8 (-1), Wis : 12 (+1), Cha : 13 (+1)
Saves - Str : (+6), Dex : (+0), Con : (+6), Int : (-1), Wis : (+1), Cha : (+1)
Proficiencies
Armour - Light Armour, Medium Armour, Shields
Weapons - Simple Weapons, Martial Weapons
Tools - None
Skills
Acrobatics (Dex) (0), Animal Handling (Wis) (+1), Arcana (Int) (-1), Athletics (Str) (+6), Deception (Cha) (+1), History (Int) (-1), Insight (Wis) (+1), Intimidation (Cha) (+4), Investigation (Int) (-1), Medicine (Wis) (+1), Nature (Int) (-1), Perception (Wis) (+4), Performance (Cha) (+1), Persuasion (Cha) (+1), Religion (Int) (-1), Sleight of Hand (Dex) (0), Stealth (Dex) (0), Survival (Wis) (+4).
Languages - Common, Aquan
Feature - Bad Reputation
Abilities - Innate
Amphibious, Bite, Blood Frenzy
Abilities - Class
Danger Sense, Extra Attack, Fast Movement, Primal Path (Path of the Totem Warrior), Rage, Reckless Attack, Spirit Seeker, Totem Spirit (Bear), Unarmoured Defence.
Feats
Deep Sea Predator
Armour
None
Weapons
Bite - (+6), (1d6+3, Unarmoured)
Javelin - (+6), (1d6+3 Piercing, Thrown, Range 30/120)
Maul - (+6), (2d6+3 Bludgeoning, Heavy, Two-Handed)
Equipment
Explorers Pack (Backpack, Bedroll, Mess Kit, Rations (x10), Tinderbox, Torches (x10), Waterskin, 50' Hempen Rope)
Tools
None
Treasure
75GP
Billy
Lvl 3 Fighter,
Race : Human
Alignment : Lawful Good
Proficiency Bonus : +2
Armour Class : 18
Initiative : +1, Speed : 30
Passive Wisdom (Perception) : 11
Hit Point Maximum : 28, Hit Dice : 3d10
Stats - Str : 14 (+2), Dex : 13 (+1), Con : 15 (+2), Int : 11 (+1), Wis : 9 (-1), Cha : 16 (+3)
Saves - Str : (+4), Dex : (+0), Con : (+4), Int : (-1), Wis : (+1), Cha : (+1)
Proficiencies
Armour - All Armours, Shields
Weapons - Simple Weapons, Martial Weapons
Tools - None
Skills
Acrobatics (Dex) (+1), Animal Handling (Wis) (-1), Arcana (Int) (+1), Athletics (Str) (+3), Deception (Cha) (+3), History (Int) (+1), Insight (Wis) (+1), Intimidation (Cha) (+3), Investigation (Int) (+1), Medicine (Wis) (-1), Nature (Int) (+1), Perception (Wis) (+1), Performance (Cha) (+3), Persuasion (Cha) (+3), Religion (Int) (+1), Sleight of Hand (Dex) (+1), Stealth (Dex) (+1), Survival (Wis) (-1).
Languages - Common, Dwarfish
Feature - ???
Abilities - Class
Action Surge, Combat Superiority, Fighting Style (Protection), Martial Archetype (Battlemaster), Second Wind, Student of War.
Armour
Chainmail (AC 16), Shield (+2AC)
Weapons
Longsword (+4), (1d8+4 Slashing, Versatile 1d10+4)
Handaxe x2 (+4), (1d6+4 Slashing, Light, Thrown, Range 20/60)
Equipment
Dungeoneer or Explorers Pack?
Tools
None
Treasure
10CP
Gilren Stonehammer
Lvl 5 Paladin, Mercenary Veteran
Race : Mountain Dwarf
Alignment : Lawful Good
Proficiency Bonus : +3
Armour Class : 16
Initiative : +6, Speed : 25
Passive Wisdom (Perception) : 10
Hit Point Maximum? : 49, Hit Dice : 5d10
Stats? - Str : 17 (+3), Dex : 13 (+1), Con : 16 (+3), Int : 8 (-1), Wis : 10 (0), Cha : 14 (+2)
Saves - Str : (+3), Dex : (+1), Con : (+3), Int : (0), Wis : (+3), Cha : (+5)
Proficiencies
Armour - All Armours, Shields
Weapons - Simple Weapons, Martial Weapons
Tools - Brewers Supplies, Land Vehicles
Skills
Acrobatics (Dex) (+1), Animal Handling (Wis) (0), Arcana (Int) (-1), Athletics (Str) (+6), Deception (Cha) (+2), History (Int) (-1), Insight (Wis) (+3), Intimidation (Cha) (+5), Investigation (Int) (-1), Medicine (Wis) (0), Nature (Int) (-1), Perception (Wis) (0), Performance (Cha) (+2), Persuasion (Cha) (+5), Religion (Int) (-1), Sleight of Hand (Dex) (+1), Stealth (Dex) (+1), Survival (Wis) (0).
Languages - Common, Dwarvish, Elvish
Feature - Mercenary Life
Abilities - Innate
Darkvision (60'), Dwarven Combat Training, Dwarven Resilience, Stonecunning, Tool Proficiency (Brewers Tools)
Abilities - Class
Channel Divinity, Divine Health, Divine Sense, Divine Smite, Extra Attack, Fighting Style (Great Weapon Fighting), Lay on Hands, Sacred Oath (Oath of Devotion), Spellcasting
Feats
Alert
Spellcasting Ability (Charisma), Spell Save DC (13), Spell Attack Bonus (+5)
1st (4 Slots) - Protection from Evil and Good*, Sanctuary*
2nd (2 Slots) - Lesser Restoration*, Zone of Truth*
*Oath of Devotion Spells
Armour
Chainmail (AC 16), Shield (+2 AC)
Weapons
Greataxe (+6), (1d12+5 Slashing, Heavy, Two-handed)
Battleaxe (+6), (1d12+5 Slashing, Versatile 1d10+5)
Handaxe (+6), (1d6+5 Slashing, Light, Thrown, Range 20/60)
Equipment
Explorers Pack, Holy Symbol
Tools
Brewers Supplies
Treasure
???
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