Casting Call – Dragon Age Roleplaying Game: Hearts of Oak Campaign

Howdy All and Happy Canadian Thanksgiving!

First off, my apologies for the radio silence over the past couple of months.  I will have news on that front that I will be sharing shortly, but for now I hope my apologies and a cryptic promise for a future explanation will suffice to excuse my absence on this blog.

Second, I wanted to introduce you folks to the cast of characters who populate my home group’s new ongoing campaign, “Hearts of Oak”, which we are running using the Dragon Age RPG, published by Green Ronin.

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After roughly a year of playing 5th Edition Dungeons & Dragons, running the Tyranny of Dragons campaign, and a few months of trying out a bunch of other games, we have collectively decided on Dragon Age as the game we’ll be running for the foreseeable future.

For those who want to view the adventures of our heroes, the first three sessions of this campaign have been posted on the Dungeon Musings YouTube channel, here:

If you are curious about the mechanics and setting of the Dragon Age game, I spend part of the first session explaining those elements to my players.

I hope you enjoy this new campaign and, if you have any questions or concerns about the Dragon Age RPG, the AGE engine that drives the RPG, or the campaign, please do not hesitate to drop me a line.  Otherwise, I look forward to sharing our adventures in Thedas with you all!

Until next time, I remain,

  • The Dungeon Muser

Alastair Oakhart
Alastair
Background: Fereldan Human Circle Mage
Class: Mage Level: 2 (2/3 steps, one star)
Communication: +2 (Animal Handling, Etiquette)
Constitution: 0
Cunning: +3 (Arcane Lore)
Dexterity: +1
Magic: +5 (Primal)
Perception: +1
Strength: 0
Willpower: +1

Combat:
Arcane Lance: To Hit: +5, Damage: 1d6+5
Quarterstaff: To Hit: +1, Damage: 1d6+1
Defense: 10
Armor Rating: 0
Move: 10 yds
Health 27
Mana 29
Spellpower: 15 (17 with Primal)

Languages: Trade Tongue, Speak Elvish

Goals:
Seek autonomy from the Circle of Magi (Very Long Term)
Study with a Great Master (Long Term)
Get a Mabari Warhound (Short Term)

Talents:
Linguistics (Novice) – Alastair can speak Elven.
Primal Magic (Novice) – You can create a small flame in your hand without spending mana points. The flame can’t be used in combat but can set mundane items alight. It remains in your hand until dismissed. Creating and dismissing the flame are free actions.

Spells:
Flame Blast
Magic School: Primal, Spell Type: Attack, Mana Cost: 3, TN 12, Test: Dex (Acrobatics)
Gouts of blazing fire erupt from your outstretched hands, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.

Heal
Magic School: Creation, Spell Type: Utility, Mana Cost 1-3, TN 10
Your touch seals wounds and restores vigor to one wounded target. You can choose to spend up to 3 mana points when you cast this spell. For each mana point spent, the target gets back 1d6 Health. You can cast this on yourself.

Rock Armor
Magic School: Primal, Spell Type: Defense, Mana Cost: 3-8, TN 10
Your skin becomes as hard as stone and protects you from harm. Rock armor has an Armor Rating equal to your Magic ability. The spell lasts for 1 hour but its duration can be extended by spending additional mana points. For each additional MP spent beyond the first 3, rock armor remains in effect for another hour, to a maximum of 6 hours total. A mage wearing regular armor gains no benefit from this spell. You can only cast this on yourself.

Spell Wisp
Magic School: Spirit, Spell Type: Utility, Mana Cost: 3, TN 11
You summon a small wisp that floats near you for up to an hour and boosts the power of your spells. While the wisp is aiding you, you gain a +1 bonus to your Spellpower. The wisp itself is insubstantial and cannot be attacked or touched.

Weapons Groups: Brawling, Staves

Gear:
A backpack, waterskin, apprentice robes, flask of brandy, ink, quill, parchment, quarterstaff, lesser lyrium potion (regain 1d6+5 mana).
Cash: 7 SP

Connor the Just
image
Background: Human Freledan Freeman
Class: Warrior Level: 3 (1/3 steps, two stars)
Communication: +1
Constitution: +3 (Stamina)
Cunning: 0
Dexterity: +2 (Acrobatics, Riding)
Magic: +2
Perception: +1 (Empathy)
Strength: +4 (Axes)
Willpower: +1 (Self Discipline)

Combat:
Battle Axe: To Hit: +6, Damage: 2d6+4
Throwing Axe: Range: 4 yards/8 yards; To Hit: +6, Damage: 1d6+5
Two-Handed Axe: To Hit: +6. Damage: 3d6+4
Unarmed: To Hit: +2. Damage 1d6+4

Defense:12 (14 w/shield)
Armor Rating: 5
Move:10 yds
Health: 51

Languages: Trade Tongue

Goals:
Attain Knighthood (Very Long Term)
Train Under a Master (Long Term)
Prove Himself Worth (Short Term) – Achieved +1 to Communication tests with those of House Oakhart and its Enemies.

Talents
Armor Training (Novice) – You can wear leather and mail armor without suffering a penalty to Dexterity.
Two-Hander Style (Novice) – When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction.
Unarmed Style (Novice) – Your hands are tough as iron. When you attack with your fist, you inflict 1d6 damage instead of 1d3.
Weapon & Shield Style (Novice) – You can use shields of all shapes and sizes. You get the full Defense bonus when using a shield.

Weapons Groups: Bludgeons, Brawling, Heavy Blades, Axes

Gear:
A backpack, traveling garb, waterskin, light mail armor, medium shield, Throwing axes (2), battle axe, 2 handed axe.
Cash: 30 SP

Marzio (Landon’s Shadow)

Character for Green Ronin's RPG A Song of Ice and Fire

Background: Human Antivan Wayfarer
Class: Rogue Level: 3 (0/3 and zero stars)

Communication: +3 (Bargain)
Constitution: 0
Cunning: 1
Dexterity: +4 (Stealth)
Magic: 0
Perception: +2 (Hearing)
Strength: +2
Willpower: +1

Combat:
Short Sword: To Hit: +4, Damage: 1d6+4
Gauntlet: To Hit: +4, Damage: 1d3+3

Defense:14
Armor Rating: 3
Move:14 yds
Health: 34

Languages: Antivan, Trade Tongue

Goals:
Free Himself from the Antivan Crows (Very Long Term)
Place Niall as head of Oakhart family (Long Term)
Prove Himself to Niall (Short Term) – Achieved +1 to Communication tests with Niall.

Class Powers
Backstab – You can inflict extra damage with a melee attack if you can strike an opponent from an unexpected direction. You must approach your opponent with a move action and win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your major action this round to backstab him. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You cannot backstab an enemy that you begin your turn adjacent to.
Rogue’s Armor – You are at home in leather armor. You can ignore the Armor Penalty of leather armor altogether. It affects neither your Speed nor your Dexterity.
Stunt Bonus – You become more adept at finding weak spots in your opponents’ armor. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2. 

Talents
Contact (Novice) – You can attempt to make a contact out of a NPC with a successful Communication (Persuasion) test. The GM will set the target number based on the likelihood of you knowing the NPC or having mutual friends.  The more distant the NPC’s homeland or social class from yours, the more difficult the test will be. A contact will be friendly to you, but won’t go out of the way to help you without additional motivation. You can’t make a contact out of a NPC who already dislikes you or is an enemy.
Dual Weapon Style (Novice) – You can fight with a weapon in your main hand (your primary weapon) and another in your off hand (your secondary weapon). Neither can be a two-handed weapon, and the secondary weapon is considered to have a Minimum Strength 2 higher than normal (you need Strength 1 to use a shortsword as a secondary weapon, for example). Unless otherwise stated, your attacks come from the primary weapon.
Wielding two weapons can aid you in attack or defence. If you take the Activate action, you can gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus vs. melee attacks until the end of the encounter. You can switch the bonus you are taking with another activate action.

Weapons Groups: Bows, Brawling, Light Blades, Staves

Gear:
A backpack, traveling garb, waterskin, light leather armor, short sword, and lined gauntlet.
Cash: 8 SP 

House Oakhart – Minor Noble House
Oakhart

Might 4 (Garrison)
Wealth 3
Influence 2 (State)
Intrigue 1
Magic 0

Structure 4   Stability 25

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Casting Call – Dragon Age Roleplaying Game: Hearts of Oak Campaign

Casting Call – Live from the Sword Coast: Tyranny of Dragons 5th Edition Dungeons & Dragons Campaign – July 18, 2015

Beradin Toraktaalomar
Beradin
Male Dwarf Folk-Hero Cleric 7  XP: 24,695
Faction: Order of the Gauntlet Renown: 4
Neutral Good
Representing Dave

Strength 14 (+2)
Dexterity 9 (-1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 18 (+4)
Charisma 13 (+1)
Size: Medium
Height: 4′ 2″
Weight: 175 lb
Skin: Brown
Eyes: Dark Brown
Hair: Black; Thick Beard / Hirsute

Maximum Hit Points: 59 [includes hill dwarf bonus]
Hit Dice: 7d8
Speed: 25 feet
Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield] (Resist Poison)

Proficiency bonus: +3
Initiative modifier: -1 = -1 [dexterity]
Attack (handheld / thrown): + 5 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 2 = + 3 [proficiency] -1 [dexterity]
Strength save: + 2 = + 2 [strength]
Dexterity save: -1 = 2 [strength]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 7 = + 3 [proficiency] + 4 [wisdom]
Charisma save: + 4 = + 3 [proficiency] + 1 [charisma]
Insight (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 210 lb maximum

Languages: Common Dwarvish
Proficiencies: Brewer’s Tools, Healer’s Kit, Herbalism Kit, Land Vehicles, Simple Weapons, Light Armor, Medium Armor, Heavy Armor

Sacred Flame [DC 15 Dex save or 2d8 radiant damage, (range 60ft)]
Unarmed strike [+5 to hit; 3 bludgeoning]
Crossbow, light [+2 to hit; 1d8-1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Warhammer [+5 to hit; 1d8+2 bludgeoning, 4 lb, versatile (1d10 bludgeoning)]

Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.] Steel Shield [+2 AC; 6 lb.]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex -1 = -1
Animal Handling Wis 4 = +4
Arcana Int 0 = +0
Athletics Str 2 = +2
Deception Cha 1 = +1
History Int 0 = +0
Insight Wis 4 = +4
Intimidation Cha 1 = +1
Investigation Int 0 = +0
Medicine Wis 7 = +4 + 3
Nature Int 0 = +0
Perception Wis 4 = +4
Performance Cha 1 = +1
Persuasion Cha 4 = +1 + 3
Religion Int 3 = +0 + 3
Sleight of Hand Dex -1 = -1
Stealth Dex -1 = -1
Survival Wis 7 = +4 + 3

Cleric spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 1/day

At cleric level 7, you know 4 cleric cantrips. Beradin knows the Guidance, Mending, Sacred Flame, and Thaumaturgy cantrips.

Beradin’s level and wisdom allow him to prepare 11 Cleric spells daily, in addition to his domain spells.

Gold Dwarf

  • Can move 25 feet even if in heavy armor
  • Darkvision (see 60 feet black-and-white in pitch-dark)
  • Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage
  • Stonecunning (always proficient with double the proficiency bonus on history checks related to stonework; cannot become lost underground)

Folk Hero

  • You can find a welcome and protection from ordinary people as long as you are decent.

Cleric

  • Ritual caster.
  • The DC to resist your spells is 15 (8 + proficiency bonus + your wisdom modifier).
  • Level 2: Channel Divinity (2 uses between short rests)
  • Channel Divinity — Turn Undead (1 action, each undead within 30ft makes Wis save DC 14. If failed, creature is turned and must move away and cannot take reactions, taking only the dash action.)

Life Cleric (domain)

  • When using a spell to restore hit points, recipient regains 2 + the spell level hit points.
  • Level 2: Channel Divinity — Preserve Life. Distribute 25 (5 x your level) hit points to creatures within 25 feet who are at half hit points or below.
  • Level 5: Destroy Undead — if an undead of challenge rating 1/2 or lower fails its save on being turned, it is destroyed
  • When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

First Ability Score Improvement: +2 wisdom

Beradin Toraktaalomar’s Equipment:

Money: 420 gold pieces.

Wyrm’s Breath Bitter: This pungent and bitter beer forces the imbiber to make a DC 13 Constitution saving throw or be poisoned for 1 minute (Dwarf characters have advantage on this saving throw, thanks to their Dwarven Resilience trait). For 1 minute after consuming this ale, the imbiber can use a bonus action to unleash a thunderous and noxious belch, which causes all creatures in a 10ft cone to make a DC 13 Constitution saving throw or be poisoned and deafened. Those targets affected by the belch can make a new saving throw at the end of their turn to end the poisoned and deafened conditions. After three belches, the poisoned effect on the imbiber immediately ends and he can no longer belch (at least not to cause poisoning and deafness).

Kobold Glue Pot: Each creature within 10ft of bomb’s target must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.

Gear: Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x1 Backpack Mess kit Rations (1 day) x10 Rope (50′, hempen) x1 Tinderbox Waterskins x1 Healer kit (proficient) Holy symbol (silver) Spell component pouch

Beradin Toraktaalomar’s Personality Traits: If someone is in trouble, I’m always ready to lend a hand.
Beradin Toraktaalomar’s Ideal: Sincerity: There’s no good in pretending to be something I’m not.
Beradin Toraktaalomar’s Bond: I protect those who can’t protect themselves.
Beradin Toraktaalomar’s Flaw: I put too much trust in my church’s hierarchy.

Order of the Gauntlet Contacts:

Onthar Frume: Human Paladin of Helm and Grandmaster of the Order, based out of Elturel, but roams the Sword Coast region – Contact Bond Level 2

Sir Bennett: Human Knight Captain of the Order, runs the fledgling Chapter House in Baldur’s Gate – Contact Bond Level 1

ANIMATED ARMOR – Order of the Gauntlet Follower
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Medium construct, unaligned
Armor Class 18 (natural armor)
Hit Points 33
Speed 25 ft.
STR 14 (+2) DEX 11 (+0) CON 13 (+1) INT 1 (-5) WIS 3 (-4) CHA 1 (-5)
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft. (blind beyond this radius), passive Perception 6
Languages:
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by a dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
ACTIONS
Multiattack.
The armor makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage.

Carric Moonwhisper
104s2t4
Male Moon Elf Soldier Magus 6 XP: 13,500
Faction: Misty Kingdom  Renown: 3
Neutral Good
Representing Jadon Thiessen

Strength 8 (-1)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 11 (+0)
Size: Medium
Height: 5′ 6″
Weight: 165 lb
Skin: Light
Eyes:
Hair: Black Straight

Maximum Hit Points: 39
Hit Dice: 6d8
Speed: 30 feet
Armor Class: 16

Proficiency bonus: +3
Initiative modifier: +0 = + 0 [dexterity]
Attack (handheld / thrown): +2 = + 3 [proficiency] -1 [strength]
Attack (missile / finesse): +7 = + 3 [proficiency] +1 [dexterity]
Strength save: -1 = -1 [strength]
Dexterity save: +4
Constitution save: +4 = + 3 [proficiency] + 1 [constitution]
Intelligence save: +6 = + 3 [proficiency] + 3 [intelligence]
Wisdom save: +1 = + 1 [wisdom]
Charisma save: +0 = + 0 [charisma]
Insight (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)

Languages: Common, Elvish, Giant
Proficiency: Land Mounts, Light Armor, Medium Armor, Simple Weapons, Martial Weapons
Acid Splash [2d6 acid damage (range 60), one creature or two within 5ft of each other, DC 14 Dex save for no damage]
Ray of Frost [+6 to hit; 2d8 cold damage and target speed reduced by 10ft (range 60)]
Shocking Grasp [+6 to hit; advantage on roll vs. target in metal armor, 2d8 lightning damage and target can’t take reactions until the start of its next turn]
Unarmed strike [+2 to hit; 1-1 bludgeoning]
Rapier [+7 to hit; 1d8+4 piercing, 1 lb, finesse]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 7 = +4 + 3
Animal Handling Wis 1 = +1
Arcana Int 6 = +3 + 3
Athletics Str 2 = -1 + 3
Deception Cha 0 = +0
History Int 3 = +3
Insight Wis 4 = +1 + 3
Intimidation Cha 0 = +0
Investigation Int 3 = +3
Medicine Wis 1 = +1
Nature Int 3 = +3
Perception Wis 4 = +1 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 3 = +3
Sleight of Hand Dex 4 = +4
Stealth Dex 4 = +4
Survival Wis 1 = +1

Magus spells:
First-level castings: 4/day
Second-level castings: 2/day

At magus level 5, Carrick knows 3 magus cantrips.
Acid Splash
Mage Hand
Ray of Frost
Shocking Grasp

Carrick can prepare 5 magus spells daily.

Carrick’s First Level Magus spells:
Burning Hands
Expeditious Retreat
Magic Missile
Shield
Thunderwave

Carrick’s Second Level Magus spells:
Invisibility
Misty Step
Scorching Ray

Soldier

  • You can exert influence and gain benefits from your military contacts.

Magus

  • The DC to resist your spells is DC 14 (8 + proficiency bonus + your intelligence modifier).
  • Spell Combat: Once per round, when Carrick takes the Attack action, he can cast any non-cantrip magus spell that you have prepared as a bonus action, either before or after the Attack. If the spell is a ranged attack that would suffer Disadvantage on the attack, Carrick can make a DC 10 Constitution check as part of the bonus action to make the ranged attack normally.
  • Arcane Pool: Carrick has 5 points in his arcane pool. Carrick regains all arcane pool points when you complete a long rest. Carrick can expend points from his arcane pool as a bonus action to grant any nonmagical weapon he is holding a bonus to hit and damage rolls and transform the weapon into a magic weapon for a duration of Concentration, up to 1 minute.  The bonus to hit and damage depends on the amount of arcane pool points spent, as follows.
Bonus to Hit and Damage Arcane Pool Point Cost
+1 1
+2 3
  • Spellstrike: Whenever Carrick casts a magus spell or cantrip that requires a melee attack roll, he can deliver the spell through his bonded weapon instead. To do so, he takes the Attack action with a melee weapon and simultaneously cast any magus spell he has prepared or magus cantrip he knows as a bonus action. If he hits, the melee weapon attack deals its normal damage as well as the effects of the spell. If Carrick rolls a critical hit, the spell damage is doubled. Spellstrike can be used once per round.
  • Armored Magus: Carrick is proficient with medium armor.
  • Spell Recall: Carrick can transform arcane pool points into spell slots for the following costs:
    Spell Slot Level Arcane Pool Point Cost
    1st level 1
    2nd level 3

Magus Arcana:

  • Pool Strike: Carrick may expend 2 or 3 points from your arcane pool as a bonus action to charge one of his hands with mystic energy.  Choose one of the following damage types: acid, cold, fire, lightning, or thunder. He may then make a melee spell attack with his charged hand to deal 2d10 damage of that type to the target he hits. He may expend further arcane pool points to increase the damage done, as set out in the following table:
Pool Strike Damage Arcane Pool Point Cost
2d10 2
3d10 3

First Ability Score Improvement: +2 dexterity

Misty Kingdom Contacts:
Thaeriel Bitterleaf: Moon Elf Magus who roams the Sword Coast, overseeing agents of the Misty Kingdom and liasing with other allied organizations– Contact Bond Level 2.

Shaela Greenbow: Half-Moon Elf bard based out of Baldur’s Gate – Contact Bond Level 1

Diero Dundragon
Diero
Male Human Criminal Fighter 8  XP: 38,820
Faction: The Harpers Renown: 4
Neutral Good
Representing Steve-O

Strength 18 (+4)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 11 (+0)
Size: Medium
Height: 6′ 3″
Weight: 230 lb
Skin:
Eyes:
Hair: Light Brown Wavy; Beardless

Maximum Hit Points: 68
Hit Dice: 8d10
Speed: 30 feet
Armor Class: 16 = 10 + 4 [breastplate] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 7 = + 3 [proficiency] + 4 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 7 = + 3 [proficiency] + 4 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 5 = + 3 [proficiency] + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: + 0
Insight (passive): 11 (16 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 240 lb maximum

Languages: Common Chondathan
Proficiencies: Blacksmith’s Tools, Dice, Martial Weapons, Simple Weapons,   Thieves Tools, Light Armor, Medium Armor, Heavy Armor

Unarmed strike [+7 to hit; 5 bludgeoning]
Handaxe [+7 to hit; 1d6+4 slashing, 3 lb, light, thrown (range 20/60)]
Battleaxe [+7 to hit; 1d8+4 slashing, 5 lb, versatile (1d10+4 slashing)]

Breastplate [medium; + 4 AC; max dex + 2; 20 lb.]

Feats:

Sharpshooter No disadvantage on long range; range attacks ignore half and three quarter cover; can take -5 on ranged attacks to do +10 damage
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 1 = +1
Arcana Int 0 = +0
Athletics Str 7 = +4 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 1 = +1
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 1 = +1
Nature Int 0 = +0
Perception Wis 4 = +1 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 5 = +2 + 3
Survival Wis 4 = +1 + 3

At fighter level 8, as a battle master you know 5 maneuvers. Check your chosen maneuvers here.

  1. Disarming Attack – When he hits a creature with a weapon attack, Diero can spend 1 Sup die to attempt to disarm. Add sup die to damage roll and target makes Str save DC 14 or drop an object carried to its feet.
  2. Distracting Strike. When Diero hits a creature with a weapon attack, Diero can expend 1 Sup die to add the Sup die to damage and the next attack against the target by another attacker gains advantage if it is made before the start of your next turn.
  3. Maneuvering Attack – When he hits a creature with a weapon attack, Diero can expend 1 Sup die to the damage roll and a friendly creature who can see or hear him can move up to half its speed without provoking an attack from Diero’s target.
  4. Precision Attack – When he makes a weapon attack, Diero can expend 1 Sup die and add it to the roll, he can add this die before or after the roll.
  5. Pushing Attack. When Diero hits a target with a weapon attack, he can expend 1 Sup die to add it to damage and, if the target is Large or smaller, it must make a Str saving throw or be pushed up to 15 feet away.

Criminal

  • You have underworld contacts.

Fighter

  • This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
  • Second Wind: As an action, regain hit points equal to 1d10+6 (1d10 + your fighter level). Once per period between short rests.
  • Level 2: Action surge — use it to take an extra action on a turn. Must take a short rest before using again.
  • Level 5: Diero can attack twice when he takes the Attack action.

Battle Master Fighter (martial archetype)

  • Level 3: Combat superiority — five d8 superiority dice, five maneuvers.
  • Level 3: Student of war — proficiency with blacksmith tools.
  • Level 7: Know Your Enemy – If you spend 1 minute observing or interacting with a creature outside of combat you get to learn whether the creature is your equal, superior, or inferior to you in tow of the following characteristics: Strength, Dexterity, Constitution, Armor Class, Current hit points, Total class levels, or Total fighter levels.

First Ability Score Improvement: Feat Second Ability Score Improvement: +2 Str

Diero Dundragon’s Equipment:

Money: 290 gold pieces.

Hat of Disguise: While wearing this hat, Diero can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Gear: Weapons / Armor / Shield (from above) Backpack Gaming set (proficient) Mess kit Dice (proficient) Rations (1 day) x10 Rope (50′, hempen) x1 Tinderbox Waterskins x1 Healer kit Thieves’ tools (proficient)

Diero Dundragon’s Personality Traits: Slow to Trust: Those who seem the fairest often have the most to hide.
Diero Dundragon’s Ideal: Redemption: There’s a spark of good in everyone.
Diero Dundragon’s Bond: I will become the greatest rebel that has ever lived.
Diero Dundragon’s Flaw: I turn tail and run when things look bad.

Harpers Contacts:

Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2

Benji Frankfoot: Halfling barrister/advocate who helps resolve trade disputes in Baldur’s Gate– Contact Bond Level 1

Kelvalos Stormwind
Kelvalos
Male Human Sage Wizard 5  XP: 6,500
Faction:
Neutral Good
Representing James

Strength 9 (-1)
Dexterity 11 (+0)
Constitution 16 (+3)
Intelligence 19 (+4)
Wisdom 12 (+1)
Charisma 9 (-1)
Size: Medium
Height: 5′ 6″
Weight: 165 lb
Skin: Light
Eyes:
Hair: Blond Straight; Average Beard

Maximum Hit Points: 37 – Arcane Ward: 14
Hit Dice: 5d6
Speed: 30 feet
Armor Class: 10 (Resist Cold)

Proficiency bonus: +3
Initiative modifier: + 0 = + 0 [dexterity]
Attack (handheld / thrown): + 2 = + 3 [proficiency] -1 [strength]
Attack (missile / finesse): + 3 = + 3 [proficiency]
Strength save: -1 = -1 [strength]
Dexterity save: + 0
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 7 = + 3 [proficiency] + 4 [intelligence]
Wisdom save: + 4 = + 3 [proficiency] + 1 [wisdom]
Charisma save: -1 = -1 [charisma]
Insight (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 135 lb maximum

Languages: Common Draconic Dwarvish Elvish
Proficiencies: Simple Weapons

Firebolt [+7 to hit; 2d10 fire damage (range 120)]
Unarmed strike [+2 to hit; 1-1 bludgeoning]
Dagger [+3 to hit; 1d4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Feats:

Observant +1 intelligence; read lips; +5 on passive perception and investigation
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 0 = +0
Animal Handling Wis 1 = +1
Arcana Int 7 = +4 + 3
Athletics Str -1 = -1
Deception Cha -1 = -1
History Int 7 = +4 + 3
Insight Wis 4 = +1 + 3
Intimidation Cha -1 = -1
Investigation Int 7 = +4 + 3
Medicine Wis 1 = +1
Nature Int 4 = +4
Perception Wis 4 = +1 + 3
Performance Cha -1 = -1
Persuasion Cha -1 = -1
Religion Int 4 = +4
Sleight of Hand Dex 0 = +0
Stealth Dex 0 = +0
Survival Wis 1 = +1

Wizard spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 2/day

At wizard level 5, you know 4 wizard cantrips. Kelvalos’ cantrips are Firebolt, Friends, Light, and True Strike

Kelvalos has at least 14 wizard spells in your spellbook and he can prepare 9 Wizard spells per day.

Kelvalos’s First Level spells are Comprehend Languages, Detect Magic, Expeditious Retreat, Feather Fall, Identify, Illusory Script, Mage Armor, Unseen Servant, and Witch Bolt.

Kelvalos’ Second Level spells are Blur, Detect Thoughts, Flaming Sphere, Invisibility, and See Invisibility.

Kelvalos’ Third Level spells are Counterspell and Haste.

Abjuration spells are in bold.

Sage

  • You know at least where to find almost any piece of information.

Wizard

  • The DC to resist your spells is DC 15 (8 + proficiency bonus + your intelligence modifier).
  • Ritual casting.
  • Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level (3).

Abjuration wizard (school)

  • Level 2: Abjuration savant — the time and cost to put an abjuration spell into your spellbook is halved
  • Level 2: Arcane ward — casting abjurations generates a barrier that absorbs 14 hit points of damage for you. Recharges when you cast another abjuration.

First Ability Score Improvement: +2 intelligence

Kelvalos Stormwind’s Equipment:

Money: 270 gold pieces.

Kobold Glue Pot: Each creature within 10ft of bomb’s target must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.

The Darkfrost Ring: Made of smooth white marble, this ring resizes itself to fit the wearer’s finger as if made for the wearer all along. The carvings along the ring depict the faces of deep gnome heroes wreathed in stylized fur.

Functions as a Ring of Cold Resistance (1/2 damage from Cold) and it allows the wearer to use an action to cause his voice to carry clearly for up to 300 feet until the end of the wearer’s next turn.

Scroll of Invisibility, Scroll of See Invisibility

Gear: Weapons / Armor / Shield (from above) Backpack Mess kit Rations (1 day) x10 Rope (50′, hempen) x1 Tinderbox Waterskins x1 Healer kit Spellbook x1

Kelvalos Stormwind’s Personality Traits: I have read every book in Candlekeep – or I like to boast that I have.

Kelvalos Stormwind’s Ideal: No Limits: Nothing should fetter the infinite possibility of existence.

Kelvalos Stormwind’s Bond: I am a book buyer for Candlekeep.

Kelvalos Stormwind’s Flaw: I am easily distracted by the promise of new info.

Malark Buckman
Malark
Male Human Folk-Hero Monk 8 XP: 39,595
Faction: The Harpers Renown: 4
Neutral Good
Representing Jeff

Strength 14 (+2)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 11 (+0)
Wisdom 14 (+2)
Charisma 10 (+0)
Size: Medium
Height: 6′ 8″
Weight: 210 lb
Skin: Tan
Eyes:
Hair: None

Maximum Hit Points: 59
Hit Dice: 8d8
Speed: 55 feet [mobile] [monk]
Armor Class: 15 = 10 + 3 [dexterity] + 2 [monk wisdom]

Proficiency bonus: +3
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 4 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 3 [dexterity]
Strength save: + 5 = + 3 [proficiency] + 2 [strength]
Dexterity save: + 6 = + 3 [proficiency] + 3 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 0
Insight (passive): 12 (17 with advantage)
Perception (passive): 12 (17 with advantage)

Carry: 210 lb maximum

Languages: Common Chondathan
Proficiencies: Land Vehicles, Simple Weapons, Shortswords, Painter’s Tools

Unarmed strike [+6 to hit; 1d6+3 bludgeoning]
Tetsubo [+6 to hit; 1d8+3 bludgeoning, 10 lb, two-handed]
10 Darts [+6 to hit; 1d4+3 piercing, 1 lb each, finesse, thrown (range 30/120)]

Feats:

Mobile Speed increases by ten feet; difficult terrain does not interfere with dash, making melee attack does not provoke opportunity attack from that creature
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 6 = +3 + 3
Animal Handling Wis 5 = +2 + 3
Arcana Int 0 = +0
Athletics Str 5 = +2 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 2 = +2
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 2 = +2
Nature Int 0 = +0
Perception Wis 2 = +2
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 5 = +2 + 3

Folk Hero

  • You can find a welcome and protection from ordinary people as long as you are decent.

Monk

  • Level 5: Unarmed strike damage 1d6
  • Level 1: Unarmored defense — if no armor or shield, add wisdom and dexterity bonuses to armor class
  • Level 2: Eight (8) ki points — ki points renew upon making a short rest.
  • Level 2: Flurry of blows — spend a ki point to make two additional unarmed attacks as a bonus action
  • Level 2: Patient defense– spend a ki point to make a dodge action as a bonus on your turn
  • Level 2: Step of the wind — spend a ki point to make a disengage or dash as a bonus action on your turn, double jump distance for that turn
  • Level 2: Unarmored movement — add ten to speed if unarmored and no shield
  • Level 3: Deflect missiles – use your reaction to reduce damage of missiles by 1d10+8. If reduced to zero, spend 1 ki point to make a ranged weapon attack as part of the same reaction.
  • Level 4: Slow fall — use your reaction to reduce falling damage by 25 (5x monk level)
  • Level 5: Stunning Strike – When Malark hits another creature with a melee weapon attack, he can spend 1 ki point to attempt a stunning strike. The target must make a DC 13 Constitution saving throw or be stunned until the end of Malark’s next turn.
  • Level 6: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Level 7: Evasion – 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.
  • Level 7: Stillness of Mind – You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Thousand Masters Monk (monastic tradition)

  • Level 3: You know two Martial Arts Forms.

Kill the General Form or “I’m Coming for YOU!”

  • 1 – Two attacks against two different targets and pick a third.       The third target has disadvantage on attacks against you.
  • 2 – Three attacks against three targets. One of those targets takes disadvantage on all attacks and saves until the start of your next turn.
  • 3 – At the cost of 3 ki, make six melee attacks against a single target, who must succeed in Str saving throw vs your Athletics roll or suffer disadvantage on all attacks and saves until it is out of your melee range.

Protector Form or “This One Shall Not Fall

  • 1 – You remain adjacent to your defended ally, make two attacks and all attacks against your ally suffer disadvantage.
  • 2 – You make attacks as normal, but you may sacrifice any attack available to reduce damage done to your guided ally or yourself by the amount of damage your attack would do. Attacks against you and your ally suffer disadvantage.
  • 3 – At the cost of 2 ki, all targets within 10 ft must make contested roll against your Athletics. If they fail the roll, they take 4d6 bludgeoning and are knocked back 10ft. If they succeed, they take 2d6 bludgeoning and are not pushed back.

First Ability Score Improvement: Feat

Malark Buckman’s Equipment:

Money: 484 gold pieces.

Gear: Weapons / Armor / Shield (from above) Backpack Mess kit Rations (1 day) x10 Rope (50′, hempen) x1 Tinderbox Torches x10 Waterskins x1 Painter supplies Healer kit

Malark Buckman’s Personality Traits: Thinking is for other people. I prefer action.
Malark Buckman’s Ideal: Respect: People deserve to be treated with dignity and respect.
Malark Buckman’s Bond: I protect those who cannot protect themselves.
Malark Buckman’s Flaw: Too tall and bad temper.

Harpers Contacts:

Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2

Jaromir: Human Wizard/Diviner who works as a Seer, Sage, and Fortune Teller in Baldur’s Gate– Contact Bond Level 1

CHOMPER (WARHORSE) – Harper Follower
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 33
Speed 60 ft.
STR 18 (+4) DEX 12 (+1) CON 13 (+1) INT 2 (-4) WIS 12 (+1) CHA 7 (-2)
Senses passive Perception 11
Languages:
Trampling Charge. If Chomper moves at least 20 feet straight towards a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Chomper can take a bonus action to make another attack with its hooves against the target.
ACTIONS
Hooves.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Maurgoth Son of Daurgothoth
rimas_the_dragonborn_by_fushark-d3iiidf
Male Dragonborn Charlatan Warlock 7  XP: 23,000
Faction: Host of Daurgothoth Renown: 5
Neutral Good
Representing Nick

Strength 10 (19) (+0)(+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′ 3″
Weight: 250 lb
Skin: Red
Eyes:
Hair: None

Maximum Hit Points: 52
Hit Dice 7d8
Speed: 30 feet
Armor Class: 13 = 10 + 1 [leather] + 2 [dexterity] (Resist Acid and Fire)

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 7 = + 3 [proficiency] + 4 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 4
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 3 = + 3 [proficiency]
Charisma save: + 6 = + 3 [proficiency] + 3 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 10 (15 with advantage)
Languages: Common Draconic
Proficiencies: Simple Weapons, Light Armor, Disguise Kit, Forgery Kit

Eldritch Blast [Two blasts at +6 to hit; 1d10+3 force damage (range 120)]
Vivexvalignant (Greatsword) [+8 to hit; 2d6+5 slashing]
Unarmed strike [+7 to hit; 5 bludgeoning]
2 Daggers [+7 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Leather armor [light; + 1 AC; 10 lb.]

EMBER – Pseudodragon familiar
Str 6 (-2) Dex 15 (+2) Con 13 (+1) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)
AC 13; HP 7; Speed 15 fly 60; perception +3; stealth +4;
blindsight 10, darkvision 60, passive perception 13, understands common and draconic but does not speak; advantage on perception checks involving sight, hearing or smell; advantage on saves vs spells and other magic, limited telepathy, bite +4 to hit, reach 5, damage 1d4+2 piercing; sting +4 to hit, save vs constitution DC 11 sleep poison

Feats: Lucky
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 0 = +0
Arcana Int 0 = +0
Athletics Str 0 = +0
Deception Cha 6 = +3 + 3
History Int 0 = +0
Insight Wis 0 = +0
Intimidation Cha 6 = +3 + 3
Investigation Int 3 = +0 + 3
Medicine Wis 0 = +0
Nature Int 0 = +0
Perception Wis 0 = +0
Performance Cha 3 = +3
Persuasion Cha 6 = +3 + 3
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 0 = +0

At warlock level 7, you know 3 warlock cantrips. Maurgoth’s cantrips are Eldritch Blast, Friends, and True Strike.

Maurgoth has 2 Fourth-level spell slots, which regenerate on a short rest.

At warlock level 7, Maurgoth knows 8 warlock spells. Maurgoth’s spells are Command, Counterspell, Dimension Door, Fireball, Fly, Hex, Invisibility, and Wall of Fire.

At warlock level 7, Maurgoth knows 4 warlock invocations.

  1. Agonizing Blast – Maurgoth adds his Cha to damage on his Eldritch Blast
  2. Devil’s Sight – Maurgoth sees normally in darkness, both magical and nonmagical, to a distance of 120 feet
  3. Mask of Many Faces – Maurgoth can cast disguise self without expending a spell slot (see spell in his spellbook).
  4. One With Shadows – When Maurgoth is in an area of dim light or darkness, he can use his action to become invisible until he moves or takes an action or a reaction.

Red Dragonborn

  • The breath weapon does 3d6 fire damage in 15ft cone. A short rest is required to recharge.
  • Breath weapon is a 15 foot cone of fire, dexterity saves at DC 13.
  • Red dragonborn are resistant to fire.

Charlatan

  • You have a fake identity alter-ego.

Fiendish Pact Warlock

  • The DC to resist your spells is 14 [8 + proficiency bonus + your charisma modifier].
  • Dark Ones Blessing — on reducing enemy to 0 hp, gain temporary hp equal to your charisma modifier plus warlock level (9 hps).
  • Dark One’s Own Luck – When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

Chain pact (warlock)

First Ability Score Improvement: Feat

Maurgoth Son of Daurgoth’s Equipment:

Money: 495 gold pieces.

Vivexvalignant – (Attunded) This greatsword is a 5 1/2 foot long blade of oily, dark-gray iron named Vivexvalignant (“Burning Victory”). The hilt is a soot-stained representation of two black dragon heads rearing towards each other, and the hilt is wrapped in alchemically treated reptile skin.

It functions as a +1 Greatsword that grants the wielder resistance to acid, the wielder can understand spoken Draconic, those creatures hit with the blade are unable to heal for 1 round, and the wielder can cast the spell Compelled Duel once per day, when attuned. Otherwise, it is simply a +1 Greatsword.

Cinderstrong Bands: These vambraces are made of a blackened iron that appears coated in soot that does not rub off. The leather straps on the back seem, likewise, charred. The vambraces feature the wrought iron faces of demonic, horned humanoid creatures wreathed in stylized flames in a distinctly ancient style reminiscent of the lost Calim Empire (which fell 7000 years ago). Along the edges, they feature the crude runic script of the Ignan tongue (a subset language of Primordial…the language of the inhuman elemental planes). When the Cinderstrong Bands are worn, the wearer’s Strength is 19. They require attunement.

Backpack, Gaming set (proficient), Ink pen, Ink vial, Mess kit, Parchment sheets x10, Rations (1 day) x10, Rope (50′, hempen), Tinderbox Waterskins, Disguise kit (proficient), Wand, and Book of Lore.

Maurgoth Son of Daurgoth’s Personality Traits: I lie about almost everything, even when there is no reason to do so.
Maurgoth Son of Daurgoth’s Ideal: Independence: I am a free spirit – no one tells me what to do.
Maurgoth Son of Daurgoth’s Bond: Wanted by his father the Dracolich after he betrayed him.
Maurgoth Son of Daurgoth’s Flaw: Can’t resist swindling more powerful beings.

Host of Daurgothoth Contacts:

Veygauth: Dragonborn Illusionist who is one of the favoured children of Daurgothoth. Mostly based out of Waterdeep, where he poses as a human who repairs and crafts stringed musical instruments– Contact Bond Level 2.

Durek Irthosavutha (Black Secret): Dwarven thug and shakedown artist with the Guilde who lives in the Outer City of Baldur’s Gate – Contact Bond Level 1

ARVOUL – HALF-DRAGON WINGED KOBOLD – Host of Daurgothoth Follower
Arvoul
Small humanoid, lawful evil
Armor Class 13 (natural armor)
Hit Points 15
Speed 30 ft., fly 30 ft.
STR 7 (-2) DEX 16 (+3) CON 9 (-1) INT 10 (+0) WIS 7 (-2) CHA 8 (-1)
Damage Resistance: fire
Senses darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Sunlight Sensitivity. While in sunlight, Arvoul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. Arvoul has advantage on an attack roll against a creature if at least one of Arvoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 piercing damage.
Dropped Rock. Ranged Weapon Attack. +5 to hit, one target directly below Arvoul. Hit: 1d6+3 bludgeoning damage.
Fire Breath (Recharge 5-6). Arvoul exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Wrenn Raulnor Turen Pock
Wrenn
Male Gnome Outlander Druid 7 XP 23,100
Faction: Emerald Enclave   Renown 4
Neutral Good
Representing Brent

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 13 (+1)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 10 (+0)
Size: Small
Height: 3′ 7″
Weight: 43 lb
Skin: Pale
Eyes:
Hair: Blond; Light Beard

Maximum Hit Points: 45
Hit Dice: 7d8
Speed: 25 feet
Armor Class: 16 = 10 + 2 [studded leather] + 2 [wood shield] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 3 = + 3 [proficiency]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 0
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 5 = + 3 [proficiency] + 2 [intelligence]
Wisdom save: + 6 = + 3 [proficiency] + 3 [wisdom]
Charisma save: + 0
Insight (passive): 13 (18 with advantage)
Perception (passive): 16 (21 with advantage)

Carry: 150 lb maximum

Languages: Common Druidic Elvish Gnomish
Proficiencies: Herbalism Kit, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears, Light Armor, Medium Armor, Shields

Unarmed strike [+3 to hit; 1 bludgeoning]
Quarterstaff [+3 to hit; 1d6 bludgeoning, 4 lb]
Scimitar [+5 to hit; 1d6+2 slashing, 3 lb, finesse, light]

Studded leather armor [light; + 1 AC; 13 lb.] Wood Shield [+2 AC; 3 lb.]

Feats:

Observant +1 wisdom; read lips; +5 on passive perception and investigation
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 3 = +3
Arcana Int 2 = +2
Athletics Str 2 = +0 + 2
Deception Cha 0 = +0
History Int 2 = +2
Insight Wis 3 = +3
Intimidation Cha 0 = +0
Investigation Int 2 = +2
Medicine Wis 3 = +3
Nature Int 4 = +2 + 2
Perception Wis 5 = +3 + 2
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 2 = +2
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 5 = +3 + 2

Forest Gnomes know the Minor Illusion cantrip.

Druid spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 1/day

At druid level 7, Wrenn Raulnor Turen Pock knows 3 druid cantrips. Wrenn Raulnor Turen Pock’s cantrips are Guidance, Produce Flame, and Thorn Whip

Wrenn Raulnor Turen Pock’s level and wisdom allow him to prepare 9 Druid spells daily.

Forest Gnome

  • Darkvision (see 60 feet black-and-white in pitch-dark)
  • Gnome Cunning: Advantage on all intelligence, wisdom and charisma saves against magic
  • Forest Gnomes know the minor illusion cantrip and cast it using intelligence (see spellbook).
  • Forest gnomes can communicate simple ideas with small / smaller beasts.

Outlander

  • You are from a wilderness community.
  • You always have your bearings in unfamiliar territory, and can enable at least five companions to live off the land.

Druid

  • Ritual caster.
  • The DC to resist your spells is DC 14 (8 + proficiency bonus + your wisdom modifier).
  • Level 2: Wild shape (2x, regain uses with short rest); challenge raging 2, no fly.
  • Valid Wild Shape Forms include: Badger, Cat, Frog, Lizard, Rat, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Poisonous Snake, Boar, Constrictor Snake, Elk, Giant Badger, Giant Centipede, Giant Frog, Giant Lizard, Giant Poisonous Snake, Giant Wolf Spider, Riding Horse, Wolf, Black Bear, Crocodile, Warhorse, Brown Bear, Dire Wolf, Giant Spider, Giant Toad, Polar (Grizzly) Bear, Giant Boar, Giant Constrictor Snake, Giant Elk.

Druid of the Moon (circle)

  • Level 2: Combat Wild Shape — shape change is bonus action rather than action; may expend a spell slot to regain 1d8 hp/level of the slot expended.
  • Level 2: Moon shapes — can have challenge rating one.
  • Primal Strike: Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

First Ability Score Improvement: Feat

Wrenn Raulnor Turen Pock’s Equipment:

Money: 239 gold pieces.

Globe of Contemplation: An apple-sized sphere of smooth crystal that has tiny, smooth Elvish script carved across its surface, with three stylized leaves that serve as “legs” for the globe. The design and unusual design of the script suggest that the Globe was created by craftsmen from a fallen Elven kingdom (lost over 12,000 years ago).

When the appropriate Elvish command word is spoken (Teu-iiri, Elvish for “moonlight”), it emanates light, as the Light spell.

When the Elvish word for follow (Rluuth) is spoken, the illuminated Globe rises into the air and floats no more than 5ft off the ground. It follows the speaker around, maintaining a distance of no more than 20ft. While active in this manner, the Globe also provides some warning of danger to the speaker, granting +2 to initiative.

When one stares into the illuminated globe, prophetic Elvish script in the same unusual style as the carvings along its surface appears, deep within the globe itself.

Backpack, mess kit, rations (1 day) x 10, hempen rope 50’, tinderbox, 10 torches, waterskins, herbalist kit, holly and mistletoe, holy symbol, spell component pouch, fox head trophy, and black dragon embryo head.

Wrenn Raulnor Turen Pock’s Personality Traits: I’m driven by a wanderlust that led me away from home.
Wrenn Raulnor Turen Pock’s Ideal: Change. Life is like the seasons, in constant change, and we must change with it.
Wrenn Raulnor Turen Pock’s Bond: Searching for his lost half-elf friend, Talis.
Wrenn Raulnor Turen Pock’s Flaw: There’s no room for caution in a life lived to the fullest.

Emerald Enclave Contacts:

Greymane: Wemic Druid, who roams with his tribe, moving from the Shining Plains, to the Western Heartlands, to the Sword Coast– Contact Bond Level 2. To contact Greymane, you use the Animal Messenger spell to start a chain of messages that will eventually reach Greymane. You will receive a response from, and/or Greymane’s attendance, 2d6 days after the Messenger is sent.

Elovar Grassrunner: Wood Elf Druid /Ranger who works as a trapper, guide, and scout in the region near Baldur’s Gate – Contact Bond Level 1

Casting Call – Live from the Sword Coast: Tyranny of Dragons 5th Edition Dungeons & Dragons Campaign – July 18, 2015

Live from the Sword Coast – 5th Edition Dungeons & Dragons and Deadlands: Hell on Earth Actual Play

Howdy All,

This weekend kicked off with a pair of episodes of the Live from the Sword Coast podcast; first is a short 5th Edition Dungeons & Dragons solo session featuring our campaign’s resident Dragonborn Warlock, Maurgoth, Son of Daurgothoth, and the second is our regularly scheduled Friday night game, playing the second session of our Deadlands: Hell on Earth detour in the Tyranny of Dragons campaign (the first of which can be viewed here).

You can view the D&D Session here:

And you can view the Deadlands: Hell on Earth session here:

Enjoy!

  • The Dungeon Muser
Live from the Sword Coast – 5th Edition Dungeons & Dragons and Deadlands: Hell on Earth Actual Play

ALL HELL’S A COMIN’…AGAIN – Another Hell on Earth Pit Stop in the Tyranny of Dragons Campaign

Howdy All and Happy Friday!

Regular readers may recall that last week, I shared some alternate versions of the Player Characters from my regular 5th Edition Dungeons & Dragons campaign, where I am running a modified version of the Tyranny of Dragons campaign, published by Wizards of the Coast. Those versions were created using the Savage Worlds RPG, for the Deadlands: Hell on Earth campaign setting (a post-apocalyptic version of Pinnacle Entertainment Group’s classic Weird West setting).

It turns out that we had a ton of fun with the Hell on Earth setting, so we will be revisiting it again next Friday.  In preparation for that session (which we will be streaming live again on the Dungeon Musings YouTube channel, starting at 7:00 p.m. Mountain time on Friday, July 17th), I have prepared the following updated characters.

I hope you enjoy and, if you have any questions or concerns regarding these characters, the Savage Worlds rules, the Hell on Earth setting, or our ongoing campaign, please do not hesitate to drop me a line.

Until next time, I remain;

  • The Dungeon Muser

Diego “the Dragon” Dunnegan – Wastelands Scavenger and Road Warrior
madmaxgunview610
Experience: 45 (Veteran)

Agility: d10 Charisma: 0
Smarts: d6 Pace: 6
Strength: d8 Parry: 7
Spirit: d6 Toughness: 8 (2)/10 (4) vs. bullets
Vigor: d8

Skills:
Driving d10, Fighting d10, Gambling d6, Notice d8, Repair d8, Shooting d6, Streetwise d6, Stealth d8, Survival d6, Throwing d10

Hindrances:
Greedy, Heavy Sleeper (-4 to Notice rolls made to wake up, as well as Spirit and Vigor rolls made to stay awake), Wanted (Combine and Kingdom of Las Vegas)

Edges:
Ambidextrous: You ignore the -2 penalty for tasks with your off-hand.

Quick Draw: You can draw a weapon as a free action and, if you must make an Agility check (say, for drawing two weapons at once) you get +2 to the roll.

Rich: Three times starting income.

Scrounger: You get a +2 to Notice rolls when scavenging and, if successful, you double the normal results ($2d6 x2 on a success or drawing two cards on a raise).

Two-Fisted: When attacking with a weapon in each hand, you suffer no multi-action penalty.

Vehicle: Acetylene Jean – Souped Up Muscle Car: Acc/TS – 30/56, Toughness 13 (6), Crew 1 + 3, Heavy Duty Shocks, Ram Plate (when you ram another vehicle, you suffer 1d6 less damage than normal and the rammed target takes 1d6 more damage), .50 Caliber Heavy Machine Gun mounted in rear turret (Damage 2d10, RoF 3, Range 100/200/400, Armor Piercing 3, 3 Round Bursts, Snapfire)

Gear:
Geiger Counter, Three cans of Dr. Pepper, 20 shells for shotgun, 10 bullets for Colt Peacemaker, $50, keys and map to military vehicle, 4 bullets for S&W 683, two 60 round belts for .50 Caliber HMG, 100 .50 Caliber rounds in a box, Extra Kevlar Vest, Bowling Ball Mirror Ornament (Memento – a “banked” Bennie),

Kevlar Vest (+2/+4 vs. bullets), negates 4 points of Armor Piercing

Battle Axe – Attack d10, Damage 2d8

2 Throwing Axes – Attack d10, Damage 1d8 + 1d6, Range 6/12/24, ROF 1

Colt Peacemaker – Attack d6, Damage 2d6+1, Range 24/48/96, RoF 1, Armor Piercing 1, 6 shots

IW-91 Gyrojet Pistol – Attack d6, Damage 2d6+2, Range 48/96/192, RoF1, 6 shots (Half Damage vs. Armored Target)

S&W 683 .50 Caliber Auto Pistol (with some special indication)– Attack d6, Damage 2d8+1, Range 30/60/120, RoF 1, 5 shots

Semi-Auto Shotgun – Attack d6, Damage 1-3d6, Range 24/48/96, RoF 1, +2 to hit, 6 shots

Malcom Buckman – Roving Mendicant Who Speaks Angrily and Carries a Big Stick
MikeBurns_Templar
Experience: 45 (Veteran)

Agility: d10 Charisma: 0
Smarts: d6 Pace: 6
Strength: d8 Parry: 9
Spirit: d6 Toughness: 8 (2)
Vigor: d8

Skills:
Climbing d6, Faith d8, Fighting d10, Intimidation d8, Notice d6, Shooting d8, Throwing d6

Hindrances:
Night Terrors (Make a Spirit roll each night or suffer Fatigue), Poverty, Vow (Protect the Needy)

Edges:
Block: Adds +1 to your Parry

Block, Improved: Adds +2 to your Parry (already included)

Brawler: When you hit a foe with a bare-handed attack, add +2 to your damage.

Frenzy: You can make an extra Fighting attack per round at a -2 penalty to all Fighting.

Kung Fu (Confusion): You can make an Agility trick and a Fighting attack with no multi-action penalty.

Martial Arts: You are never considered unarmed and add +d4 to your damage roll when you hit a foe unarmed.

Martial Arts, Improved: As above, but add +d6 to bare-handed damage.

Templar: When you roll a 1 on your Faith die, you suffer a level of Fatigue. Fatigue lost in this way can be recovered with four hours of rest per Fatigue level.

Spells (10 power points)
Healing – Power Points 3, Range: Touch, Must be used within 1 hour. For Wild Cards, each use removes one wound or two with a raise. The roll suffers a penalty equal to the victim’s wounds. For Extras, it restores them to Shaken.

Quickness – Only Useable on Self. Power Points 4, Range: Touch, Duration: 3 (2/round). You get two separate turns per round. With a raise, you can redraw any initiative cards lower than Eight each round.

Gear:
White Templar tabard, 8 shots for the Thunderhawk, 23 canned meals,

Improvised Armor

“Tetsubo” – Attack d10, Damage 2d8 (Armor Piercing 2 vs. rigid armor, Parry -1, 2 hands)

Bare-handed – Attack d10, Damage 1d8+1d6+2

Ruger Thunderhawk Attack d8, Damage 2d6+1, Range 24/48/96, RoF 1, Armor Piercing 1, 8 shots

2 Sharpened Hubcaps, Attack d6, Damage 1d8+1d6, Range 8/16/32, Armor Piercing 1

“Pocked” – Stunted Mutant Toxic Shaman Unfamiliar with Civilization
OL-TheMutant14
Experience: 40 (Veteran)

Agility: d6 Charisma: -2
Smarts: d4 Pace: 6
Strength: d4 Parry: 4
Spirit: d10 Toughness: 8 (2)
Vigor: d8

Skills:
Faith d10, Fighting d4, Notice d6, Stealth d8, Streetwise d4, Survival d8, Tracking d8

Hindrances:
Clueless (-2 to Common Knowledge rolls), Illiterate, Mutant (Giant Bug Eyes and 3ft tall)

Edges:
Rad Resistant: You gain +4 on Vigor rolls to resist Fatigue from radiation.

Toxic Guardian: You have a trash spirit pet.

Toxic Shaman: When you roll a 1 on your Faith die, you suffer a level of Fatigue. Fatigue lost in this way may be recovered with four hours of rest per level. If you drink spook juice, you regain 1d6 Power Points per pint consumed, but you gain a level of Fatigue as if drunk. Fatigue lost in this way may be recovered with four hours of rest per level and you cannot recover Power Points normally during this time.

While in an area that would normally cause Fatigue or long-term effects due to pollution, you regain double the normal Power Points (2 per hour). If you are in an area that causes immediate damage, you also reduce the cost of spells by 1 Power Point for each raise on your Faith roll.

Woodsman: +2 to Tracking, Survival, and Stealth rolls made in the wilderness.

Spells (15 power points)
Animal Friend – Power Points 3+Size, Range 400 yards, Duration 10 minute. Allows you to speak with and guide the actions of a natural animal.

Conjure Nature’s Ally– Power Points 3 (Trash Bodyguard), 4 (Toxic Wolf), 5 (Toxic Elemental), Range 4 yards, Duration 3 (1/round). Summon an ally to assist you. On a raise, the ally has the Hardy ability (it can only be incapacitated by a Wound).

Healing Word – Power Points 3, Range: Touch, Must be used within 1 hour. For Wild Cards, each use removes one wound or two with a raise. The roll suffers a penalty equal to the victim’s wounds. For Extras, it restores them to Shaken.

Lightning Bolt – Power Points 1 per bolt, Range 24/48/96, 2d6 electricity damage, may cast up to 3 bolts or may spent 2 power points to cast one bolt that does 3d6 electricity.

Light/Fog – Power Points 2, Range 8 yards, Duration 30 minutes for light (1/10 minutes) or 3 for fog (1/round). Either creates light or a fog cloud that catches 2d6 opponents in an obscuring mist that imposes of a -6 obscurement penalty.

Thorn Wall – Power Points 1 per 2 yard section, Range 8, Duration 3 (1 per section per round). Summon a 2 yard wide section of wall with a Toughness of 10. Thorns do 2d4 damage to anyone trying to climb the wall.

Wild Shape – Power Points 3 (hawk, rabbit, cat), 4 (dog, wolf, deer), 5 (lion, tiger), Range: self, Duration 1 minute (1/minute). Change into an animal.

Gear:
Improvised Armor

Crowbar “Staff” Attack 1d4, Damage: 1d4+d6

Barry Adams – Mutant Holy Man
Hell on Earth Doomsayer
Experience: 45 (Veteran)

Agility: d4 Charisma: -2
Smarts: d6 Pace: 5
Strength: d8 Parry: 4 (or 6 with Ballistic Shield)
Spirit: d10 Toughness: 10 (4)
Vigor: d8

Skills:
Faith d10, Fighting d8, Healing d6, Notice d6, Persuasion d8, Shooting d6, Streetwise d6, Survival d6

Hindrances:
Loyal, Mutant (Short and Stocky with solid black eyes), Slowpoke, Vow (Protect Mutants and Spread Tolerance)

Edges:
Brave: You gain +2 to Fear tests.

Command: Your allies gain +1 to their Spirit rolls to recover from being Shaken.

Doomsayer: If you roll a 1 on your Faith roll, you are Shaken. On a critical failure, you gain a random mutation. You also regain 1d6 Power Points or 2d6 if you get a raise on the Vigor roll, when you step into a ghost storm.

Holy Warrior: You can repulse evil creatures within 20 yards as an action. You spend 1 Power Point and all evil creatures within range must make a Spirit roll or be Shaken (or suffer a Wound if it rolls a 1).

Inspire: Your allies gain +2 to their Spirit rolls to recover from being Shaken (doesn’t stack with Command).

Vehicle: Dirt Bike: Acc/TS – 15/32, Toughness 8 (2), Crew 1 (+4 Toughness vs. jumps, Light Weight: Goes 30 miles per gallon), 4WD

Spells (15 power points)

Atomic Blast: Power Points 2-6, Range: 48/96/192, Burst of radiation and heat affects 2d4 targets doing 2d6 fire damage. This power is a Heavy Weapon. For double the Power Points the blast does 3d6 fire damage or affect 2d6 targets. For triple the Power Points, it does both.

Detect the Unnatural: Power Points 2, Range: Sight, Duration 3 (1/round). Detects magical, psionic, or other unnatural effects.

EMP: Power Points 2-10, Range 20 yards, Duration 3 (2/round). Affect 2d4 high-tech weapons and/or vehicles on a successful Faith roll (or 2d6 for 2 extra points).

Environmental Protection: Power Points 2, Range: Touch, Duration 1 hour (1/hour). Protects the target from one hostile environmental condition. You may affect up to five additional targets by spending a like amount of Power Points.

Glowing Armor: Power Points 2, Range: Touch, Duration 3 (1/round). Successful Faith roll grants 2 points or Armor or 4 on a raise.

Healing Glow – Power Points 3, Range: Touch, Must be used within 1 hour. For Wild Cards, each use removes one wound or two with a raise. The roll suffers a penalty equal to the victim’s wounds. For Extras, it restores them to Shaken.

Radiant Bolt – Power Points 1 per bolt, Range 24/48/96, 2d6 burning damage, may cast up to 3 bolts or may spent 2 power points to cast one bolt that does 3d6 burning damage.

Gear:
Improvised Armor and Ballistic Shield

“The Gavel” Attack 1d8, Damage: 1d8+1d6, Armor Piercing 1 vs. rigid armor

Mao Jing Gao – Deluded Undead Syker
Hell_on_Earth_Three_large
Experience: 45 (Veteran)

Agility: d6 Charisma: 0
Smarts: d10 Pace: 6
Strength: d6 Parry: 5
Spirit: d6 Toughness: 8 (2)
Vigor: d6

Skills:
Fighting d6, Gambling d6, Intimidation d6, Notice d6, Psionics d10, Shooting d6, Stealth d6, Taunt d6

Hindrances:
Bloodthirsty (Fights to kill), Delusions (Believes he is guided by his undead dragon “father”), Mutation (Scales)

Edges:

Familiar: A mutated gila monster that Mao calls his “dragon.”

Harrowed: You are undead and enjoy several perks, including +2 to Fear tests, sleep only 1d6 hours per night, immunity to Fatigue from mundane sources, and you can only die if you are shot in the noggin. On the down side, you share your mind with a demonic spirit…

Luck: You draw an extra Bennie at the start of each session.

Mentalist: +2 to all opposed Psionics rolls.

Strong Willed: +2 to your Intimidation and Taunt rolls, as well as your Spirit and Smarts rolls when resisting a Test of Will.

Syker: When you roll a 1 on your Psionics die, you suffer brainburn that causes 2d6 damage plus half the Power Points you were about to spend.

Spells (15 power points)

Brain Burn – Power Points 3, Range 20 yards, Make Psionics vs. Smarts roll. On a success, the target forgets the last five minutes per success and raise. The time doesn’t have to be recent – it could be a childhood memory or something that recently happened.

Kinetic Leap – Power Points 3/6, Range Touch, Duration 3 (1/round), You can fly at your Pace or double your Pace, for double the number of Power Points. You may affect up to five targets by spending a like amount of additional Power Points.

Mask – Power Points 3-5, Range Touch, Duration 10 minutes (1/10 minutes). Change appearance to that of another. Costs 3 Power Points +1 per Size difference. Others can make Notice checks at -2 to see through the Mask if they are familiar with them (or -4 if you score a raise on your Psionics roll). Unfamiliar penalties are -4 and -6, respectively.

Psychokinetic Bolt – Power Points 1 per bolt, Range 24/48/96, 2d6 damage, may cast up to 3 bolts or may spent 2 power points to cast one bolt that does 3d6 damage.

Scramble Brain – Power Points 1, Range 40 yards, On a success, a target makes a Smarts roll at -2 or be Shaken, and on a raise, the roll is made at -4. You may affect up to five targets by spending a like amount of additional Power Points.

Steal Thoughts – Power Points 3, Range 20 yards, Duration 1, Make opposed Smarts roll. On a success you gain one truthful answer from the subject. The target is aware of the mental intrustion unless you get a raise.

Vanish – Power Points 5, Range Self, Duration 3 (1/round). On a success, you become transparent with a vague outline (detectable with a Notice roll at -4). Once detected, attackers roll to hit at -4. With a raise, you are completely invisible and the penalty to Notice and hit you is -6. You may affect up to five additional targets by spending a like amount of additional Power Points.

Gear:
Improvised Armor, 60 shots for HK MP-20, Bottle of Moonshine Whiskey,

HK MP-20 Attack d6, Damage 2d6, Range 24/48/96, RoF 3, Armor Piercing 2, 20 shots, 3 Round Burst (+2 to hit and damage)

“EMBER” – Mutant Giant Gila Monster
Gila

Agility: d8 Charisma: –
Smarts: d6 Pace: 5
Strength: d8 Parry: 6
Spirit: d10 Toughness: 10 (2)
Vigor: d8

 Skills:
Fighting d8, Notice d8

Attack: Bite Attack d8, Damage 2d8

Special Abilities:

  • Armor +2
  • Low Light Vision: Ember ignores penalties for Dim and Dark lighting.
  • Poison: Venomous -2
  • Size -1: The size of a German Shepherd
ALL HELL’S A COMIN’…AGAIN – Another Hell on Earth Pit Stop in the Tyranny of Dragons Campaign

Live from the Sword Coast – A 5th Edition Dungeons & Dragons Session Recorded Live on March 13, 2015

For your viewing pleasure, I present the fourth episode of the Live from the Sword Coast podcast (featuring recordings of my gaming group’s 5th Edition Dungeons & Dragons campaign).

Does a necrotic plague threaten the city of Baldur’s Gate?  Are our heroes to blame?  Is using your familiar like a coal mine canary a good plan? Find out by pressing play!

Tonight’s Cast:
Dungeon Master: Kevin Madison
Beradin Toraktalomaar: Dave Oomah
Diero Dundragon: Stevie Mo
Malark Buckman: Jeff Ivey
Maurgoth, Son of Daurgothoth: Nick Enns

Please note that this video contains SPOILERS for the Hoard of the Dragon Queen adventure and the Tyranny of Dragons campaign.

You can find a summary of the campaign to date here, you can find earlier episodes of the Live from the Sword Coast podcast here, and you can find the stats for this session’s player characters here:

Beradin Toraktalomaar

Diero Dundragon

Malark Buckman

Maurgoth, Son of Daurgothoth

I hope you enjoy joining our session and, if you have any questions or concerns, please do not hesitate to send them my way at dungeonmusings@gmail.com.

Oh, and you can follow me on Twitter @dungeonmusings

Until next time I remain,

The Dungeon Muser

Live from the Sword Coast – A 5th Edition Dungeons & Dragons Session Recorded Live on March 13, 2015

Live from the Sword Coast – Campaign Summary

Howdy All!

For those who may have been following the Live from the Sword Coast podcast (which features recordings of my gaming group’s sessions playing through the Tyranny of Dragons campaign), I thought I would share a campaign summary document that I recently shared with my players.

I present this for your review with grammatical warts and all and be advised that the following may represent SPOILERS for the Hoard of the Dragon Queen adventure and the Tyranny of Dragons campaign.  If you intend to play the Tyranny of Dragons campaign at some point, please proceed with caution.

dungeons-dragons-presenta-tyranny-of-dragons_27m4

TYRANNY OF DRAGONS CHRONOLOGY

OR

WHAT THE HELL HAPPENED?

  • Diero Dundragon, Malark Buckman, and Maurgoth met up with Kelvalos Stormwind at the Great Library at Candlekeep, on the shores of the Sword Coast.
  • They realize that they have a common foe, the Cult of the Dragon, and their pooled info suggests the Cult may be up to something at the town of Greenest, a town located roughly 200 hundred miles to the East of Candlekeep, in a wild region known as the Greenfields.
  • Our heroes head there, passing through the Amnian town of Nashkel on the way (where Kelvalos, as an obvious mage, is watched very closely).
  • As they arrive in Greenest, they find the find the town under attack by a small army of kobolds, human cultists, mastiff-sized drakes, and an enormous blue dragon.Diving into the fay, they quickly come across Beradin Toraktaalomar, who had arrived in Greenest several days earlier.
  • Our heroes drive off the army and dragon, thanks to a killer combo of Beradin’s divine magic and Malark’s use of a ballista (go team Folk Hero!).Before they depart, one of the army’s leaders, a blue half-dragon named Langdedrosa Cyanwrath challenges our heroes to a duel and adds motivation by threatening to kill a bunch of captured townsfolk.  Malark agrees, but is quickly cut down by the half-dragon’s greatsword.  However, as promised, Langdedrosa releases the prisoners and the Cult’s raiding army departs.
  • The town’s ruler asks our heroes to pursue the Cult’s army to its camp and free the captured townsfolk.
  • After taking a brief rest, our heroes make their way to the camp of the Cult, dealing with a small displacer beast problem along the way.
  • Thanks to some clever work by Maurgoth, our heroes gain disguises and make their way into the Cult’s camp without much fuss.The camp’s inhabitants number in the hundreds, if not thousands.
  • Beradin is brought into the camp as a “prisoner,” who is quickly locked up with other townsfolk from Greenest and other nearby communities.
  • While in the camp, some kobolds recognize Malark as the one Langdedrosa challenged, but quick thinking on his part convinces them that he has come to serve Tiamat now.
  • Diero nearly gets caught when an attempt to steal some of the cultist’s gear goes bad, but he manages to hide himself amongst the large army.
  • Beradin uses his dwarven strength to snap the bonds holding him and he quickly deals with the guards outside the prison tent.While discussing what to do next, they guys are shocked to find that a talking badger has joined them in the tent.
  • The badger turns out to be Wrenn Pock, who is looking for a friend who he believes was taken by the Cult. He tells the guys that a half elf monk is tied to a cross, near the prison tent.
  • The guys free the half elf monk, who turns out to be Brother Leosin Erlanthar, a member of the same order as Malark (the Order of the Sun Soul, devoted to the Morninglord, Lathander). Our heroes also notice a large, well-guarded cave at the back of the Cultist’s camp.
  • With the prisoners in tow, our heroes managed to escape the Cultist’s camp and make their way back to Greenest.
  • Once he has recovered a bit, Brother Leosin asks our heroes to return to the camp and discover what is being done in the cave.He says he say dead bodies being dragged in there (the bodies of townsfolk who were worked to death). Brother Leosin asked that our heroes then meet up with him in Elturel, a trade city to the north of the Greenfields, located on the River Chionthar.
  • While in Greenest, Malark has a prophetic dream that seems to involve a trio of evil gods named Bane (The Tyrant Lord), Bhaal (Lord of Murder), and Myrkul (Lord of Bones).He learns that all three died during an event known as the Time of Troubles, but that at least one has returned to “life” since (Bane hid an essence of himself “inside” his demigod offspring, which eventually allowed him to return to godhood).
  • Returning to the camp at night, our heroes find it mostly deserted, apart from a trio of hunters hunkered down around a campfire.
  • Our heroes explore the Cultist’s Cave, fighting kobolds, human cultists, and pet drakes. In addition, Malark gets to avenge himself against Langdedrosa and Diero finds some measure of vengeance in killing a Priestess of Tiamat named Frulam Mondath (unbeknownst to the rest of our heroes, Diero’s family was killed by Mondath).   Our heroes also smashed a bunch of black dragon eggs.
  • From Mondath’s personal notes, our heroes learn that the leader of the encampment, a Black Half-Dragon named Rezmir (another of the Cultists responsible for the death of Diero’s family), departed with the bulk of the Cult’s army, but he ordered that the loot collected by the Cult in the raids in the Greenfields be taken through Beregost (a town to the West, near Candlekeep) and then north along the Coastal Way, towards Baldur’s Gate, destined for a person or place called Naertyr. Nobody knew who, what, or where Naertyr was, but Kelvalos was sure his friends at Candlekeep could find the answer for him.
  • Our heroes returned to Greenest to rest up.
  • When they return to Greenest, they meet a moon elf sword mage named Carrick Moonwhisper, who also has concerns about the Cult of the Dragon’s activities.
  • While in town, Beradin is informed that the townsfolk wish to erect a shrine to his goddess, Berronar, in recognition of the “miracle” she performed when Beradin smote the blue dragon.
  • They then used the horses left for them by Brother Leosin to being the journey north across the teeming grasslands of the Greenfields, towards Elturel.
  • Along the way, Pock met up with a wemic (a kind of lion centaur) druid named Greymane who represented a group called the Emerald Enclave, who were concerned about the growing power of Tiamat. He asks Pock to assist maintaining the balance and agrees to see if he can located Pock’s half-elf friend.
  • Also along the way, our heroes are attacked by a Land Shark (a bulette), which devours one of their horses. Fortunately, our heroes prevailed and took a trophy from the beast in the form of its tough dorsal fin.
  • On the final night before arriving in Elturel, Beradin has a dream in which his dead mother provides a warning that, “They are trying to kill death. If you do not permit this, then death will come for us all.”
  • Roughly 25 miles outside of Elturel, our heroes are met by members of the Hellriders, the mercenary group that protects Elturel.
  • While in Elturel, our heroes meet up Brother Leosin, who introduces them to Sir Ontharr Frume, a paladin of the god Helm, and grandmaster of a group called the Order of the Gauntlet. Frume is initially unimpressed with our heroes.
  • Sir Ontharr challenges our heroes to catch a thief he spies in the tavern (a tavern called the Pair of Black Antlers, incidentally), but thanks to some overindulgence at the tavern, the thief manages to slip away. Beradin learns from the tavern’s owner that the assorted items on the walls of the Black Antlers are trophies donated by adventurers.   It turns out that the knife was something recovered from a Cult of Myrkul, centuries ago.
  • The night ends with the patrons of the Black Antlers singing an old tavern song called the Knights of Dragon’s Down.Unfortunately, Malark commits a faux pas when he sings that final verse of the song, which is said to be cursed.  That night, Malark dreams of the Knights of Dragon’s Down coming to him on an abandoned, river borne ship.
  • The following day, Malark, Diero, and Carric begin investigations to try and track down the thief.Since there is not official “Thieves Guild” in Elturel, they try gathering information from a local contact he knows by reputation, a smuggler named Mither Mandaroze.  Mandaroze tips the guys off that they may find what they’re looking for in the dockworker’s tenement slums, in a northeastern neighbourhood.
  • Maurgoth is mysteriously absent for the next few days.
  • Beradin joins our heroes in the investigations and the four managed to discover that the neighbourhood is being, essentially, held hostage by a cell of worshipers of the god of murder and lies, Cyric. They discover that the cultists have two children who they have threatened to murder if they are revealed to the Hellriders or the Church of Helm (which is powerful in this town).
  • Tracking down the Cyricists to an old leatherworker’s shop, Carric rescues the children, while Beradin, Diero, and Malark kill the cultists, and disrupt a bizarre ritual that they Cyricists were performing involving a rune-etched corpse.
  • After the Cyricists were slain, our heroes looked through their belongings, trying to decipher what it was they were doing.After reviewing religious and philosophical texts found in the cultists’ lair, Beradin guesses that they were trying to trap and destroy/steal the lingering divine essence of Myrkul.
  • Malark finds the stolen dagger amongst the remains of one of the fallen Cyricists (a powerful, undead warrior), but feels faint and drops the dagger to the ground. Beradin then says some protective prayers over the dagger.
  • Beradin brings the dagger to the Church of Helm for protection (it turns out there is an extensive vault of forbidden items hidden beneath the temple in Elturel) while the rest of our heroes celebrate with the inhabitants of the neighbourhood.
  • Sir Ontharr meets up with the characters in the dockside neighbourhood. He apologizes for his earlier behaviour and invites them to dinner with members of his Order and with Brother Leosin.
  • Diero meets up with Mandaroze, to thank him for the info. Mandaroze asks Diero to repay the debt by delivering a package to someone in Baldur’s Gate.
  • At dinner, our heroes are asked to travel to Baldur’s Gate, a massive city two days West along the River Chionthar, to try and intercept the Cult of the Dragon’s caravan, which they believe is heading north, for Waterdeep. They are to meet up with a local caravan outfitter who will help them join the northbound caravan, once it reaches Baldur’s Gate (it is not expected in Baldur’s Gate for another 14 days).
  • They are also asked to meet with Duke Abdel Adrian, one of the four members of Baldur’s Gate’s ducal council, and try to convince him to help discover and prevent whatever the Cult has planned. Duke Abdel is an ex-adventurer and is quite influential in both Baldur’s Gate and the Sword Coast in general.
  • Finally, our heroes were invited to join the Harpers or the Order of the Gauntlet, two organizations that are working together to oppose the Cult of the Dragon.Malark joins the Harpers and Beradin joins the Order of the Gauntlet.
  • That night, Malark dreams of the river borne boat and the undead Knights of Dragon’s Down again, only this time, they make their way to the deck of the ship and seem to salute him.When he raises his hand into view, Malark sees that his hand is now a shrivelled, skeletal claw. He awakens  in a cold sweat and, gripping his still-flesh hand, he is relieved to confirm that it was just a dream…
  • Our heroes sail to Baldur’s Gate, leaving Maurgoth to catch up (he leaves word that he will meet them in Baldur’s Gate).
  • Along the way, Beradin brews up a cask of potent magical dwarven ale (Wyrm’s Breath Bitter).
  • Our heroes arrive in Baldur’s Gate and quickly find the home of Duke Adrian. After introductions are made, the Duke invites our heroes to join him for dinner at a local Amnian tavern called the Last Coin.
  • At dinner, our heroes learn that the Duke was born in Candlekeep and that his father was the now-dead Lord of Murder , Bhaal.The Duke describes how he had to kill many of his half-brothers and half-sisters over the years (all in self-defence, of course), but that he still feels that some of the so-called Bhaalspawn remain (children with their father’s divinely murderous impulses).  This reminds Diero of a legendary assassin from his home city of Athkatla (capital city of Amn) known as the Deathless Killer.
  • And that…brings us to tonight’s session…
Live from the Sword Coast – Campaign Summary

Casting Call – Live from the Sword Coast: Diero Dundragon 5th Level Fighter – 5th Edition Dungeons & Dragons

Diero Dundragon
Diero

Male Human Criminal Fighter 5  XP: 11,870
Faction: The Harpers  Renown: 4
Neutral Good
Representing Steve-O

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 11 (+0)
Size: Medium
Height: 6′ 3″
Weight: 230 lb
Skin:
Eyes:
Hair: Light Brown Wavy; Beardless

Maximum Hit Points: 44
Hit Dice: 5d10
Speed: 30 feet
Armor Class: 16 = 10 + 4 [breastplate] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 6 = + 3 [proficiency] + 3 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 6 = + 3 [proficiency] + 3 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 5 = + 3 [proficiency] + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: + 0
Insight (passive): 11 (16 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 240 lb maximum

Languages: Common Chondathan
Proficiencies: Blacksmith’s Tools, Dice, Martial Weapons, Simple Weapons,   Thieves Tools, Light Armor, Medium Armor, Heavy Armor

Unarmed strike [+6 to hit; 1+3 bludgeoning]
Handaxe [+6 to hit; 1d6+3 slashing, 3 lb, light, thrown (range 20/60)]
Battleaxe [+6 to hit; 1d8+3 slashing, 5 lb, versatile (1d10 slashing)]

Breastplate [medium; + 4 AC; max dex + 2; 20 lb.]

Feats:

Sharpshooter No disadvantage on long range; range attacks ignore half and three quarter cover; can take -5 on ranged attacks to do +10 damage
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 1 = +1
Arcana Int 0 = +0
Athletics Str 6 = +3 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 1 = +1
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 1 = +1
Nature Int 0 = +0
Perception Wis 4 = +1 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 5 = +2 + 3
Survival Wis 4 = +1 + 3

At fighter level 5, as a battle master you know 3 maneuvers. These are:
Disarming Attack – When he hits a creature with a weapon attack, Diero can spend 1 Sup die to attempt to disarm. Add sup die to damage roll and target makes Str save DC 13 or drop an object carried to its feet.
Maneuvering Attack – When he hits a creature with a weapon attack, Diero can expend 1 Sup die to the damage roll and a friendly creature who can see or hear him can move up to half its speed without provoking an attack from Diero’s target.
Precision Attack – When he makes a weapon attack, Diero can expend 1 Sup die and add it to the roll, he can add this die before or after the roll.

Criminal

  • You have underworld contacts.

Fighter

  • This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
  • Second Wind: As an action, regain hit points equal to 1d10+5 (1d10 + your fighter level). Once per period between short rests.
  • Level 2: Action surge — use it to take an extra action on a turn. Must take a short rest before using again.
  • Level 5: Diero can attack twice when he takes the Attack action.

Battle Master Fighter (martial archetype)

  • Level 3: Combat superiority — four d8 superiority dice, three maneuvers.
  • Level 3: Student of war — proficiency with blacksmith tools.

First Ability Score Improvement: Feat

Diero Dundragon’s Equipment:

Money: 95 gold pieces.

Hat of Disguise: While wearing this hat, Diero can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Backpack, Mess kit, Dice, Rations (1 day) x10, Rope (50′, hempen), Tinderbox, Waterskins, Healer kit, and Thieves’ tools.

Diero Dundragon’s Personality Traits: Slow to Trust: Those who seem the fairest often have the most to hide.
Diero Dundragon’s Ideal: Redemption: There’s a spark of good in everyone.
Diero Dundragon’s Bond: I will become the greatest rebel that has ever lived.
Diero Dundragon’s Flaw: I turn tail and run when things look bad. 

Harpers Contacts:
Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2

Benji Frankfoot: Halfling barrister/advocate who helps resolve trade disputes in Baldur’s Gate– Contact Bond Level 1

Casting Call – Live from the Sword Coast: Diero Dundragon 5th Level Fighter – 5th Edition Dungeons & Dragons