Out of the Abyss

Game Master caster4life

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rorek55: No additional magic items at the moment. You probably don't have enough cash for it anyway.

Well pearl of power does nothing for a rogue or barbarian so you can have one more roll.

Last roll: 1d20 ⇒ 9 = Deck of illusions

Completing my background its pretty cool,Love randomly rolled backgrounds

Okay, Tiberius should be updated mostly, I just need to choose which oath he took. I'm debating between devotion and ancients.

Anything happen after I left that could have influenced his decisions?

You are right. It was a Pathfinder game and this is a Pathfinder character, so I guess I'm in the wrong place :)

With a quick re-skin I think he is about ready. I will look him over in the morning just to make sure.
I was not sure how much equipment he could start with.

Comments on submissions so far:

Zoltan, Groggins, and Antonio: Interesting background/character details. Can you give me an example RP interaction, especially including dialogue with an NPC? That would help me get a little more of a feel for your characters.

Tiberius played in this campaign a long ways back so I'm familiar with his character flavor.

Groggins standing with his special goggles adjusts his lens flicking one of the discs down over his first lens and then another one before flipping it back up. The haggard-looking gnome looked the elf woman up and down before he huffs."Yeah Yeah, what is it" He says standing in his leather outfit covered in strange little pieces here and there as he reaches into his pouch and pulled up a couple of tools as his other hand held the pistol in his hands still trying to tinker.

"Yes, Hello there um Gearhead I heard you are good at a variety of tinkering both mundane and magical" She says pulling out a dagger of exquisite make. Groggins looks up slipping the pistol back into his holster. He sticks the tools in his mouth and wiggles his fingers as he speaks.

"Mmy Eh" He says through clenched teeth as he grips the dagger, which was a strike or two away from breaking. He slipped his hand into a pouch to grab a strange small glass tube of liquid on a clip and attached it to his headband and tapped it letting a small amount of light to illuminate the dagger. His finger traced the cracks as the other one adjusted the variety of lenses to enhance and magnify it. Noting it was superficial he puts away the tools and taps his nose.

"I see this is mithral with an adamantine handle, Dwarven in making with elven enchantments. Interesting. What caused..nevermind I don't want to know" Groggins says as he touches it and tries to use mending. As he does he flicks his lenses watching thin metal latticework beginning to mend the cracks but he sighs.

"Hmm, I mended it, but you'll need a full repair, with a forge and everything, especially with the fact that We are not guaranteed the enchantments continuation. However, I could say that..." The woman stopped him leaning in and smiling at him.

"Are you sure that is all you can do for me I mean I heard you were the best" She says trying to be all alluring and as she ruffles his hair and runs her fingers across his pockmarked face.

"Um..yeah, I mean I am good but this sort of magical enchantments with these metals as well as the artifacts age and the type of crack, would mean to break down the item to its base components. From there we recast the mithral shape it into the blade with a bit of metallurgy followed by weaving intricate and age-old enchantments into the blade as the casting is done. to top it off we will have to reset this in its handle and then seal it with a bit of metal and magic to complete the method. It won't be cheap, and I doubt you have anything relevant to offer more than..well you are hinting, you needn't bother"he says brushing her off. It wasn't like she was offering something unique to craft or even try to recreate, this was simple though ewell crafted. Besides she had nothing he wanted physically as Groggins aka Gearhead had a beautiful Elven lady waiting for him somewhere in the North.


They had travelled together for two days now, and supplies were running low. Zoltan had found Kubkli half-buried under a pile of rubble and healed the Kobold back in shape.

It was dark, but it was always dark here. The light of the small campfire reflected on the cavern walls, projecting their shadows as malformed giants looming over them.

"You think it's ready?" asked Zoltan, his nose wrinkling at the smell coming out of the pot. His new companion shrugged and bent over the pot to pick the small wooden spoon and sample the stew: "Does it matter? You always complain you don't like mushrooms..."

Zoltan shrugs: "Fair. But are they chewy enough?" he asks, and Kubkli nods, pouring the better part of the stew in Zoltan's bowl. The young Dwarf slurps it clean in no time, thinking: It's too soft... He overcooked it... but kept his thoughts to himself, as the Kobold, despite not claiming to be a cook, still got defensive about his cooking.

A long silence passes, broken by swallowing gulps, then Kubkli said: "You don't like it. I can tell. Next time you cook!"

Zoltan tried not to smile, just shrugged, as he thanked Marthammor Duin for this small blessing: "No, it's just- My back hurts, that's all."

"You always say that. You always use your back as an excuse. You'd make a poor miner!"

"Oh, I know, and I don't want to be a miner. I am glad for the pain. Not long ago, I could not walk. I could not mine, I could read, read and tinker. But I was chosen. The pain reminds me of my duty." he replied, glad to change the subject.

"You're a tinkerer? What can you make? Can you build traps?" asked Kubkli, suddenly interested. Zoltan looked at him with a puzzled look: "Now why would I make traps? Traps prevent discovery. Traps prevent safe travel. Traps endanger lives. Traps are hidden and traps hide. I hate traps! I build toys!"

For a short moment, the cavern stood impossibly still, as though time had stopped. Zoltan could feel more than see the Kobold's eyes piercing through him, then he added, breaking the spell, conciliatory: "But fine if people feel they need them to keep them safe. To each its own, just keep the path clear..."

Kubkli nodded slightly, then resumed chewing: "You're right: I overcooked it."

"That's fine. Tell me about your village, your folks. You're the first Kobold I've ever met. You think I could stay there for a bit?" Zoltan asked, but Kubkli kept eating, now silent.

When Zoltan woke, the Kobold had gone, and so had the food, and one of the toys he had been working on. With a smile, Zoltan thanked Marthammor Duin for His blessing, packed, and followed in His path. Food he could always find. Travel, Friendship, and Discovery, these were the true gifts.


The first two I did shows something I might just post. The last one was more of a story

First post sample
Holding his sword to the goblin scout’s neck.
Antonio says in undercommon ”Now you are going to lead me back to the surface or I will kill you slowly.” He tries to bluff the goblin knowing that he is not a cold-blooded killer.
Deception: 1d20 + 3 ⇒ (8) + 3 = 11
Antonio slowly removes the blade from the goblins throat and hopes that the goblin just doesn’t take off running since there is no way for him to fallow in the darken tunnels.

Second post sample

Crouched over the dead body of the Svirfneblin that was crushed by the rock slide, Antoino salvages what equipment he can from the body.
”Well you don’t have need of your equipment anymore and it will be of great use to me. And I am sure in needed of the food no matter how bad the taste.”
Once the equipment has been sorted and salvaged, he stacks the loose rocks to bury the deep gnome and says a short prayer. Antonio then eats a well needed meal, gets his gear and continues his journey to find the surface. Leaving only a buried gnome with a marker that says “Thanks for saving me”.


The cold cage biting into Antoino’s flesh as the caged wagon bounces over more rocks in dark the tunnel. With the only light coming from some glowing cave moss clutched in his hand, that he was able to get at the last stop. It was a challenge for Antoino to let him keep it. All the whining paid off when the Drow threw it back at him to stop.
Now Antoino thinks back to his last job for the guild only a week or so before.
”Here you go Kline, one necklaces from the High Lady Hutchen.”
Sliding over the trinket wrapped in a cloth bag to the half-orc sitting across the table from Antoino.
The half-orc grunts ”I knew you could do it, boy. How in the world were you able to get in? I lost three men trying to get in there. Those magic wards are all over the place.”
Antoino smiles ”That’s a trade secret, Kline. And since you did not call me for this job in the first place. And those fools you hired got caught, the family was forced to increase their security, so I don’t feel like telling you.”
Being from a noble family lets you be invited to a party in the home, bypassing it’s wards. Then a quick slip away to the master bedroom getting the diamond necklaces. And then back to enjoying the party. Then I just walk out saying the good buys with the necklaces safely tucked away in my cloak.
”Now where is my payment, and there should be a bonus for not calling on me in the first place, don’t you think? Antoino picks up the mug of ale and take a long drink.
The half-orc gives a toothy smile ”Ok here is the is your coin and ya I threw something extra in for you.” tossing Antoino a pouch of coins.
So after finishing his drink and a pouch full of coins Antoino starts to make his way back home when a crossbow bolt strikes him.

Bang! Antoino comes back to the here and now as he gets slammed it to the bars again of his cage. As the wagon his another large rock.
Looking at the half-eaten rat sitting on his lap.
The Drow thought it was funny when Natath said “Let the caged rat eat it’s own.” When they tossed it in for his dinner. Antoino tried to eat what he could but was soon sick and his only regret was not being able to puke on one of them. But getting the rat bones that can be used as lock picks was well worth it. Now he waits for the right moment to make his escape.

I’d be interested in reentering my hat in this ring.


”Hrmmm, this one’s a good hider.” Odak’s rough growl of a voice rumbles softly from his chest. ”Pickins been no good. Hoping this un ‘ill fetch a good price...” The stout dwarf stops for a moment and looks around as if looking for something. ”Bah! Talkin to meself again.”

Shaking his head and chuckling. ”Gonna go crazy down here ifin I keep that up.“ He rocks back from his kneeling position and rolls up onto his feet while staying crouched. He reaches into a scale-skin pouch and produces a relatively ordinary looking stone. If one were to inspect this stone with some intent and a bit of imagination, you might be able to make out the features of a face. The eyes, slight impressions in the stone, are off kilter, the noses represented by a rough edge jutting out from the rock, and the mouth seems to be just a line discoloration of the stone.

Placing the stone persona on a rocky shelf nearby, Odak smiles a toothy grin. ”There! Now ye can hear me.” The brawny dwarf then leans back into his work of digging up a large rare mushroom.

Thank you for applying, folks. I know I didn't state how long the re-recruitment would be but I have plenty of good applicants and no one who has expressed interest has lacked time to apply. Re-recruitment is closed. Thank you for your applications.

Since we have a party of 5 already (our fighter/paladin rejoined after a short absence), I can't reasonably select more than two new characters. With that in mind, I select the following characters:

Zoltan the Crippled
Odak Boulderfall

Zoltan and Odak, go ahead and dot and delete in gameplay. You'll have PM instructions for me for when you are introduced.

I know it can be disappointing not to be selected so if you have questions as to my selection process, feel free to PM me.

ah well. best of luck boys.

It was worth a shot. Good luck, and please keep me in mind if you loose anyone.

1 person marked this as a favorite.

We have had the inevitable attrition of play by post but wish to push forward! I am looking for level 4 (almost 5) 5e characters. Point buy. Level one starting equipment plus one uncommon magic item of your choice.

Currently, the party is helping the deep gnomes in their city of Blingdenstone deal with crazy earth elementals and oozes. We have a bard, a sorcerer (who is rather smacky for a sorcerer), and a melee ranger. We also have a wizard (also smacky) and a ranged ranger but they have both been troublingly quiet over the holidays. I am looking for one player, potentially two if both the wizard and the ranged ranger are gone for good.

I want to see a completed, organized character sheet where I can see where all of your bonuses, etc come from. I also want to see a backstory that explains how you came to be lost in the Underdark. I'll close re-recruitment at 5 pm on 12/11 so the new player might be able to get some action in before the December holidays slow things down.

Is this first come first served or is there a recruitment? I'll need to think of something but I am interested. I'll take a read of your thread.

Are you using the Feat alternate rules? Which sources are legal? I only ask because sometimes things change between the initial post and gameplay.

This is a recruitment.

Feat altnernate rules? Do you mean that you can take a feat in place of an ability score increase? Yes we are definitely using that.

All Adventurer's League-official material is allowed. UA is potentially allowed upon specific request.

Thanks for the answer. I'll throw together a Gnome Artificer; been wanting something alchemical for a while and I'm happy they finally made one

Post it up after work with a backstory and whatnot. I was thinking a Deep Gnome so that might be easier than expected here!

I am interested in making a character, and have a couple of questions:

1) would you be willing to allow me to make a dragonmarked character?

2) can I play an artificer (the class, not the wizard archetype)?

EDIT: okay, scratch my second question. I'll pick a different class, but I still would like to know about the first question.

EDIT 2: Also 1d20 ⇒ 16 Looks like a Hat of Disguise, which is pretty good for being an infiltrator.

Hubaris: Deep gnome would be very easy to work into the current story.

Vrog: 1) Maybe. Which dragonmark were you looking to take?
2) Lol yes to artificers.
EDIT 2: Rolling is fun but you can pick one if you prefer. Up to you.

Mark of Making.

Grand Lodge

Sounds interesting have an Idea for a Dwarf Cleric of the Forge maybe a possible Arcana
It would be a dwarf who lost his way after his expedition for new mines was basically ambushed

Vrog: Yes mark of making is totally fine.

Critzible: Sure thing. Dwarf cleric sounds good and that's a solid reason to be trapped in the Underdark.

So I didn't see Critzible's plan to submit a cleric of the forge, and I was making a character in case you said no on the mark of making, so I'll just submit that instead.

His backstory is that he's a smuggler for one of the bigger thieve's guilds in the setting (which I think is forgotten realms, but I'm willing to plug into wherever it would apply). He basically moves completely legal goods from the underdark and takes them to the surface to supply the black market, and likewise moves goods from the surface to the various underdark settlements.

He's currently in Blingdenstone because he received a sending from his contacts on the surface telling him that the normal passage he uses to get back to the surface has collapsed, so he's looking for another route.

Most people believe that he's just one of many people that belong to a smuggling ring, but it's just him (using a hat of disguise to change his appearance). He is recognizable by the tattoo that he has around both wrists, ankles, and his neck (near the collarbone). They are written in a variety of extraplanar languages, and are basically words of protection (which are how I'm chosing to represent my armor of shadows).


LN Half-Elf Warlock 4
Background: Criminal

Str 8
Dex 16
Con 12
Int 8
Wis 14
Cha 18

HP 27
AC 16
Proficiency Bonus +2
Initiative +3

Saves: Str: -1; Dex: +3; Con: +2; Int: -1; Wis: +4; Cha: +6

Speed 30'

Longbow: +7 (2 proficiency, 1 weapon 4 cha) to hit; 1d8+5 (1 weapon 4 cha) damage

Deception +6
Insight +4
Intimidation +6
Investigation +1
Perception +4
Stealth +5

Languages: Abyssal, Common, Deep Speech, Elven, Undercommon

Race Bonuses:
*Ability Scores (+2 cha, +1 dex, +1 wis)
*Darkvision 60'
*Fey Ancestry (Immune to sleep magic; advantage on saves vs. charmed; proficiency in Insight and Perception skills; Languages: Common, Elven, Undercommon)

Background Features:
*Proficiencies (Deception, Stealth, replacing tool proficiencies with Abyssal and Deepspeech languages)

*Feature: Criminal Contact (I know a fixer who gets me smuggling jobs named Longshadow)

Warlock Class Features:
*Save DC: 14
*Proficiencies (Light Armor, Simple Weapons, Wisdom and Charisma saves, Intimidation, Investigation)

*Pact Magic

*Otherworldly Patron: Hexblade

*Expanded Spell List:
- 1) Shield, Wrathful Smite
- 2) Blur, Branding Smite
- 3) Blink, Elemental Weapon
- 4) Phantasmal Killer, Staggering Smite
- 5) Banishing Smite, Cone of Cold

*Hexblade's Curse (bonus action; target 1 creature within 30'; target cursed for 1 min, or until I am incapacitated. Gain the following:
- damage bonus equal to prof. bonus
- crit on 19 or 20
- when cursed tgt. dies, regain warlock lvl+cha mod hp;
resets on a rest)

*Hex Warrior (use cha instead of str/dex for pact weapons)

*Pact Boon (Pact of the Blade)

- Armor of Shadows: Mage Armor at will without spell slot or components
- Improved Pact Weapon: Any weapon summoned by pact of the blade acts as a spellcasting focus; pact weapon is a +1 weapon; can be a shortbow, longbow, light or heavy crossbow

Spell Slots (2)
Slot Level (2nd)

- Mage Hand
- Minor Illusion
- Prestidigitation

- Shield
- Wrathful Smite

- Branding Smite
- Invisibility
- Misty Step

Elven Accuracy (+1 cha; reroll 1 die when I have advantage on an attack roll using dex, int, wis, or cha)

Hat of Disguise

Starting GP

Interesting, though I'll need to think carefully what to apply with - I don't want to step on anyone's toes. Maybe a Warlock? Could fit in the Underdark...

Edit: s~%!, I didn't read Vrog's submission... Okay, no Warlocks then, I guess... Whatever...

Don't worry too much about overlapping with me, since my warlock is effectively an archer with a magic bow.

With the Hexblade pact, that covers up the two builds I had in mind for the Warlock (ranged DPS and melee DPS).

Submitting Professor Rankle Boomtop an Alchemist Artificer with an excitable attitude and a love of tinkering and toying with technology and magic.

He is currently in the Underdark in Blingdenstone trying to find ways to help the gnomefolk out as they have been cowed by years and years of abuse in the Underdark. Upset that no one wants his idea of very loud help he gets disenchanted with setting up permanent camp and tries to find a better solution; hoping that some knowledge and good adventure will get the gears turning and a plan forming yet again. His first goal in his mind, is to solve why deep gnomes have a worse lifespan than their counterparts, and he truly believes that it might be the key to sparking a special fire within the gnomish people.

Went with the Rock Gnome instead of deep because it has the cool artificing racial stuff which fit really well.

Basically a support-ish class with spells and various tricks and tools with his Infused Items.

Haven't decided on an Uncommon Magic Item, I'll look if I get selected but it will be something fun.

Vrog and Jereru: I know you're both good players and I'm sure you can figure out some interesting submissions.

Hubaris: Fun concept. I like it. I'd think you had a spot in the game guaranteed but I know both Vrog and Jereru are great players too. I have a feeling I've played with Critzible before too but I'm having trouble remembering where...

caster4life wrote:

Vrog and Jereru: I know you're both good players and I'm sure you can figure out some interesting submissions.

Hubaris: Fun concept. I like it. I'd think you had a spot in the game guaranteed but I know both Vrog and Jereru are great players too. I have a feeling I've played with Critzible before too but I'm having trouble remembering where...

I don't think we've played together so if you'd like some references and posts just let me know and I can dig some up.

Regardless thanks for the kind words!

Grand Lodge

For my item can I have Adamantine Plate?

Yes, don't worry, I just need to have a look around and see what inspires me. We still have time.

I presented all the classes to my gf (which doesn't know shyte about DnD) and she told me "I don't know, Barbarian or Paladin". So, Barbarian or Paladin it is (it seems, actually, there's no one picking any of these two).

Hubaris: Depending on how competitive this recruitment is, I'll look over some past games for the applicants. If you want to point me to some where you think you played particularly well, please do.

Critzible: Hmmm.... That's tricky. Adamantine armor is certainly a fine uncommon item. But making the base armor plate is a bit of a different story since most characters certainly can't afford plate armor at this point. Let's make it adamantine splint armor that can be upgraded to plate armor in the future by paying the difference in price between normal splint and plate armor. We'll have to find a way to flavor that reasonably but I'm sure we can.

Jereru: Yes either barbarian or paladin would be fine and fun. Paladin is mechanically well-suited because there are a fair number of targets to smite for extra damage and lots of nasty will saves in this adventure.

And fyi, our goal in this game is to have people post 1/weekday and 1/weekend. We've slowed down a bit lately, partially because of holidays, but that's the stated goal. Just so you guys have an idea of what we're looking for.

Grand Lodge


Dworic Ungart
Hill Dwarf Cleric[Forge]4th
Medium Humaniod[Dwarf]
Hgt.4’8”Wgt.175 Age:60
Init:+1 Perception 16
Armor: Adamantine Splint and a Shield
Offense: weapons
Melee: +5
Sacred Flame+5
Toll the Dead+5

Str:14 Dex:10 Con:14 Int:10 Wis:16 Cha:11
Proficiency Bonus:+2
Saving Throws: Str+2 Dex+0 Con+2 Int+0 Wis+5Cha+2
Skills: Insight+5,History+2,Religion+2,Persuasion+2
]Tools:Smiths Tools, Tinkers’ Tools, Brewers Supplies
Gear:Smiths Tools, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp Explorer's Pack:Backpack,bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope

PP: GP:5 SP: CP:
10gp Gem
War caster
Prerequisite: The ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Class Features:
Armor: Light armor, medium armor,Heavy Armor shields
Weapons: Simple weapons
Tools: Smiths Tools
Saving Throws: Wisdom, Charisma

Racial Traits:
Ability Score Increase
Your Constitution score increases by 2.
Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).
Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency
You gain proficiency with the artisan’s tools of your choice: brewer’s supplies,
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Hill Dwarf
• Ability Score Increase. Your Wisdom score increases by 1.

• Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Size: Medium
Speed: 25 ft
Background:Clan Crafter
Tools:Tinkers’ Tools
-I like to talk at length about my profession.
-I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.
-Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization.
-Generosity. My talents were given to me so that I could use them to benefit the world.
-Aspiration. I work hard to be the best there is at my craft.

-The workshop where I learned my trade is the most important place in the world to me.
-I owe my guild a great debt for forging me into the person I am today.

-I'm quick to assume that someone is trying to cheat me.

Background Feature:Respect of the Stout Folk
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

Spell Attack:+5
Spell DC:13
Cantrips:4 1st:4 2nd:3
Cantrips:Mending, Sacred Flame,Spare the Dying,Toll the Dead
1st:Identify*,Searing Smite*,Cure Wounds, Detect magic,Guiding Bolt,Create Water
2nd:Magic Weapon*,Heat Metal*,Spiritual Weapon,Find Traps,Lesser Restoration

No finished background as I did the whole rolling thing, now I get to figure out how to piece it together. If they are in Blingdenstone that means we are in the North right?

Yes Blingdenstone is relatively north in the Underdark.

Grand Lodge

Okay chose Citadel Felbarr! so here is the background

Background with roll notes:

Background: Dworic grew up in Citadel Felbarr, son of a Scout named Thordrimm Ungart and his mother is Tobera Holderhek a prostitute. He had a variety of siblings most of whom took the Ungart name. Whether or not they were Thordrimms or not he didn’t care. Most of them were older,4 sisters Dognal[Eldest and Soldier],Jarana[Adventurer],Nora[Bard/Brothel], The Little Sister Ovina[Book worm,Wizard], and then his twin Delg who is an accomplished Merchant. His other brother Veit, His mothers favorite became a Scout much like their dad.

However Dworic grew to aspire to be a craftsman amongst the more elite of Felbarr. His unfortunate past made it hard but thanks to finding out that one of the Prominent Tinkerers in Felbarr was the father to half of the Brothels illegitimate children Dworic managed to get in as an apprentice under the least likely Tinker, A one hand, peg legged dwarf named Oskar Trollbleeder. Oskar taught Dworic all he knew about Tinkering and about Brewing as the often Guildhall tinker kept a small still he made in one of the work rooms. The two bonded and Dworic began to create and fix a variety of things until he was called to duty.

Dworic was sent out to train like any other dwarf to fight and defend its people. It wasn’t a difficult thing most dwarlings had trained since they were young with other dwarves. Dworic however did not he was sent to be the archer, which he failed at. Even in this excursion where they were to aid in turning back some giant lead orcs he wasn’t prepared. He fell in battle to the blades of Orcs.When he woke after the thick of the battle was done, he was carried off with three deep cuts to his chest and stomach. The wounds were treated but he keeps the scars, one crossed on his chest, the other a right to left down angle slice from lower rib to opposite hip. To most it was strange that he was able to even breath. It was a damned miracle he was alive, and Dworic himself reciprocated as he told of the heat he felt the sound of metal on metal tamping out a metal bar before the fire flared to life. It was this immersive experience he held onto the one that brought him back from the brink.

This was the moment he found Moradin, Truely found the Lord of Creation, the All Father of the Dwarves.As soon as he was able he went and trained amongst the clerics of Felbarr learning to smith and devoting his mind to the traditions and teachings of the being who gave him life once more. During this time he married the young dwarven lass named Bardryn Eversharp, a shrewd daughter of one of the more prominent merchant houses. He won her heart on a caravan he was assigned to as a service provided by the church. He was there to heal and in doing so required him to be paid. Dworic earned his keep aiding in repelling bandits and what not, but mostly helping keep the caravan healthy. When Bardryn got impaled by a spear Dworic was there to spare her from death and aided in nursing her back to health.
After that it was a year courtship and finally married. They chose to keep separate names as Dworic respected her and her clan too much to have her change it, but was too humble to ask if he would change his clan to Eversharp. Still he managed to be happy for awhile.

Eventually he was asked by the church to scout ahead in the Underdark for more rich veins of ore. Ore which would bring more wealth and prosperity to Felbarr and in hopes to allow for them to make even rarer weapons and armor. Thus began his forays into adventuring. At first it was successful they found little resistance and a decent amount of metal, minerals and gems. This continued until the fight with the Drow came. The battle was intense and Dworic did his best to fight and aid his fellow dwarves but he fell too injury and managed to tumble into one of the mysterious holes in this ambush. He landed on a spider and with a dagger managed to kill it and hide under its corpse. Once the Drow where gone Dworic gravely wounded managed to crawl out and head back which he came taking rests to heal when he could. Eventually he made it to the Felbarr encampment where he was healed. In the mess though he bares a missing ear, bleach scars around his eyes, small scratches on his cheeks, several sword slices on his person. His right hand lacks its two bottom finger and both feet are missing the pinky toes, with the right also missing the Middle toe as well.

Despite the ability to leave he went back out with another group. His new armor bestowed him by another member of the clergy a dwarven Splint mail of Adamantine he sought to help Flebarr and his fellow dwarves secure more resources to help his wife, his family and his clan. He did this as Moradin was with him. He had faced a variety of threats many that almost killed him only to stay alive. What he didn’t realize was that he would end up one this second foray get separated via a series of natural cavernous traps that when he steps though found himself in a strange sigil in a cavern he wasn’t originally in. Dworic has thus begun to try and figure out how or where he was determined to get back and help his scouts out. Though at the moment he was severely regretting his lack of participation in underground survival lessons as he was lost.

-Parents known
-Siblings:8[Twin, 6 older,1 younger]
-Family: Single Mother
-Father:Died:Killed in Battle
-Childhood Memories:Others saw me as different of Strange had few friends
-Clan Crafter: I helped a Clan Artisan keep a secret and in return I was taken on as an apprentice
-Cleric: My god gave me an unmistakable sign. I dropped everything to serve the divine
-#1:Supernatural Experience: Escaped certain death and believe it was by the will of Moradin that you live.
-#2:Went on an Adventure:Nearly Died,major scars, missing ear[right] missing 2 fingers and 3 toes
-#3:Stumbled onto a good fortune:[A trinket:
-#4:Got Married:Dwarf Merchant NG Alive and Quite Successful
-#5:Spent Time on the Job[7gp]
-#6:Fought in a battle:Badly injured in a fight and have many awful scars to prove it.

Paladin, it is. I'll work on a half-drow which has been expelled from/fled a major Drow settlement and ended up realising how evil his kin is. Perfect breeding pit for an Oath of Vengeance Paladin.

I'll have a quick read of the last posts to grasp what's currently the party situation so as to ease a potential introduction.

Jereru: One note is I wouldn't play an expelled Drow. We've already had two of those. One was a paladin but left the game. The other is our bard. Half-drow but same idea. It's a great character concept for this game but unfortunately that means multiple people think of it.

I see... Okay, I'll have a read at existing characters' backgrounds and try to come out with something new. I guess "ex-slave from the Drow" is another one being overused :P

Might I use the Custom Backgrounds rule? (You know, where you take a background and change some skills and/or proficiencies to end up with a different one).

Ex-slave of the Drow has been used a bit but less so.

I'm probably ok with custom backgrounds if you let me know the specific background you're creating.

Oh, I don't know yet. I'm just asking in case the story I create needs a specific background which has not already being released. I will, of course, consult you of the need arises.

The original party were prisoners of drow though weren't slaves for very long.

Kargoroth's backstory takes some shape. He'll be a paladin, though he'll have 1 level of Hexblade Warlock (sorry, Vrog, it was too good to let it pass. I promise that'll be the only overlapping, or at least I'll try).

GM, I hope the concept is not too cliche-ed.

That concept is fine with me, Jereru.

All: Remember that re-recruitment closes on 12/11, 5 pm, Eastern US time. That's 10 pm GMT.

Would it be ok to change an item from the starting pack for another one which costs less? Paladin starts with a heavy armor but I might use a medium one instead, so I'd swap a Chain Mail (75 gp) for a Scale Mail (50 gp).

If I get selected I'm wondering... would there be an opportunity to get Tinker's Tools? I cannot afford both Alchemist Supplies and Tinker Tools but the class requires both for its features to function.

actually, artificers just require thieves or artisans tools to cast spells. I'd just take alchemical supplies and you should be fine.

Jereru: Swapping for a less expensive item is fine with me. It wouldn't have to be the same general type of item but in your case it is so even less objectionable.

Hubaris: Yes you could buy such things starting off in Blingdenstone, if you need/want them.

Vrog Skyreaver wrote:
actually, artificers just require thieves or artisans tools to cast spells. I'd just take alchemical supplies and you should be fine.

I completely misread what artisan tools encompass.

Cool, thanks for the info!

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