
hiiamtom |
OK guys, continuing from this thread this is the recruitment thread for running through a classic AD&D 1e/2e or Basic module that is being voting on in this recruitment thread.
Anyone posting that they would like to play, please post a module you would like to run. Please be mindful that you may be selected as a character even if a different module is being run.
These are the requirements to sign up for this game:
- Post the character concept mechanically (i.e. I want to play a Barbarian/Fighter tank)
- Post the character concept fluff (background if you know it, and a sentence or two description)
- Post your preferred adventure (optional)
Don't make a character yet, because I don't know the level you are going to start at! Once we determine the modules and players we'll build the character aliases/sheets and get started.
I know this is a little atypical, but the most famous adventures are all over the map on starting level.
- System - 5e
- Setting - This is going to be a generic setting that is similar to the more famous D&D settings or Golarion. Pantheons/countries/etc. will be borrowed from a variety of sources, and players can choose to add detail as they wish.
- Players - Probably 6 or more based on my knowledge of OSR modules. I like extra players in PbP anyways to keep the thread moving.
- Additional resources - I will need to keep maps going, so I will be using google sheets.
- Starting level/resources - TBD
- Available races/classes/etc. - Anything and everything. Anything not produced by WotC is subject to my approval, while UA/published material is not.
- Starting ability scores - Standard array or 27 point buy.
- Alignment restrictions - None, but don't abuse it.
- Optional rules in play - Multiclassing and Feats (Ch 6, PHB), Encumbrance (pg 176, PHB), Flanking (pg 251, DMG), Ability Check Proficiency (pg 263, DMG), Action Options (pg 271, DMG), Hitting Cover (pg 272, DMG), & Cleaving through Creatures (pg 272, DMG)
- House Rules - modified feats from the PHB (link)
- Type of campaign - Think dungeon crawls and NPC interaction, time to explore and loot bad guys you while earning XP doing it!
With the number of players I want, I'll leave this up for about a week (closing early if things get rolling fast or extending as needed).

Filios |

In response to your requirements for submission:
1) Post the character concept mechanically.Human Fighter Duelist - Dexterity based. Sort of a swashbuckling, light infantry, skirmisher.
2) Post the character concept fluff. Marcus was a quick study of his father's trade and spent his youth growing up among soldiers and the barracks. He had begun his extensive training with a rapier, and he was prepared to enter the corps when he reached the appropriate age.
3) Post your preferred adventure. I really do not have a preference. I am ready and willing to submit for any classic adventure!

hiiamtom |
Right now I'm thinking about doing probably the most famous level 1-20 chain of modules:
- T1-4: Temple of Elemental Evil
- A1-4: Scourge of the Slave Lords
- GDQ1-4: Queen of the Spiders
Alternatively, I like the idea of a group of bold explorers and treasure hunters being recruited for such classics like:
- X1: Isle of Dread
- S3: Expedition to the Barrier Peaks

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1) Halfling berserker barbarian
2) Not great at controlling her temper, young Kithri tended to cause damage to her family's caravan about as often as she protected it from bandits on the road. After some frank talks with her elders and one repair bill too many, she agreed to wander on her own for a while, searching for either help to control her anger or a way to put it to productive use.
3) Any lower level is better, since I'm new to 5e. Not necessarily 1st level, but certainly not starting higher than 5th level.

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1. Human Cleric of whatever war god is present.
2. Tired of his brethren doing little to fight against the growing darkness surrounding them, my character left the safety of the temple to take the battle to the (perceived) enemy.
3. Not a huge fan of the Temple of Elemental Evil, but love T1 Hommlet. Maybe that leading into A1...or just start at A1 and go from there....?

hiiamtom |
My thinking right now is to run the full series since I, at least, am completely new to the classic modules. It's pretty much the most infamous chain of modules and are meant to played serially anyways.
We can make adjustments on the fly, but I'm thinking starting at level 3 with T1: The Village of Hommlet.

Logan1138 |

My thinking right now is to run the full series since I, at least, am completely new to the classic modules. It's pretty much the most infamous chain of modules and are meant to played serially anyways.
We can make adjustments on the fly, but I'm thinking starting at level 3 with T1: The Village of Hommlet.
Just wanted to offer an opinion from an old-school vet (began playing D&D in 1981), Temple of Elemental evil is a mini-campaign all its own. You would not play the Slave Lord modules (A1-4) after completing ToEE because your characters would be too high in level, probably about level 11-12 and A1-A4 is meant for PC's from 4-8 level IIRC.
I look forward to seeing this game take off as I intend to read along for some good old nostalgia.

thejeff |
hiiamtom wrote:My thinking right now is to run the full series since I, at least, am completely new to the classic modules. It's pretty much the most infamous chain of modules and are meant to played serially anyways.
We can make adjustments on the fly, but I'm thinking starting at level 3 with T1: The Village of Hommlet.
Just wanted to offer an opinion from an old-school vet (began playing D&D in 1981), Temple of Elemental evil is a mini-campaign all its own. You would not play the Slave Lord modules (A1-4) after completing ToEE because your characters would be too high in level, probably about level 11-12 and A1-A4 is meant for PC's from 4-8 level IIRC.
I look forward to seeing this game take off as I intend to read along for some good old nostalgia.
I'm not quite sure how they set it up, but they were tied together when the Slave Lords (and the Giants/Drow series) were repackaged in the mid-eighties, soon after Hommlet was expanded into the ToEE.
Mostly registering interest though. I've got a couple characters in mind, for this or the other game. I'll put something together soon.

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Sorry I should of explained as Logan did. The Gatehouse part of T1 would be fine to start as newly minted characters, then go to the A-series, but running all of Temple would, like Logan said, have us at way too hight a level.
If we start at 3rd level, we might squeak by starting A-1, but those old modules were geared for 6-8 characters (sometimes...cannot off the top of my head remember the number for A-1)
Anyway, just food for thought...I will be excited to play in anything you wish to run!
(Hey Logan...nice to see some old time players out here....I think we are far and few these days!!)

Tis'kaliss |

Belac93 here. I would be interested in playing for either of your games. I already posted on the other one, but I would prefer this one if its a choice between the two.
1. Half-elf paladin, fluffed a bit like a rogue/cleric
2. Tis'kaliss wanted to be rebellious, but he ended up landing his family in debt. He left home to erase the debt and find his sister.
3. Scourge of the slave lords sounds fun.

hiiamtom |
Thanks for the help, guys. I think I figured out the problem.
I have the A1-4: Scourge of the Slavelords which has been bumped up to an adventure starting at 5th-7th level so it can follow Temple of Elemental Evil. Queen of Spiders was bumped to 8th-10th level adventurers with this reqrite/adjustment too... I really just don't want to start at 1st level, because 3rd level is when you have fallen into your archetype (assuming no multiclass) and you're a bit tougher against some of these tougher challenges.
Update on this game:
- This will start as T1: Village of Hommlett
- Starting characters will be 3rd level
- The story may or may not progress along the T1-4, A1-4, GDQ1-7 predefined order but they are the source materials for the game.
- The setting is not Greyhawk, but a generic setting that will grow and develop with you. Any deities, homelands, etc. you wish to use are yours to determine and/or describe. They can be taken from any source material you want.
- At the start of the adventure, the party (who has been working together for some ill defined amount of time) has just survived the raiding of a caravan they were a part of that was winding up the Wild Coast. The Village of Hommlett is the nearest settlement they can reach with their injured mounts - a prosperous community even if none of you have spent enough time int he region to know anything else... though you are aware the region has become infamous of late for a sudden rise in the danger in travel.
- Finally, to keep with the AD&D feel I want to use simplified ability score proficiency from the DMG. The rules are detailed in the spoiler below.
- Barbarian - Strength, Dexterity, or Wisdom
- Bard - Any one
- Cleric - Intelligence, Wisdom, or Charisma
- Druid - Intelligence or Wisdom
- Fighter - Strength, Dexterity, or Wisdom
- Monk - Strength, Dexterity, or Intelligence
- Paladin - Strength, Dexterity, or Charisma
- Ranger - Strength, Dexterity, or Wisdom
- Rogue - Dexterity, Intelligence, Wisdom, or Charisma
- Sorcerer - Intelligence or Charisma
- Warlock - Intelligence or Charisma
- Wizard - Intelligence or Wisdom
You then choose one more ability score based on your background. It must be an ability score tied to one of the skills granted by the background. Rogues are always granted proficiency in Dexterity checks as a bonus proficiency.
Tool proficiency is separate from ability score proficiency, meaning a player making a Dexterity check to use Thieves' Tools will only add their proficiency bonus if they are proficient in the use of the tool even if they are proficient in Dexterity ability checks.
For rogues and Bards: Expertise grants its bonus to Thieves' Tools for rogues, a Musical Instrument for bards, and one ability score you are proficient in the first time you gain the Expertise feature. At the next time you gain Expertise, you can choose ANY tool proficiency and one more ability score you are proficient in. This means a rogue choosing Dexterity at level 1 adds double their proficiency bonus to all Dexterity checks and to any ability check with Thieves' Tools.
For class features granting skill proficiency past level 1, Half-eves, variant humans, multiclassing into certain classes, or those taking the Skilled feat: You gain 1 additional ability check to be proficient in. Half elves may also choose one tool to become proficient in.
For races with defined skill proficiency: You gain the ability score proficiency for that skill, if you have more than one skill proficiency you may still only choose one ability score (I don't think this applies to any race, but I want to have it covered up front).
Saving throw proficiency is still determined by your class' saving throws, and other feats or abilities that grant proficiency to saving throws.

Reckless Apprentice |

Given the rules I present Glyph the Transmuter with proficiencies in wisdom and intelligence.
I added spells per level, but as I wasn't sure what the gold we would have per level, so I only added spells that a wizard would gain under standard leveling.
Is there gold we would have additional liberty to spend on the characters or would I be "given" additional spells assuming the characters adventures would have found spellbooks to gain spells from?
Glyph
Male rock gnome wizard 3
Medium humanoid, lawful good
--------------------
Armor Class 12
Hit Points 20 (3d6+6)
Speed 25 ft.
--------------------
STR 10 (+0), DEX 15 (+2), CON 14 (+2), INT 17 (+3), WIS 10 (+0), CHA 8 (-1)
--------------------
Saving Throws Int +5 (Advantage vs. magic), Wis +2 (Advantage vs. magic)
Skills Arcana +5, History +5, Insight +2, Investigation +5
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic, Dwarvish, Gnomish
Actions
--------------------
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
--------------------
Abilities,
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Arcane Recovery, Artificer's Lore, Darkvision 60, Gnome Cunning, Library Access, Minor Alchemy, Tinker, Transmutation Savant
Spells
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Spellbook
1st Detect Magic, Expeditious Retreat, False Life, Feather Fall, Floating Disk, Identify, Mage Armor, Magic Missle, Sleep
2nd Knock, Spider Climb
Cantrips
Fire Bolt, Message, Prestidigitation
Glyph (Symn Gulip Harny)
Glyph, was smart among his people. Some, He, might say the smartest. Glyph love crafting and has made everything from water pumps to machines of war. Glyph also loved the academic strategy of war the moving the piece around the board to win victory. Problem is Glyphs family would give him "problems" to solve a machines to build, then sell them to mercenary groups and rebel armies.
Glyph saw the devastation that his solutions were creating. His reaction was a strange feeling of shame with the things he made. Unable to cope with the abuse of his knowledge Glyph locked himself away in the library seeking knowledge without more moral ramifications to weigh on his conscious.
Gylph spent years studying soon discovering the wondering of Alchemy taking on the mantle of a transmuter. With new power and some research curiosity about what alchemy can hold for the world at large. Glyph sets out agent from the library. He will be no ones agent. He will be all about the research and solving problems that build a brighter future for people.

Marcus Covell |

This is Filios, and I submit Marcus Covell, Male Human Duelist. I need to finish scaling him back to 3rd level, but I should be able to complete that over the next couple days.
Quick question, being that Marcus is a variant human, and he already gets STR and CON as save proficiencies, howmany additional ability proficiencies frombthe list can he choose - 2? Also, does the proficiency bonus get added to every skill check associated with that ability, or is it only added when the DM asks for a straight ability check?

hiiamtom |
Current Submissions:
- Tis'kaliss - Half-elvish Paladin (Vengeance)*^
- Toben Shandor - Tiefling Warlock (Great Old Ones)^
- Symn Gulip "Glyph" Harny - Gnomish Wizard (Transmuter)^
- Marcus Covell - Human Fighter (Battlemaster)
*Submitted to other games
^Need to change character to ability score proficiency
Quick question, being that Marcus is a variant human, and he already gets STR and CON as save proficiencies, howmany additional ability proficiencies frombthe list can he choose - 2? Also, does the proficiency bonus get added to every skill check associated with that ability, or is it only added when the DM asks for a straight ability check?
Your race grants 1 additional proficiency. So he would have 1 from his class, 1 from his background, and 1 from his race.
All skill checks are ability checks, so any skill like Wisdom(Perception) would just be Wisdom instead.

hiiamtom |
Yes, the ability check proficiency is separate from saves. Saves are determined 100% by your class. Here's how you choose your ability score proficiency...
Variant Human - Choose any ability score to gain proficiency
Fighter - Choose Strength, Dexterity, or Wisdom (from the table I listed)
Soldier - Choose Strength or Charisma (the choice of Strength comes from the Athletics skill in the background, the choice of Charisma comes the Intimidation skill in the background)
Does this make more sense?

Belac93 |

Yes, the ability check proficiency is separate from saves. Saves are determined 100% by your class. Here's how you choose your ability score proficiency...
Variant Human - Choose any ability score to gain proficiency
Fighter - Choose Strength, Dexterity, or Wisdom (from the table I listed)
Soldier - Choose Strength or Charisma (the choice of Strength comes from the Athletics skill in the background, the choice of Charisma comes the Intimidation skill in the background)
Does this make more sense?
Would this mean Tis'kaliss gets 3? Lets say, Dexterity from Paladin, Charisma from Criminal, and Wisdom from Half-elf?

Ken Marable |

Here is my submission. Also cross-posting to your other recruitment thread. I am slightly more interested in this game, but I would enjoy either one.
Ama
Female earth genasi druid (Circle of the Swarm) 3
Medium humanoid, neutral good
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Armor Class: 13
Hit Points: 24 (3d8+6)
Speed: 30 ft.
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STR 13 (+1), DEX 14 (+2), CON 14 (+2), INT 8 (-1), WIS 15 (+2), CHA 10 (+0)
--------------------
Saving Throws: Int +1, Wis +4
Ability Proficiencies: Dex +4, Wis +4
Tool Proficiencies: Herbalism Kit, Disguise Kit, Thieves' Tools
Senses: normal, passive Perception 14
Languages: Common, Primordial, Druidic
Actions
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Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1d6+2 slashing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30 ft./120 ft., one target.
Hit: 1d4+2 bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.
--------------------
Abilities
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Earth Walk, Merge with Stone, Wild Shape (Insectoid Forms variant, 1 hour, expend spell slot heal 1d8/spell level), City Secrets
Spells
--------------------
Prepared: 5, Save DC: 12, Attack: +4
Cantrips
Magic Stone, Mold Earth
Equipment
--------------------
Leather armor, explorer's pack, Druidic focus (dead scarab tied to a rock), small knife, map of Calimshan (heavily featuring back alleys and the Undercity sewer system), common clothes, pet beetle, belt pouch, thieves' tools
10 gp
Background: Urchin
Personality Trait: I like to squeeze into small places where no one else can get to me.
Ideal: Aspiration - I'm going to prove that I'm worthy of a better life.
Bond: I owe a debt I can never repay to the person who took pity on me.
Flaw: It's not stealing if I need it more than someone else.
(Just used the Forgotten Realms based story from the other recruitment thread. Doesn't really matter to me where she is from.)
Ama's earliest memories are of struggling for survival on the streets of Calimport. Her early years are a blur of endless scavenging with each day a repeat of the last. All this changed when she was found by Bashir the Elder, Archdruid of Calimport. Mocked by many as vagrant beggar, Bashir was actually a powerful druid and self-appointed protector of the city, especially the destitute masses living on the streets. Bashir initially taught her the basics of surviving - how to steal enough to not rise the ire of the merchants, which inns provided the best cast off scraps, and where to hide from city guards and those who would prey on the street urchins.
Soon, however, Bashir began to notice Ama mirroring him as he patrolled the city. In particular, her unnatural ability to move about the city in ways that often left him unable to find her impressed the ancient druid. Studying her closer, he realized that she was touched by the dao, and that perhaps even genie blood ran through her veins. Taking her as his apprentice, he began to teach her how to listen to the city as a living thing. Its health could be measured in the vitality of its vermin, as they were first to show signs of infection. The lowest merchants were its pulse, showing signs of oncoming hardship long before it strikes the nobility. Urchins like her were the nerves sensing all aspects of the city and only needing a central spirit to gather that information. Bashir had been that spirit, and now he trained Ama, his "Alley Gnat." Ama learned quickly and became a devoted apprentice, carrying out his work throughout the city.
Just over a year ago, Bashir informed Ama that he had received a summons to assist former companions of his in the North. Ama could tell the threat was dire if Bashir was willing to leave the city he protected. Ama continued his work, but soon found she felt more concern for her mentor than for the city. Over the months, she found herself realizing that it was Bashir alone who has cared for her, and the city had left her to starve and die. As it came to the first anniversary of Bashir's departure with still no word from him, Ama turned her back on the only city she ever knew. After stealing a sword from a drunken guard, she left and traveled north to search for word of her mentor and learn of the world beyond Calimport's walls.
Personality
Ama is a deeply conflicted person still trying to find her place in the greater world. On the one hand, she is caring and seeks to protect the weak. On the other hand, she is quick to turn her back on those who don't appreciate her. She dreams of greatness rivaling the stories Bashir would tell off his exploits, but also feels she isn't worthy unless she proves herself. However, she has grown quite fond of her current companions and has begun to worry about the day she receives word of Bashir's whereabouts and face the dilemma of searching for her mentor or remaining with her newfound friends.
Thank you for your consideration!

Dinkerdink |

Okay, I couldn't resist. I know I voted for WoTC but when will I get a chance to play these Adventures in 5e! This a submission from G-Unit:
Dinkerkink is an Eldritch Kight [fighter] Gnome that fights with two hand axes (named Thunk and Twack) and is accompanied on his adventures by his familiar Chewie a squirrel [reskinned weasel] who among other things likes nuts. The inspiration for this is Minsc and Boo [a mouse] from the Baulders Gate video game. Where Boo was often commanded in combat to "go for the eyes Boo, go for the eyes!."
Background: Outlander
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Bond An injury to the unspoiled wilderness of my home is an injury to me.
Personality Trait I have a lesson for every situation, drawn from observing nature.
Ideal Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
Flaw There’s no room for caution in a life lived to the fullest.
=======================================
Story
Dinkerdink hums a whimsical tune as he happily thinks, Lucky we survived that bandit attack, it was a close thing for a while. He adjusts his seat in the saddle trying to get comfortable as he looks around at his traveling companions. They’re a strange bunch these outlanders but handy to have around in a scrape, he thinks as he forces his spent mount a little faster hoping to reach Hommlet before dusk.
His terse nerves calm down as he becomes lost in memories of his past, listening to the clippity-clap of his pony’s hooves striking the road.
It wasn’t long ago Dinkerdink lived an idyllic life in the small gnomish community of Sharing Medows, population six. The community was a series of burrows deep within the forested confines of the Wild Coast, and amongst the residents Dinkerdink was considered an accomplished mushroom farmer and cook. Additionally, Dinkerdink knew the surrounding terrain like the back of his hand, every brook, steam and meadow was etched in his memory. The forest was his home, part of his being, and he had many friends among the small forest animals surrounding his community. He knew many of the forest animals by name and would often converse with them. It was one such creature, a squirrel named Chewie who first warned Dinkerdink about the blight falling over the forest and the dangers over taking the road.
Upon hearing this dire news from the forest denizens a moot was called by the gnomes of Sharing Medow. The purpose of the moot was to determine the community’s response to the dreadful happening along the road. Proposals were made and a vote was taken with the decision being that Dinkerdink would go into the lands of the tall folk and try to figure out what was happening to the land. When Dinkerdink protested he was reminded that he was the best at woodcraft, spoke the outlander tongue the best, but most importantly he had singlehandedly killed Canker tooth the rabid bear. Grudgingly Dinkerdink admitted that he was the best candidate to find out what was happening and solve the problem for the tall folk.
As he left the village he was accompanied by his squirrel friend Chewie. Recently, Dinkerdink joined a caravan traveling the roads along the Wild Coast to observe conditions along the road in relative safety.
Dinkerdink is startled from his reverie as his squirrel friend chitters away in his ear. “Right you are Chewie, I better pay attention, I don’t want to be surprised by more bandits.
Personality & Appearance
As you ride toward Hommlet, holding tightly to the reigns of you laboring mount, you speculate about your future and how you conducted yourself in the bandit ambush. Your musings are interrupted as a small creature on a pony rides up beside you. Even after spending days in his company it takes a second for your eyes focus on the gnome you have come to know as Dink. As you ride next to Dink you examine him further, and see that he is wearing an old canvas sack on his head like a cap, with holes cut out of the sides for his ears which protrude straight from the sides of his head and are each adorned with tree hooped earrings. His face is dominated by and overly large nose which pokes out of a long snow white beard with large mustaches. The Gnome’s eyes are feral looking and are the color of coal, he is wearing a chain shirt with an assortment of pouches, bandoleers, scroll cases, and containers strapped to his body. But most astoundingly there is a squirrel sitting on his lap as he rides.
As your brain catches up with your eyes you realize that he is talking to you, “Common, you do speak, yes?” As he looks at you curiously he adds, “I thought quicker of wit were half orcs.”
Stammering you say, “I’m not a Half orc.”
“Well no gnome are you, a gnome knows a gnome. Half orc sure ye not be?” He doesn’t wait for your reply, “Oh well, to me alike you all look.”
Dink continues riding at your side holding a some freshly picked carrots up and asks, “Dinner, I asks, wanting some will ye?” You remember your manners and offer, “I can help with that if you like.” The gnome flinches in his saddle and with a look of frustration says, “No! These things do I can, you think that I can’t but do I can. No. No. No. Off hands please.”
He removes the carrots from your sight and offers you some trail bread. Cautiously you ask, “Why do you speak so funny?”
“Oh” he considers for a moment, “Sorry about that, I spent most of my life talking to the squirrels and beasts of the forest and they speak and think a little backwards, as you can imagine, and sometimes I forget. Is this more correctness?”
“That’s better,” you nod. You take a bite of the bread and ask with a satisfied smile on your lips, “What in it?” The Gnome smiles, “This is a raisin bread liberally spiced with cinnamon and walnuts that I learned to make during my travels.”
Smiling, you give the gnome a compliment and say, “It tastes great. How long have you been the caravan’s cook?”
Testily the gnome snaps, “Oh because I be small, I can’t be a caravan guard, only tall folk can be a an adventurer or guard or even a hero, so by your logic I can only be the cook. Well small people can do great things, you don’t think I can do these things but I can!”
You manage to get a word in and say “Sorry, you’re right there is more to you than meets the eye, why don’t you tell me about yourself?”
“Yes, yes, right you be, introductions are best before tea. Well let me start over.” He stands straight in his pony’s stirrups and bows deeply at the waist, “I am Dinkerdink, at your service, gnome adventurer and traveler as well as renowned cook and zoologist which is the study of animals, not entomologist which is the study of insects, disgusting creepy crawly little critters, some are poisonous, prone to swarming, no I would never study that, ugh ... disgusting except when covered with chocolate or caramel, the grippi of the southern marches have an interesting dish, served as an appetizer with dandelion wine. Makes my mouth water just thinking about it, maybe I’ll make it tomorrow. He scratches his head and quickly adds, No tomorrow is mushroom spice cakes. Anyway, I dabble in arcane studies, mathematics, gaming probability, and wood craft.” He pauses to scratch the head of the squirrel in his lap and adds, ”Oh yes amateur historian and reformed carnivore as well.”
The squirrel chitters and the gnome gets a thoughtful look on his face. He holds up the squirrel to you, “This is Chewie, well that not his real name I just call him Chewie because it’s easier to say.” The squirrel chitters again and the gnome shrugs his shoulders and continues, “ You know how squirrels are with names and such he actually goes by Twilight Shadow Swooping in to Steal Tasty Things and Such and Chew Them Up, or that’s about as close as I can get in common.”
The squirrel stands on its hind legs and squeaks. The gnome hastily says, “I’m sorry, I forgot my manners, I am all flubergated… tea, tea usually helps me when I’m flubergated” and he rides off trying to convince the others in the party that they need to stop so he can enjoy some tea.
Dinkerdink
Male Gnome Fighter [Eldritch Knight] 3
Small Humanoid, Chaotic Good
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Armor Class 15 [17 with shield]
Hit Points 28 (3d10+6)
Speed 25 ft.
Initiative +2
--------------------
STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 14 (+2), WIS 12 (+1), CHA 8 (-1)
--------------------
Saving Throws Str +4, Con +4: (Advantage vs. Magic on Int/Wis/Cha saves)
Attribute Proficiencies Wisdom +3[Background], Dex +4[Class]
Proficiencies Simple Weapons, Martial weapons, Light Armor, Medium Armor, Heavy Armor, Shields, Horn
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Gnome, Elvish
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Attack Actions
--------------------
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d8+2 piercing damage. [Versatile 1d10]
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage. [+2 to hit when thrown, Archery fighting style]
[Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6+2 slashing damage. [+2 to hit when thrown, Archery fighting style]
Crossbosw, Light. Ranged Weapon Attack: +6 to hit, range 80 ft./320 ft., one target.
Hit: 1d8+3 piercing damage. [loading, two-handed]
--------------------
Bonus Actions
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Second Wind Use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge You can take one additional action on top of your regular action and a possible bonus action. You must finish a short or long rest before you can use it again.
Weapon Bond If it is on the same plane of existence, you can summon a bonded weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action.
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Abilities
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Fighting Style [Archery], Second Wind, Action Surge, Martial Archetype [Eldritch Knight], Spell Casting, Weapon Bond, Darkvision 60, Gnome Cunning, Minor Illusion Cantrip, Speak with Small Beasts, Wanderer,
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Spells
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Spell DC: 12
Spell attack: +4
Spells /day
1st level 2
Spells Known
1st level: Shield, Find Familiar, Protection From Evil,
Cantrips Minor Illusion[Race bonus], Fire Bolt, Blade Ward
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Equipment
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Weapons
Handaxe 2lb, Handaxe 2lb, Dagger 1lb, Crossbow, light 5lb, 20 bolts 1.5lb, Warhammer 2lb
Armor
Chainshirt 20lb
Shield 6lb
Other Gear
Explorers Pack (backpack 5lb, bedroll 7lb, mess kit, tinder box 1lb, 10 days rations 20lb, waterskin 5lb, 50’ hempen rope 10lb), bear claw necklace, cooks utensils 8lb
Coins & Gems
GP: 23