
DM Scallywag |

“GOLD OFFERED TO ANY BRAVE ENOUGH INVESTIGATE HAUNTED HOUSE NEAR SALTMARSH!”
“Inquiries answered at The Wicker Goat Tavern in Saltmarsh.”
So reads a posting that has appeared in several inns and taverns in and near the fishing village of Saltmarsh along the southern coast of Keoland.
The parchment is crisp and white and the ink appears barely dried.
You might be a wandering adventurer, or mercenary. Perhaps you are a local resident in the region, or even a citizen of the fishing town itself. But the posting and promise of reward has caught your eye.
Perhaps you are puzzled at the thought of a haunted house. Maybe you’ve heard whispers over the last decade or so of such a horror in your very community. Maybe you just really need some fast gold. Nevertheless you’re intrigued enough to seek out more information and make your way to The Wicker Goat.
Scope
I’m looking for 4-6 players, new and experienced alike. We will be starting with The Sinister Secret of Saltmarsh and continuing with other adventures in the book if there’s sufficient interest.
Setting
The setting is the world of Greyhawk, along the southern coast of Keoland. Several hooks are included for existing backgrounds along with a few new ones detailed below. Once players have their backgrounds selected the GM will provide the additional hooks.
If you’d like additional detail on the setting, DM’s Guild has both editions of World of Greyhawk from AD&D 1e.
Characters start at level 1, max HP +CON bonus by class.
Stats
Roll 4d6 for each stat below and drop the lowest roll. Arrange stats as you like. Alternatively you may use the standard array (15, 14, 13, 12, 10, 8).
Classes
Any class from the Player’s Handbook may be used. If playing a Ranger you may use the Unearthed Arcana version instead.
Subclass, Archetype and Race Options
You may use subclass and race options from the sources below. Large and flying races will not be used.
* Player’s Handbook (PHB)
* Volo’s Guide to Monsters (VGM)
* Xanathar’s Guide to Everything (XGE)
* Mordenkainen’s Tome of Foes (MToF)
Third-party, homebrew, Unearthed Arcana, Eberron and Ravnica are not permitted.
Variant humans and all feats from the above sources are allowed.
Multi-classing will be allowed at higher levels but must be developed in-game. No automatic dips.
Use of new backgrounds or Ghosts of Saltmarsh integrated backgrounds is optional but should help in defining your character. You may also use the tables from This is Your Life in XGE to help flesh out your character.
New Backgrounds:
* Fisher
* Marine
* Shipwright
* Smuggler
A redacted guide to all the backgrounds can be found here. Once you’ve selected your background I’ll provide the missing names.
Initiative
GM rolls initiative by side. The highest DEX bonus and advantage from the party will be factored in. Players may act in any sequence during their side’s turn.
Skill Checks
Please describe the actions you perform. The GM will determine if a skill check is required. The GM will roll passive checks when needed.
Inspiration
Inspiration will be awarded for exceptional role play. Players may have one inspiration point banked at any time.
Saving Throws & Death Saves will be rolled by the players on request from the GM.
Experience Points & Leveling
XP will be awarded at certain milestones. When characters receive enough experience they may level up after a short rest. The Sinister Secret of Saltmarsh should advance characters to level 3 at completion.
Alignment
Choose one if you like. Just don’t blame the GM if you choose to be evil and it ends badly.
Maps & Handouts
I’ll be using a combination of theatre of the mind and Google docs and move to Roll20 if needed.
Posting Frequency
Every 1-2 days. Let me know if you need to be away longer than a week.

⭐DM Darn⭐ |

Jubal Breakbottle |

4d6 ⇒ (6, 4, 3, 4) = 17 14
4d6 ⇒ (4, 4, 2, 4) = 14 12
4d6 ⇒ (1, 5, 5, 4) = 15 14
4d6 ⇒ (2, 1, 4, 5) = 12 11
4d6 ⇒ (1, 5, 3, 6) = 15 14
4d6 ⇒ (4, 5, 4, 5) = 18 14
14, 14, 14, 14, 12, 11
Mountain Dwarf Barbarian Marine!
Str 16, Dex 14, Con 16, Int 11, Wis 14, Cha 12
Tool Proficiency: smith’s tools, vehicles (land & water)
Skills: Athletics, Intimidation, Perception, and Survival
Hardship: Juggernaut
Personality Traits:
1. I enjoy being out in nature, poor weather never sours my mood
2. I laugh loudly and see the humor in stressful situations
Ideal: Bravery. To act when others quake in fear - this is the essence of the warrior
Bond: I must set an example of hope for those who have given up
Flaw: I sometimes stay up all night listening to the ghosts of my fallen enemies
Greataxe
two handaxes
An explorer’s pack and four javelins
sentimental dagger
folded flag
traveler's clothes
pouch with 10 gp

Kurgan Kegstalker |

Dwarven Fighter...Dwarven Paladin...I’ll go with a Dwarven Unearthed Arcana Ranger, archery focused.
Hill Dwarf
Str (14) Dex (17) Con (14+2=16) Int (13) Wis (15+1=16) Cha (8)
Will get full build up. But will have Stealth, Perception, Investigation, Survival, Nature, and proficiency in thief tools. So this dwarf will be able to fill the traditional thief role and can provide Ranged DPS.

DM Scallywag |

Some quick notes:
Character Sheets:
I'm ok with linking to an external PDF or image file, but if you can edit your character's profile and put the vitals in the race field it'll make it easier for quick reference.
Something like:
Human Wizard 1 | AC 13 | Init +1 | HP 8/8 | Saves: INT +3 WIS +2 | Pass Perc 15 | Spell Slots 1/1
or
Dwarf Fighter 1 | AC 16 | Init +2 | HP 12/12 | Saves STR +5 CON +4 | Pass Perc 13
Dwarven Characters:
Some additional information that you can use in your background or at least to explain why you're in Saltmarsh -- Recently a dwarven clan has been hired to mine the nearby cliffs for valuable metals, and it's caused controversy among some of the locals. For characters who aren't native to the area, this is information you'd very likely learn as you make inquiries about the town, especially as you get closer to Saltmarsh.
Clerics & Deities:
Wikipedia has a good entry listing the various deities of Greyhawk. The 1983 World of Greyhawk supplement from 1e is also a good source. If you need any additional information or fluff let me know.

scranford |

I'll complete the profile if chosen to play. Basically Althea (The Triton) was found washed up on the shore near Saltmarsh, and raised by a fisherman and his wife who had no children of their own. They knew the girl would stand out, so kept her at home most of the time, making trips into town only for supplies or emergencies.
A group of smugglers decided that the family property was a perfect way-station for their clandestine activities, so took the family house, and sold the girl's Mother and Father into slavery. She was kept around due to her abilities in the water, and raised to adulthood by these villains.
When she was a young adult she came across a Nymph near the house who told her much of the fey kingdom. She pledged her soul to the queen of the Nymphs in return for untold powers. Killing the guards left to watch her, she made her way to Saltmarsh, and is growing low on coin, as she contemplates the next stage of her life.

Kurgan Kegstalker |

Kurgan Kegstalker is a “Grudge Settler.” A Dwarven bounty hunter. His business is the settling of scores for those who are unable or unwilling to do so themselves. It wasn’t always so. Raised a member of the Kegstalker Clan, he was expected to follow in the family business of brewing. But he was possessed of a wanderlust by nature, and a need for excitement that could not be found with hops and yeast. For Kurgan, the gold is always welcome, but it is the thrill that truly drives him. The way his heart races when sneaking past a guard, or the heart-racing thrill of picking a lock at night. That is what he lives for.
He came to the Saltmarsh due to a grudge involving a stolen donkey and disputed mining rights. But much to his disgust, the two aggrieved parties had reconciled by the time he arrived! And he was barely paid enough to cover his lost time. But then he heard of the Haunted House near the Saltmarsh, and that sounded both profitable and exciting. Two things which made the contract irresistible.

Helix Missionary |

I'm very interested. First thought is a Great Old One or Undying (if you'd allow it) Warlock, but let's see what the dice say...
4d6 ⇒ (3, 2, 6, 6) = 17 15
4d6 ⇒ (1, 4, 3, 5) = 13 12
4d6 ⇒ (2, 2, 2, 3) = 9 7
4d6 ⇒ (6, 2, 4, 4) = 16 14
4d6 ⇒ (5, 3, 4, 6) = 18 15
4d6 ⇒ (6, 4, 2, 1) = 13 12
They say someone with a foil! I dig it.

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4d6 ⇒ (5, 4, 5, 3) = 17 equals 14
4d6 ⇒ (6, 1, 2, 5) = 14 equals 13
4d6 ⇒ (4, 4, 5, 6) = 19 equals 15
4d6 ⇒ (4, 3, 6, 3) = 16 equals 13
4d6 ⇒ (2, 3, 1, 2) = 8 equals 7
4d6 ⇒ (4, 5, 6, 2) = 17 equals 15
Those are pretty good stats, I guess I'll keep them. Let's see... what to play...
This will be the first time I have actually played 5e as opposed to running it.
I think that a magical type is in order. Perhaps a wizardess. Yes.
I'll create a proper profile if I am selected to play.
Background: Tanya never knew her parents. She was given over to an orphanage at birth and grew on the streets of Saltmarsh. When she was 14, a man came to the orphanage and said that he saw in her the potential for magic and took her as an apprentice in Gradsul. Life under Koresh was hard. He verbally and physically abused the girl and was constantly berating her for her failures. Tanya endured three years of this abuse until finally, she could stand no more. One day, while her master slept, she cut his throat and fled from his home with her meager belongings, returning to Saltmarsh. She lives in fear that the authorities will one day find her and she will be forced to stand trial for her crime (though this is unlikely; no one really cared for Koresh). Her closest friend is Crispin, her pet mouse, whom she shares her meals with.

Solicitor |

Dotting. Would love to get into a 5E game! It has been a solid 15 years or more since I last played a game in Greyhawk, though, so my campaign setting knowledge might be a bit rusty ;)
4d6 ⇒ (5, 6, 6, 2) = 19
4d6 ⇒ (1, 2, 4, 1) = 8
4d6 ⇒ (1, 4, 5, 1) = 11
4d6 ⇒ (6, 5, 5, 5) = 21
4d6 ⇒ (6, 5, 1, 1) = 13
4d6 ⇒ (2, 5, 6, 3) = 16
17/16/14/12/10/7 - quite a funky array! I'm thinking about a bard or rogue. Probably a gnome or halfling.

thejeff |
Hmmm. I think I played the original Saltmarsh back in the day. It'd be cool to see what they did with it now.
Let's see:
4d6 - 1 ⇒ (1, 2, 6, 3) - 1 = 11
4d6 - 3 ⇒ (4, 6, 5, 3) - 3 = 15
4d6 - 1 ⇒ (6, 1, 5, 2) - 1 = 13
4d6 - 1 ⇒ (3, 1, 3, 1) - 1 = 7
4d6 - 1 ⇒ (3, 4, 6, 1) - 1 = 13
4d6 - 2 ⇒ (2, 5, 5, 3) - 2 = 13
Well, that's pretty aggressively average. Maybe a little worse than the stock array. Let me think on it a bit.

Blue Symbiote |

I'm always down for more D&D in my diet! Especially modules I barely know anything about.
4d6 ⇒ (1, 2, 2, 1) = 6 > 5 (Oh GOD...)
4d6 ⇒ (6, 1, 6, 5) = 18 > 17
4d6 ⇒ (1, 2, 5, 1) = 9 > 8
4d6 ⇒ (2, 6, 6, 1) = 15 > 14
4d6 ⇒ (2, 5, 1, 4) = 12 > 11
4d6 ⇒ (6, 1, 5, 2) = 14 > 13
Jesus, okay then. This is gonna be a wild character, whoever they are. I'm currently thinking a Half-Orc War Cleric, themed as a pirate/privateer type who pillages in the name of their god. Unfortunately I don't know much about Greyhawk, so I don't know if that gels with the lore or pantheon(s). I'll do some research myself, but if y'all have any recommendations I'm all ears.

Amberstone |

Amberstone Brewhammer is a trained Warrior and a devout worshipper of Clanggedin Silverbeard. Her home going through an unusual period of peace has led her to seek out new horizons for she seeks to forge her Battlesong. Hearing of the clan in Saltmarsh she decides to journey there in hopes of finding work with them, perhaps as a guard or the like. There is great honor in fighting to defend Kin, Pending that she'll try and find work with the locals, A short, sturdy creature fond of drink and industry.

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1 person marked this as a favorite. |

This is gonna be a wild character, whoever they are. I'm currently thinking a Half-Orc War Cleric, themed as a pirate/privateer type who pillages in the name of their god. Unfortunately I don't know much about Greyhawk, so I don't know if that gels with the lore or pantheon(s). I'll do some research myself, but if y'all have any recommendations I'm all ears.
Xerbo, Procan, and Osprem are all sea gods. The first is neutral, while the Procan is good-aligned and Osprem is also neutral. I could easily see this character being a devotee of Procan, as he is a very primal, almost uncaring god.

DM Scallywag |

Cool. Also, adding on to the question since between now and then I've been struck with another fun concept: are the backgrounds from SCAG potentially on the table? I know a few are very Realms-focused but some are more open, and all can be flavored to fit other settings.
Which ones did you have in mind? Just asking so I can see how well they can be integrated with the Saltmarsh background info.

Helix Missionary |

Helix Missionary wrote:Cool. Also, adding on to the question since between now and then I've been struck with another fun concept: are the backgrounds from SCAG potentially on the table? I know a few are very Realms-focused but some are more open, and all can be flavored to fit other settings.Which ones did you have in mind? Just asking so I can see how well they can be integrated with the Saltmarsh background info.
Far Traveler was the main one I was thinking about, although Inheritor could help tie more directly into the story so that would be a good call, too.

scranford |

Here are the basics of Althea the Triton Warlock of the Archfey (Siren queen)
Althea
Althea
Female Triton Warlock 1
Medium humanoid, no alignment
--------------------
Armor Class 13 (leather armor)
Hit Points 10 (1d8+2)
Speed 30 ft., swim 30 ft.
--------------------
STR 13 (+1), DEX 14 (+2), CON 14 (+2), INT 8 (-1), WIS 10 (+0), CHA 16 (+3)
--------------------
Saving Throws Wis +2, Cha +5
Skills Athletics +3, Deception +5, Investigation +1, Nature +1
Damage Resistances cold
Senses passive Perception 10
Languages Aquan, Primordial
--------------------
Ability Score Adjustments. +1 to STR, +1 CON, +1 CHA
Amphibious. The creature can breathe air and water.
Control Air and Water (1/day).
1st Level Fog cloud
3rd Level Gust of Wind
5th Level Wall of Water
CHA Based 1/long rest each
Emissary of the Deep (At will). Communicate simple thoughts with Beasts of the deep.They can understand me but not reply back.
Guardian of the Depths (At will). Resistant to Cold, and ignore all drawbacks of deep water
Warlock Data
Patron: The Archfey (Queen of the Sirens)
Actions
--------------------
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target.
Hit: 1d8+2 piercing 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.
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.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d8+1 piercing damage or 1d8+1 piercing damage if used with two hands to make a melee attack.
Equipment Dagger, Dagger, leather armor, Light Crossbow, Spear, arcane focus (crystal), backpack, hammer, piton (2), rations (2), rope, hempen (50 feet), tinderbox, torch (2), waterskin
--------------------
Background
Smuggler
On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master’s oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river.
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp
Feature: Down Low
You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM’s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.
Claim to Fame
Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived to tell the story — and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character.
Personality Traits
I love being on the water, but hate fishing
I become wistful when I see the sun rise over the ocean.
Ideals
People - For all my many lies, I place a high value on friendship.
Bonds
I give most of my profits to a charitable cause, and I don't like to brag about it.
Flaws
Few people know the real me.
Backstory
I'll complete the profile if chosen to play. Basically Althea (The Triton) was found washed up on the shore near Saltmarsh, and raised by a fisherman and his wife who had no children of their own. They knew the girl would stand out, so kept her at home most of the time, making trips into town only for supplies or emergencies.
A group of smugglers decided that the family property was a perfect way-station for their clandestine activities, so took the family house, and sold the girl's Mother and Father into slavery. She was kept around due to her abilities in the water, and raised to adulthood by these villains.
When she was a young adult she came across a Nymph near the house who told her much of the fey kingdom. She pledged her soul to the queen of the Nymphs in return for untold powers. Killing the guards left to watch her, she made her way to Saltmarsh, and is growing low on coin, as she contemplates the next stage of her life.
Patron: The ArchFey The Siren Queen
The Archfey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
Expanded Spell List
The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Archfey Expanded Spells
Spell Level Spells
1st
faerie fire, sleep
2nd
calm emotions, phantasmal force
3rd
blink, plant growth
4th
dominate beast, greater invisibility
5th
dominate person, seeming
Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.

DM Scallywag |

DM Scallywag wrote:Far Traveler was the main one I was thinking about, although Inheritor could help tie more directly into the story so that would be a good call, too.Helix Missionary wrote:Cool. Also, adding on to the question since between now and then I've been struck with another fun concept: are the backgrounds from SCAG potentially on the table? I know a few are very Realms-focused but some are more open, and all can be flavored to fit other settings.Which ones did you have in mind? Just asking so I can see how well they can be integrated with the Saltmarsh background info.
Either of those would be fine, though obviously Far Traveler would have to be adjusted to use a location from Greyhawk.

Duncan Umber |

4d6 ⇒ (3, 5, 6, 1) = 15 -> 14
4d6 ⇒ (1, 5, 4, 6) = 16 -> 15
4d6 ⇒ (2, 4, 2, 1) = 9 -> 8
4d6 ⇒ (1, 4, 6, 4) = 15 -> 14
4d6 ⇒ (1, 1, 3, 2) = 7 -> 6
4d6 ⇒ (6, 4, 5, 6) = 21 -> 17
My submission is Duncan Umber, a Cleric (Tempest Domain) and Shipwright.
Not sure if you have a list of Deities. I looked up Greyhawk ones and found a Sea god; Xerbo that seemed appropriate to worship.

mishima |

After browsing some more Greyhawk, decided to go with something more realistic and gritty:
Once an enforcer for the Scarlet Brotherhood, he made it out alive and foolishly hopes he is forgotten...but for how long can he avoid their deadly scrutiny?
Blacklock
CN human (variant, Suloise) fighter 1 (criminal)
16.12.16.8.10.13
hp: 13
AC: 18 (ignore 3 dmg from nonmagic melee dmg) (chain, shield, style, feat)
PP: 12
Languages:
Common, Halfling
Attack:
Morningstar +5 1d8+3
Feat:
Heavy Armor Master (+1 strength, reduce nonmagic blud/pier/slas dmg -3)
Proficiencies:
race: Perc
class: Str, Con, Athl, Acro
backg: Decep, Intim, Dice, Disguise Kit
Background (Criminal):
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Abilities:
Fighting Style (Defense, +1 AC)
Second Wind
Creation Inventory:
class: chain mail, morningstar, shield, 2 hand axe, explorer's pack(backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, 50 ft hemp, waterskin)
backg: crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp

Gnomezrule |

Just to give a bit of the snapshot of what is already in the mix.
The KGB- Elf Rogue
Amber- Dwarf Fighter
Osrik Fellhammer- Dwarf Barbarian
Althea- Triton Warlock
Kurgen Kegstyalker- Dwarven Ranger
Helix- ? Warlock
Tanya- Human Wizard
Solicitor- Gnome or Halfling Bard or Rogue (just watch your pockets around this one)
Blue Symbiotic- 1/2 Orc Cleric
Duncan Umber- Human Cleric
Back to thinking where I can fit in.
If I missed you sorry. There were a few who rolled stats but
did not offer a suggestion.

Blue Symbiote |

Okay, here's what I've got:
Pakk "the Cyclops"
Lv1 Cleric (War), Pirate
- - -
19yo, 6'4", 416lbs
black hair, green eyes, grey skin
Str 19 (+4) // Dex 11 (+0) // Con 14 (+2) // Int 8 (-1) // Wis 14 (+2) // Cha 5 (-3)
- - -
Speed 30ft, AC 18, HP 10 (1d8+2), Initiative +0
Skills: Athletics +6, Insight +4, Intimidation -1, Perception +4, Religion +1
Saving Throws: Wisdom +4, Charisma -1
Languages: Common, Orc
Weapon Prof: martial weapons, simple weapons
Armor Prof: heavy armor, light armor, medium armor, shields
Other Prof: navigator's tools, vehicles (water)
- - -
Darkvision; Menacing; Relentless Endurance; Savage Attacks
Bad Reputation
Spellcasting (Wis, prep, ritual); Divine Domain (War); War Priest (2 uses)
- - -
Mace: +6, 1d6+4 bludgeoning
Light Crossbow: +2, 1d8 piercing; ammunition, loading, range (80 / 320), two-handed
Unarmed: +6, 5 bludgeoning
- - -
On-Hand: mace, chain mail, shield, amulet holy symbol, light cross bow (20 bolts)
General Gear: adventurer's pack, set of common clothes, silk rope (50ft)
Trinkets: belaying pin, rabbit's foot, scrap of an old banner (used as bandanna)
Treasure: 10gp
- - -
Wisdom, Spell DC 12, Atk +4
Prepared: 3
Cantrips: Guidance, Mending, Thaumturgy
1st: Detect Magic, Divine Favor, Healing Word, Purify Food and Drink, Shield of Faith
Slots: 2 first
The young half-orc agreed out of simple curiosity. He was still a child at this time, so the pirate captain sent him to work as the aide to the ship's "priest," a phenomenally harried older man who only real purpose aboard the vessel was to appease the anger of Procan, the primordial god of the deep seas. For his formative years Pakk (as the priest named him) was taught both in the ways of the clergy and in the ways of seafaring and raiding. In time he developed into a strange mix of devout follower of Procan and brutal, battle-hardened pirate.
As of now, he is on "extended shore leave" after having a few too many drinks and almost setting his ship on fire. This leave has been the longest he's even been on land in his entire life, which has left him a little shaken and kept him close to the sea for the sake of comfort. For now, he's wandered to Saltmarsh to see what the haunted house business is all about.
Ideal: Freedom - "The sea is freedom - the freedom to go anywhere and do anything."
Bond: "In a harbor town, I have a paramour whose eyes nearly stole me from the sea."
Flaw: "Once I start drinking, it's hard for me to stop."
When it comes to Pakk, the best way to keep him out of trouble is to keep him busy. For all of his flaws, he is an exceptionally hard worker who does not tolerate laziness from himself or others. Furthermore, he is reliable to those whom he considers friends. He will never willingly bring harm upon anyone he cares about.
Unfortunately however, Pakk has numerous flaws that make him a bit of a handful at times. There's a fairly high chance he has more Orc in him than Human, because he never turns down the opportunity for a fight. Thankfully he isn't stupid about this. He won't try to pick fights he doesn't think he can win...well, so long as he's sober. Which leads to the second issue with Pakk: he is far too fond of drink. And drink can often lead him to do things he would normally never do. Thankfully it takes a fair few pints to truly get him drunk, so so long as his intake is regulated, he'll be fine...probably...
If anybody's got comments/suggestions I am all ears. :)

Livia Taviskin |

Blue Symbiote |

Blue Symbiote wrote:If anybody's got comments/suggestions I am all ears. :)Looks pretty cool, My only recommendation is make him a dwarf, I feel like this group has too few dwarfs. only a 50% dwarf to others ratio will make me happy.
Joking aside, looks solid. good work.
...for a solid second there I thought you were serious. XD Well, sorry to disappoint, but I have never played a dwarven character in my gaming life and out of some weird feeling of pride I kind of want to keep that going.
If we both end up being picked, methinks I will PM you about some RP ideas. ;)

Duncan Umber |

When Duncan wasn't tinkering with the Intrepid he dedicating time to studying and worshiping Xerbo the sea god. All of the crew thanked Xerbo when the sea was calm, but also blamed him when it was not. Eventually Duncan could feel the powers of Xerbo flowing through him. Duncan could heal the wounded and became a very valuable asset to the crew of the Intrepid.
One day a terrible storm rolled across the Azure sea. Duncan thought Xerbo must have been angry and vengeful that day. Before their captain could get the Intrepid to safety the mast was shattered by lightening and soon the ship was toppled by unfathomably high waves. Grabbing onto some debris Duncan prayed to Xerbo for mercy to spare his life. It worked and after a few days of floating at sea, having no idea where he was Duncan found land.
He washed ashore into the small coastal town of Saltmarsh.
Having no idea what happened to his father or the rest of the crew Duncan decided to establish himself in the town. He helped heal the sick and wounded as well as helped the local fishermen repair their vessels. Duncan knew that one day he would build a ship so big that nothing Xerbo threw at it would sink it.
Completed background

Kurgan Kegstalker |
1 person marked this as a favorite. |

Amberstone wrote:Blue Symbiote wrote:If anybody's got comments/suggestions I am all ears. :)Looks pretty cool, My only recommendation is make him a dwarf, I feel like this group has too few dwarfs. only a 50% dwarf to others ratio will make me happy.
Joking aside, looks solid. good work.
...for a solid second there I thought you were serious. XD Well, sorry to disappoint, but I have never played a dwarven character in my gaming life and out of some weird feeling of pride I kind of want to keep that going.
If we both end up being picked, methinks I will PM you about some RP ideas. ;)