Kwava

Avendryl Silvermoon's page

327 posts. Alias of Talomyr.


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Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Pretty sure I've lost track of where things are on this one. Might be better off for me to bow out here.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Avendryl follows the dwarven sorcerer and the druid to the body of the fallen dragon.

"Interesting..." he says, looking at the strange crystalline draconic form.

Arcana: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Investigation: 1d20 + 7 ⇒ (19) + 7 = 26


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Finding himself on the defensive, Avendryl casts another protective spell, this time creating multiple duplicates of himself.

Casting Mirror Image


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3
Gideon Dawnbringer wrote:

"Dawnbringer I beseech you. Bring the radiance of your healing touch to my companions most dire".

Prayer of Healing for Avrendyl, Mel, Umikh, Rodalas, Khitt and Khatt.

3d8+3 Healing Prayer

Beams of pure golden radiance burst through the darkness and light up the injured companions.

Crazy couple of weeks at work. Please don't let me hold things up as I'll try to post daily, but sometimes it might be late.

Prayer of Healing has a 10 minute casting time, doesn't it?


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Badly wounded by the claw strike, Avendryl disappears into a cloud of mist, appearing some thirty feet behind the dragon and unleashes a bolt of fire at the beast. After firing his cantrip, he moves to seek cover.

Misty Step (bonus), Firebolt (Action), Move for cover (Move)

Firebolt: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 2d10 ⇒ (6, 9) = 15


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Avendryl tries his best to find a bit of cover and waits for the dragon to come back in range of his magic.

Fireball on the dragon when within 150 ft. DC 16 for half. Damage: 8d6 ⇒ (1, 2, 6, 5, 4, 2, 4, 6) = 30


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

DEX Save: 1d20 + 3 ⇒ (1) + 3 = 4; Damage, piercing: 2d6 ⇒ (1, 4) = 5 (expression in spoiler didn't take)
Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Wood and stone shards tear through the elf's flesh as he failed to make his way to cover from the blast.

What was that sound, just before the blast? Avendryl thinks to himself, trying to remember if he had encountered anything of the like in his previous studies.

Arcana: 1d20 + 7 ⇒ (14) + 7 = 21

Already wounded slightly, the mage brings up a protective spell.

On my initiative count, casting Mage Armor


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3
Umikh Ironbender wrote:
Learning a bunch of new things today (mostly at work, but hey here, too). Of course I understand the concept but didn't know it had titling, cool. Do games now normally set that rule from the outset?

They didn't used to, but it is becoming a more and more common occurrence, and I believe that is a good thing. We're all here to play a game and have fun, not be creeped out by topics that individuals within the game may have issue with.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

I'm fairly open to most in-game content, and don't really have much in terms of lines, as long as it's not used purely for shock value and makes sense with where the story is going, I don't anticipate any of that in this game as we are supposed to be the heroes, right? I suspect that lack of lines has something to do with playing a lot of White Wolf's World of Darkness games in the past.

That being said, I do have a number of things that I prefer be veiled, or put in cinematic terms, fade to black without explicit explanation or detail and that would include the usual suspects, sexual content, torture scenes, etc.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Add Avendryl to gathering cold weather/trudging through the snow crew.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

When the pompous eladrin blinks away to dance on the bar, the scowl does not leave Avendryl's face. "If that is an example of what the eladrin are like as a whole, remind me to never visit the feywild."

Turning his attention to the dwarves, the wizard asks, "Is he always like that?"


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Avendryl scowls at the condescending eladrin, as he tosses the flower to the floor. "If you find it so dreary, why do you stay?"


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3
Rodalas Windrace wrote:

An elf looking person dramatically appears in the room. The door is closed yet here he is though he is a different elf from what others might expect. Though in a cape and hood, the hood is down and you can see that his hair is dazzling shades of green,so is his skin. Even though they are in a cold and frosty land, flowers and green shoots burst forth from the ground around him as he walks around the room.

Catching sight of his party members he approaches with a wave and looking at the new addition to their group he waves to them as well. He eyes stop on Avendryl and he speaks his ancient tounge
** spoiler omitted ** he says with a smile and a wink as he begins a dance with, his shadow.

Avendryl arches an eyebrow, and then says with a wink, "Níos lú? Ní déarfainn níos lú ... níos lú faoi deara leis an bhFeoghild, ach ní lú."

Elvish:
"Lesser? I wouldn't say lesser...less beholden to the Feywild, but not lesser."


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Agreed. In Greyhawk, Avendryl would certainly be a Grey Elf.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3
Rodalas Windrace wrote:
Avendryl are you a moon elf or a sun elf?

I suppose in Forgotten Realms terms he'd be a Sun Elf.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Avendryl's eyebrows raise, his interest piqued by the comment. Oh, is that so, Mell? What might that be?"


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

When introduced to Baldrick's former - add possibly future companions, Avendryl introduces himself, waving off the next drink from the barmaid as he was still nursing the first round and knew full and well had no prayer of keeping up drink for drink with the dwarf even if he wanted to, and certainly not now that there were more of them here - or at least one more and another human that seemed to be an honorary member of the dwarvish race.

"There is certainly nothing to modest about as it pertains to that breastplate, Baldrick. It is fine work all around."

"Particularly the enchantment." the elf adds with a wink.


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Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

@Greycastle:

"Found" Spellbook - Loading up on ritual spells like any good wizard should.

(6) 1st - Alarm(R), False Life, Identify(R), Tasha's Hideous Laughter, Tenser's Floating Disk(R), Unseen Servant(R)

(1) 2nd - Tasha's Mind Whip

@Mell:

That works for me.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

That looks right to me.

10 + 2 Studded Leather + 1 Magic + 3 Dex = 16.
You have anything else that I missed?


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3
Greycastle wrote:
Avendryl Silvermoon wrote:
Greycastle wrote:
Mellaina "Mell" Kavron wrote:
I still have my 2 uncommon items to claim, and also wanted to check in about Mell’s backstory and the killers she is seeking.

You may choose an uncommon implement or weapon of choice and one other uncommon item. Just let me k ow what they are.

As for the bandits, I’m still mulling it over to see where it fits but I think I have an idea.

@Avendryl you still need to choose your uncommon item of choice as well.

If either of you aren’t sure what to pick, I can help. Just say so and I’ll pick some nice items that should work well with your character.

Could this additional item be switched out for additional spells in his spellbook? The only ones I have listed in his book currently are the ones he would have had at level 1 plus the 2 learned at each of levels 2, 3, 4, 5, and 6.

I could be amenable to that. I’ll think it over and let you know how many spells you could scribe in addition to your starting spells.

Any further thoughts on this?


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Go into the gameplay thread (see the tab at the top of the page).

Make a post with your Mell alias and submit the post.

Go back and delete that post.

Afterwards you should be in the players/characters tabs and have a dot for the gameplay thread.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

The link expression you have is incomplete.

[_url=https://ddb.ac/characters/36967023/Ch8LOU]LINK NAME[/_url]

Use the expression above, removing the underscores from in front of each occurrence of "url", putting whatever you want to call the link in place of LINK NAME, for example on mine, I simply use Character Sheet.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3
Greycastle wrote:
Mellaina "Mell" Kavron wrote:
I still have my 2 uncommon items to claim, and also wanted to check in about Mell’s backstory and the killers she is seeking.

You may choose an uncommon implement or weapon of choice and one other uncommon item. Just let me k ow what they are.

As for the bandits, I’m still mulling it over to see where it fits but I think I have an idea.

@Avendryl you still need to choose your uncommon item of choice as well.

If either of you aren’t sure what to pick, I can help. Just say so and I’ll pick some nice items that should work well with your character.

Could this additional item be switched out for additional spells in his spellbook? The only ones I have listed in his book currently are the ones he would have had at level 1 plus the 2 learned at each of levels 2, 3, 4, 5, and 6.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3
Greycastle wrote:


Chromatic Orb is a 1st level spell so would only allow you utilize all of the elements listed with other first level spells.

In order to change the element of a Fireball you would need to know another 3rd level spell such as Lightning Bolt. Then based on my reading of the newly bolded text, you could have a Fireball that does lightning damage.

Got it. Still very useful with chromatic orb and magic missile being in the book.

I guess the next question is back to one I had in the recruitment thread. I assume the Arcane Grimoire I selected for Avendryl is the implement of choice. What do you mean by uncommon item of choice? Is that an additional uncommon, non-weapon, non-implement magic item or it is something else entirely?

Could this additional item be switched out for additional spells in his spellbook? The only ones I have listed in his book currently are the ones he would have had at level 1 plus the 2 learned at each of levels 2, 3, 4, 5, and 6.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Ritual spells can be cast with a spell slot for the casting time listed in the spell description. Alternatively, a ritual spell (if prepared unless you are a wizard who simply needs the spell in their book) can be cast without utilizing a spell slot at a cost of an additional 10 minutes to the casting time.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Requesting a mechanics ruling for the bolded section of the subclass feature. Since Avendryl has the Chromatic Orb spell in his book that allows for acid, cold, fire, lightning, poison, or thunder damage does that mean I can use that sub-class feature to cast fireball with any of the acid, cold, fire, lightning, poison, or thunder damage types? RAW, I would think yes, but could certainly see an argument for that being too versatile/powerful.

Awakened Spellbook
2nd-level Order of Scribes feature

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

While you are holding the book, it grants you the following benefits:

You can use the book as a spellcasting focus for your wizard spells.
When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.

When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Hello to all.

Thanks for invite! I very much look forward to joining the group.


Greycastle wrote:
We started with AL content but have since moved away so character creature is less limited. If you are playing an existing character, present it as is and we can discuss their equipment. For newly created characters, you can begin with starting equipment from character generation plus one uncommon magic weapon or implement, and one uncommon item of choice (dm discretion applies).

@Greycastle - I assume the Arcane Grimoire I selected for Avendryl is the implement of choice. What do you mean by uncommon item of choice? Is that an additional uncommon, non-weapon, non-implement magic item or it is something else entirely?


Talomyr checking in with a completed submission. All details are in the linked D&D Beyond Character Sheet. Uncommon Magic Item linked and background listed here for reference. Still missing uncommon item of choice - as I'm not sure what qualifies there.

Avendryl Silvermoon - Character Sheet

Uncommon Magic Item - Arcane Grimoire +1

Backstory:

Avendryl was born and raised in Silverymoon, a city known for its magical academies, institutions, and libraries. His family was steeped in magic and was well-respected in the city's wizarding community, and Avendryl was expected to follow in their footsteps.
From a young age, Avendryl showed a remarkable aptitude for magic, and he was enrolled in one of Silverymoon's prestigious schools of magic. There, he immersed himself in his studies, mastering spells and incantations and learning the ways of the arcane. He was especially fascinated by the history of magic and the lore of the ancient elven civilizations.

In his spare time, Avendryl would spend hours in Silverymoon's vast libraries, poring over tomes of knowledge and discovering new and obscure spells and incantations. He made many friends among the city's other young spellcasters and was highly regarded by his instructors.

Despite his love for learning and his strong ties to Silverymoon, Avendryl felt a restlessness that he could not shake. He wanted to explore the wider world and see more of the magic that it had to offer. So, he set out on his journey, determined to discover all that the world had to teach him and to make a name for himself as a powerful wizard.

After leaving Silverymoon, Avendryl traveled south, eager to explore new lands and experience new cultures. His journey took him through the rolling hills of the Silver Marches, where he honed his skills in defensive magic and met other adventurers who shared his love for the arcane arts.

Eventually, he arrived in Neverwinter, a bustling city known for its thriving wizarding community and its strong connections to the elemental forces of fire and water. There, Avendryl was welcomed with open arms, and he quickly became a respected member of the city's wizarding community.

He spent several years in Neverwinter, teaching young spellcasters and practicing his craft, but once again he felt the pull of adventure and the desire to see more of the world. So, he set out once more, this time heading north to the city of Luskan.

Luskan was a very different place from the cities Avendryl had known before. Its ports were teeming with pirates and cutthroats, and its streets were dangerous for even the bravest adventurer. But Avendryl was not easily deterred. He made his way to the city's wizarding district, where he met other spellcasters and learned of the powerful magic that was said to be hidden in the city's catacombs.

He spent several months in Luskan, braving its dangers and exploring its dark and mysterious underworld. He learned many new spells and incantations and made powerful allies among the city's wizarding community. But as he gained power, he also became a target for the city's criminal underworld, and he realized that he would have to be ever-vigilant if he wanted to survive.

After leaving Silverymoon, Avendryl traveled south, eager to explore new lands and experience new cultures. His journey took him through the rolling hills of the Silver Marches, where he honed his skills in defensive magic and met other adventurers who shared his love for the arcane arts.

Eventually, he arrived in Neverwinter, a bustling city known for its thriving wizarding community and its strong connections to the elemental forces of fire and water. There, Avendryl was welcomed with open arms, and he quickly became a respected member of the city's wizarding community.

He spent several years in Neverwinter, teaching young spellcasters and practicing his craft, but once again he felt the pull of adventure and the desire to see more of the world. So, he set out once more, this time heading north to the city of Luskan.

Luskan was a very different place from the cities Avendryl had known before. Its ports were teeming with pirates and cutthroats, and its streets were dangerous for even the bravest adventurer. But Avendryl was not easily deterred. He made his way to the city's wizarding district, where he met other spellcasters and learned of the powerful magic that was said to be hidden in the city's catacombs.

He spent several months in Luskan, braving its dangers and exploring its dark and mysterious underworld. He learned many new spells and incantations and made powerful allies among the city's wizarding community.

As Avendryl's power and reputation grew, he became a target for the criminal gangs that ruled the streets of Luskan. Despite his mastery of defensive magic, he knew that he could not remain in the city indefinitely, and he began to consider his options.

One day, he overheard rumors of a place called Ten Towns, a collection of fishing villages located on the northern coast of Icewind Dale. The towns were said to be in dire need of powerful spellcasters, as they were constantly threatened by the white dragon, Kublarzuk, and the evil beings known as the Icewind Druids.

Intrigued by the prospect of putting his skills to the test and helping those in need, Avendryl decided to make the journey to Ten Towns. The journey was treacherous, as he had to traverse the frozen tundras of Icewind Dale and face the dangers posed by the harsh and unforgiving environment.

Despite the challenges, Avendryl was determined to reach his destination. He traveled for many days, relying on his magic to keep him warm and protect him from the dangers of the wilderness. And finally, after a long and arduous journey, he arrived in Ten Towns. Unfortunately for Avendryl, he was not greeted warmly by the villagers, who were less than overjoyed to see another wizard come to their town, despite the rumors he had heard in Luskan.

Avendryl quickly realized that winning over the people of Ten Towns would require more than just his mastery of magic. The villagers had lived through many harsh winters and were wary of outsiders, and they would need to see that Avendryl was truly committed to their safety and well-being.

To that end, Avendryl took the time to get to know the people of Ten Towns, learning about their lives and their struggles. He listened to their stories, shared his own experiences, and showed that he was genuinely interested in their welfare.

He also used his magic to help the villagers in any way that he could, whether it was by helping the sick and injured, providing warmth during the harsh winters, or using his defensive magic to protect the village.

As Avendryl proved his worth, the villagers began to trust him and to see him as a true ally. They admired his bravery and his commitment to their safety, and many of the young spellcasters in the village looked up to him as a mentor and a role model.

And so, Avendryl found a new home in Ten Towns, where he would use his powers for good and help protect the people from the dangers that threatened them.


Avendryl Silvermoon wrote:

Talomyr checking in.

Avendryl Silvermoon - Character Sheet

@Greycastle - Submission is mechanically complete. Backstory is percolating in my mind. How soon does the submission need to be fully complete?

Backstory:

Avendryl was born and raised in Silverymoon, a city known for its magical academies, institutions, and libraries. His family was steeped in magic and was well-respected in the city's wizarding community, and Avendryl was expected to follow in their footsteps.

From a young age, Avendryl showed a remarkable aptitude for magic, and he was enrolled in one of Silverymoon's prestigious schools of magic. There, he immersed himself in his studies, mastering spells and incantations and learning the ways of the arcane. He was especially fascinated by the history of magic and the lore of the ancient elven civilizations.

In his spare time, Avendryl would spend hours in Silverymoon's vast libraries, poring over tomes of knowledge and discovering new and obscure spells and incantations. He made many friends among the city's other young spellcasters and was highly regarded by his instructors.

Despite his love for learning and his strong ties to Silverymoon, Avendryl felt a restlessness that he could not shake. He wanted to explore the wider world and see more of the magic that it had to offer. So, he set out on his journey, determined to discover all that the world had to teach him and to make a name for himself as a powerful wizard.

After leaving Silverymoon, Avendryl traveled south, eager to explore new lands and experience new cultures. His journey took him through the rolling hills of the Silver Marches, where he honed his skills in defensive magic and met other adventurers who shared his love for the arcane arts.

Eventually, he arrived in Neverwinter, a bustling city known for its thriving wizarding community and its strong connections to the elemental forces of fire and water. There, Avendryl was welcomed with open arms, and he quickly became a respected member of the city's wizarding community.

He spent several years in Neverwinter, teaching young spellcasters and practicing his craft, but once again he felt the pull of adventure and the desire to see more of the world. So, he set out once more, this time heading north to the city of Luskan.

Luskan was a very different place from the cities Avendryl had known before. Its ports were teeming with pirates and cutthroats, and its streets were dangerous for even the bravest adventurer. But Avendryl was not easily deterred. He made his way to the city's wizarding district, where he met other spellcasters and learned of the powerful magic that was said to be hidden in the city's catacombs.

He spent several months in Luskan, braving its dangers and exploring its dark and mysterious underworld. He learned many new spells and incantations and made powerful allies among the city's wizarding community. But as he gained power, he also became a target for the city's criminal underworld, and he realized that he would have to be ever-vigilant if he wanted to survive.

After leaving Silverymoon, Avendryl traveled south, eager to explore new lands and experience new cultures. His journey took him through the rolling hills of the Silver Marches, where he honed his skills in defensive magic and met other adventurers who shared his love for the arcane arts.

Eventually, he arrived in Neverwinter, a bustling city known for its thriving wizarding community and its strong connections to the elemental forces of fire and water. There, Avendryl was welcomed with open arms, and he quickly became a respected member of the city's wizarding community.

He spent several years in Neverwinter, teaching young spellcasters and practicing his craft, but once again he felt the pull of adventure and the desire to see more of the world. So, he set out once more, this time heading north to the city of Luskan.

Luskan was a very different place from the cities Avendryl had known before. Its ports were teeming with pirates and cutthroats, and its streets were dangerous for even the bravest adventurer. But Avendryl was not easily deterred. He made his way to the city's wizarding district, where he met other spellcasters and learned of the powerful magic that was said to be hidden in the city's catacombs.

He spent several months in Luskan, braving its dangers and exploring its dark and mysterious underworld. He learned many new spells and incantations and made powerful allies among the city's wizarding community.

As Avendryl's power and reputation grew, he became a target for the criminal gangs that ruled the streets of Luskan. Despite his mastery of defensive magic, he knew that he could not remain in the city indefinitely, and he began to consider his options.

One day, he overheard rumors of a place called Ten Towns, a collection of fishing villages located on the northern coast of Icewind Dale. The towns were said to be in dire need of powerful spellcasters, as they were constantly threatened by the white dragon, Kublarzuk, and the evil beings known as the Icewind Druids.

Intrigued by the prospect of putting his skills to the test and helping those in need, Avendryl decided to make the journey to Ten Towns. The journey was treacherous, as he had to traverse the frozen tundras of Icewind Dale and face the dangers posed by the harsh and unforgiving environment.

Despite the challenges, Avendryl was determined to reach his destination. He traveled for many days, relying on his magic to keep him warm and protect him from the dangers of the wilderness. And finally, after a long and arduous journey, he arrived in Ten Towns. Unfortunately for Avendryl, he was not greeted warmly by the villagers, who were less than overjoyed to see another wizard come to their town, despite the rumors he had heard in Luskan.

Avendryl quickly realized that winning over the people of Ten Towns would require more than just his mastery of magic. The villagers had lived through many harsh winters and were wary of outsiders, and they would need to see that Avendryl was truly committed to their safety and well-being.

To that end, Avendryl took the time to get to know the people of Ten Towns, learning about their lives and their struggles. He listened to their stories, shared his own experiences, and showed that he was genuinely interested in their welfare.

He also used his magic to help the villagers in any way that he could, whether it was by helping the sick and injured, providing warmth during the harsh winters, or using his defensive magic to protect the village.

As Avendryl proved his worth, the villagers began to trust him and to see him as a true ally. They admired his bravery and his commitment to their safety, and many of the young spellcasters in the village looked up to him as a mentor and a role model.

And so, Avendryl found a new home in Ten Towns, where he would use his powers for good and help protect the people from the dangers that threatened them.


Talomyr checking in.

Avendryl Silvermoon - Character Sheet

@Greycastle - Submission is mechanically complete. Backstory is percolating in my mind. How soon does the submission need to be fully complete?


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Avendryl moves in closer, bow in hand. Seeing the congestion in the room, his shoulders slump, knowing that the best way he can contribute is to begin singing again.

Inspire Courage


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Avendryl sniffs the air followed by a look of disgust. "Likely more gnolls in the next room. Everyone ready?"


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

While Fezzik watches the door, Andrezi gives the room a thorough inspection.

Take 20 for 28 on Perception.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Avendryl shrugs and nods in agreement with Bataleigha, trying not to blatantly give away that he has no clue as to the bracelet's value.

Bluff (if only for amusement's sake): 1d20 + 7 ⇒ (17) + 7 = 24


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Appraise DC 13: 1d20 + 1 ⇒ (10) + 1 = 11 Nope.

"Nice find." Avendryl says to Orveiss. "Let me have a look at that to check for traps."

Taking 20 for a 29 searching for traps.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3
Bataleigha Silvercrest wrote:

Welcome back, Kyrie!

Also, related to the Rule of Two, I've been hesitant to push us forward, since Bat's now a mid-to-back rank PC. I'm good with Rule of One, if it's a frontliner (Fezzik, Domeric/SK) pushing us forward.

Agreed.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

I vote for going back to Room 124 and exploring from there, assuming there is another exit from 124.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Welcome back, Kyrie!


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Works for me too.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Knowledge (Dungeoneering) DC 12: 1d20 + 2 ⇒ (16) + 2 = 18
Knowledge (History) DC 15: 1d20 + 2 ⇒ (7) + 2 = 9
Knowledge (Religion) DC 20: 1d20 + 2 ⇒ (4) + 2 = 6

Perception DC 15: 1d20 + 8 ⇒ (11) + 8 = 19

While working on the lock Avendryl comments, "Now that I think of it, as big as this place is, there has to be more than one entrance. Moving goods in and out would be relatively easy at night...especially for creatures with darkvision. If I were a betting man, I would imagine they were getting most of the what they need from the river pirates out of Nulb."

After opening the door, Avendryl holds up a finger to his mouth, instructing his companions to keep any noise to a minimum before whispering, "At least three people talking that direction." he says pointing to the north.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Taking 20 to search for traps (29) and taking 20 to pick the lock (30)


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

"Is there another way in, or do you want me to try and pick lock on that chain?" Avendryl asks.

Assuming there is a lock on the chain of course...


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

Ready to head back. Nothing to purchase. Any chance the items we ordered from Verbobonc are in?


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

A faux-hurt look crosses Avendryl's face.

"You know, Domeric, the little, winged lizard wasn't the only one capable of spotting and disarming traps. Frankly, I'd be more concerned about the lack of arcane firepower now that Zinnath and Tronar have...taken on other responsibilities." he says, trying to put the pair's leaving diplomatically.

Turning first to the new volunteer, and then his companions he says, "It's not the same as arcane firepower, but another blade wouldn't hurt."


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3
DM Jesse Heinig wrote:
"Mister Silvermoon, you know, we haven't had a proper bard in these parts in... well heck, I can't remember the last time! Y'know someone told me one of the groups of the Gnarley Rangers had a bard in 'em but that sounds silly, a musician out in the woods while they're tryin' to sneak up on giants? But I dunno, maybe you can magic a giant to sleep with a good song! Haw!"

Avendryl smiles and says in a self-deprecating manner, "Well, I'm so sure of how proper of a bard I am. That being said, it's not all that uncommon for students of the Fochlucan college to travel the wilds trying to learn about all manner things."

Giants included." he adds with a wink.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

A broad smile crosses Avendryl's face as the townsfolk present Fezzik with his new chair. Following the presentation and Fezzik's seemingly heartfelt thank yous, the bard picks a particularly celebratory song for his next number.


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

A smile crosses Avendryl's face as he re-enters the Welcome Wench, his home away from home so to speak.

The bard makes his way through the room, greeting fellow frequent patrons and in particular stopping by to say hello to Ostler before making his way over to the corner of the room and getting out his lyre and playing a bit of music.

Perform (Stringed Instrument): 1d20 + 12 ⇒ (12) + 12 = 24


Q'Lee wrote:
Done, unless you want more back story

A sorcerer with a CHA of 10? I assume that something didn't get updated on the sheet?


Character Sheet High Elf Order of Scribes Wizard 6 | HP 21/32 | AC 13 (16 - Mage Armor) | Initiative +3 | Passive Perception 14| Saves: Str -1, Dex +3, Con +1, Int +7, Wis +4, Cha +0 | Conditions: None | Spell Slots: 1st - 3/4, 2nd - 1/3, 3rd - 2/3

"I'd settle for just not out-right evil." Avendryl says to Domeric's comment about potential adventurers.

"If nothing else, I could use a stiff drink or three and a decent night's rest."

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