Price:
-Your next life (Character cannot be magically resurrected)
-Nothing of importance (At some moment, directed by the seller, Character loses every posession, that isnt of vital importance to him)
-Your Hate (Character treat every enemy as a friend, Will save to attack, even if attacked 1st)
87. The Party encounters a very friendly trader, who is in possession of many magical bags, which are stored within each other. He offers a huge selction of wares, all of which are curiosities, but quite useless. Bonus Points if a PC buys something.
88. The party encounters their "biggest fan" who wont stop following them around. Bonus Points if the party knocks him out and runs as fast as possible after some time.
89. Party encounters a kitsune, who has a permanent aura of Dominate Person, but isnt evil. Bonus Points if (s)he wants to get rid of it or find a possibility to turn it of, as there is none atm and (s)he is lonely. (Wizard party members or Party members with high SLA, can teach her/him how to suppress the Aura. If they dont fall victim to it themselves.)
90. In torrential rain the party seeks refuge in a cave and wakes a ancient dragon. He is friendly and quite interested in the current state of affairs, as he has slept for a long time. In exchange he either reward player with (magical) knowledge or stories of the past. Bonus Points if he is all like :"Everything was better in my times!"
Classes/Levels
Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13
About Adrick Silverstout
Adrick Silverstout, Hill Dwarf Guild Member Tempest Cleric of Moradin/1
HP 11/11, AC 18, Initiative +2, Speed: 25', Proficiency +2
STR 14 DEX 12 CON 14 INT 10 WIS 16 CHA 8
Saving Throws: Wisdom (+5), Charisma (+1)
Skills: History (+2), Insight (+5), Medicine (+5), Perception (+5)
Weapons: All Simple Weapons and Martial Weapons
Armor: Light, Medium, and Heavy Armor and Shields.
Tools: Disguise Kit, Thieves Tools
Languages: Common, Dwarven, Giant
Other Class, Race and Background Features:
RACE FEATURES:
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency. You gain proficiency with the
artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
CLASS FEATURES:
Wrath of the Storm. Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
BACKGROUND FEATURES:
Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. You must pay dues o f 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Background:
Guild Artisan
You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
Personal Characteristics:
Alignment: Neutral Good
Personality: Adrick is stern, loyal, creative and kind. He'll fight as hard as possible for something or someone he believes in and sometimes for fun. He's the first with a kind word, friendly jab or cask of brew to his friends, allies and guild mates. Those that seek to harm him or those under his charge will face the wrath of the vicious storm that swirls within him, waiting to be unleashed.
Appearance: The young Dwarf has long blonde hair and beard tied back as to not interfere with his hobbies or combat. He's covered head to toe in armor, robes, signs of office, his holy symbols , weapons and various tools and kits pertaining to his lifestyles. He’s a pack mule with a beard and he wouldn’t have it any other way.
Ideal: Adrick is generous to those he finds deserving.
Bond: The cleric is a friend of Ontharr Frome.
Flaw: In business deals, he’s a shrewd negotiator and always thinks someone is out to cheat him.