Gnome
Drow
Rivergard Keep
Abandoned for many years, the keep has found new, clandestine life as the headquarters for the slavers taking up operation in the Dessarin Valley. Once an important outpost to guard the frontier, the borders of the kingdom had grown such that it was no longer of any strategic significance and has fallen into disrepair. From the water, as most would see the keep, it was just another set of slowly decaying ruins from a bygone age. From the land, there was barely even a road leading to the gate as there was no reason to travel so far into the middle of nowhere.
Map of the Keep
But recently the Keep has new and mysterious occupants. Small parties of goblins and then larger gatherings of orcs began to fan out into the country side. When they returned, more often than not, their number would be joined by one or more struggling figures brought against their will. As their numbers grew, a few humans and other races could be found among them as leaders, either to seek riches or other pleasures. Most active at night, there were occasional screams and a nearly constant sound of moans and grunts. Adding to the cacophany of occupants was the sound of chains rattling, a great wheel being turned by an ogre, driving a long shaft that ran the length of what was now a cell block (K5). Most 'visitors' don't make it past the cell block, unless of course they are selected for more individualized treatment or manage to slip their bindings.
Ochre
[r=1,1]
Character Name:
Ochre
Class & Level:
Ranger 1
Race: Tabaxi
Background: Guild Artisan
Deity: The Cat Lord
Alignment: NG
[OOC="[B]Strength:[/B]"] Saving Throw: +1
[OOC="[B]Dexterity:[/B]"] Saving Throw: +5
[OOC="[B]Constitution:[/B]"] Saving Throw: +1 [/OOC] 12(+1)
[OOC="[B]Intelligence:[/B]"] Saving Throw: +1
[OOC="[B]Wisdom:[/B]"] Saving Throw: +2
[OOC="[B]Charisma:[/B]"] Saving Throw: +2
Hit Points (1d10): 11
Proficiency Bonus: +2
Passive Perception: 14
Initiative: +3
Speed: 30 ft
[r=2,2]
[ooc=Darkvision]You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of your as if it were bright and in dark as if it were dim.[/ooc]
[ooc=Feline Agility]Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns[/ooc]
[ooc=Cat's Claws] Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes.
If you hit with them, you deal slashing damage equal to ld4 -1, instead of the bludgeoning damage normal for an unarmed strike.[/ooc]
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, **monstrosities**, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.[/ooc]
[ooc=Natural Explorer: Underdark]
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the ***Underdark****. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Background Feature:
[ooc=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 of 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.[/ooc]
Feats:
Appearance
Personality
Background
Drow
Rivergard Keep
Rivergard Keep was a stone fortification on the banks of the River Dessarin, in the Sumber Hills, south of the Stone Bridge and north of Ironford.[1] The fortification consisted of a stone keep and gatehouse, with a curtain wall linking it to a river tower and a dock. By the late 15th century...
forgottenrealms.fandom.com
Rivergard Keep
Abandoned for many years, the keep has found new, clandestine life as the headquarters for the slavers taking up operation in the Dessarin Valley. Once an important outpost to guard the frontier, the borders of the kingdom had grown such that it was no longer of any strategic significance and has fallen into disrepair. From the water, as most would see the keep, it was just another set of slowly decaying ruins from a bygone age. From the land, there was barely even a road leading to the gate as there was no reason to travel so far into the middle of nowhere.
Map of the Keep
But recently the Keep has new and mysterious occupants. Small parties of goblins and then larger gatherings of orcs began to fan out into the country side. When they returned, more often than not, their number would be joined by one or more struggling figures brought against their will. As their numbers grew, a few humans and other races could be found among them as leaders, either to seek riches or other pleasures. Most active at night, there were occasional screams and a nearly constant sound of moans and grunts. Adding to the cacophany of occupants was the sound of chains rattling, a great wheel being turned by an ogre, driving a long shaft that ran the length of what was now a cell block (K5). Most 'visitors' don't make it past the cell block, unless of course they are selected for more individualized treatment or manage to slip their bindings.
Race: Tabaxi
Background: Guild Artisan
Deity: The Cat Lord
Alignment: NG
[OOC="[B]Strength:[/B]"] Saving Throw: +1
- Athletics:+1
[OOC="[B]Dexterity:[/B]"] Saving Throw: +5
- Acrobatics: +3
- Sleight of Hand: +3
- Stealth:+5
[OOC="[B]Constitution:[/B]"] Saving Throw: +1 [/OOC] 12(+1)
[OOC="[B]Intelligence:[/B]"] Saving Throw: +1
- Arcana: +1
- History:+1
- Investigation:+1
- Nature:+3
- Religion:+1
[OOC="[B]Wisdom:[/B]"] Saving Throw: +2
- Animal Handling:+2
- Insight: +4
- Medicine:+2
- Perception:+4[*]Survival: +4
[OOC="[B]Charisma:[/B]"] Saving Throw: +2
- Deception:+2
- Intimidation:+2
- Performance:+2
- Persuasion: +4
Hit Points (1d10): 11
Proficiency Bonus: +2
Passive Perception: 14
Initiative: +3
Speed: 30 ft
[r=2,2]
Race Proficiencies:
Perception + Stealth
Class Proficiencies:
Athletics, Nature, Survival
Not heavy armor
All weapons
Background Proficiencies:
Insight + Persuasion
Leatherworker's Tools
Languages:Common, Goblin, Undercommon, Deep Speech
Perception + Stealth
Class Proficiencies:
Athletics, Nature, Survival
Not heavy armor
All weapons
Background Proficiencies:
Insight + Persuasion
Leatherworker's Tools
Languages:Common, Goblin, Undercommon, Deep Speech
Race Features:
[ooc=Ability score bonuses]+2 Dex +1 Cha[/ooc][ooc=Darkvision]You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of your as if it were bright and in dark as if it were dim.[/ooc]
[ooc=Feline Agility]Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns[/ooc]
[ooc=Cat's Claws] Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes.
If you hit with them, you deal slashing damage equal to ld4 -1, instead of the bludgeoning damage normal for an unarmed strike.[/ooc]
Class Features:
[ooc=Favored Enemy: Monstrosities]Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, **monstrosities**, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.[/ooc]
[ooc=Natural Explorer: Underdark]
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the ***Underdark****. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Background Feature:
[ooc=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 of 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.[/ooc]
Feats:
Personality:
I may have fallen on some hard times and been forced to make some bad decisions, and being captured by the drow is certainly not a high point, but things can only get better from here, I know it!
Ideal:
I work to create a good life for myself, my family and my friends. They matter more than wealth, fame or glory. If I do right by them, they will do right by me.
Bond:
I feel like my creditors are going to hound me to the ends of the earth. If I can just get enough money to get out of this hole - perhaps literally - then I can finally go home again.
Flaw:
You know, they say a bird in the hand is worth two in the bush... but if you're good enough to get both of the ones in the bush, then why would you settle for a single bird? What? Oh, yes, I can definitely do whatever it is you just asked me to do... what was that again?
I may have fallen on some hard times and been forced to make some bad decisions, and being captured by the drow is certainly not a high point, but things can only get better from here, I know it!
Ideal:
I work to create a good life for myself, my family and my friends. They matter more than wealth, fame or glory. If I do right by them, they will do right by me.
Bond:
I feel like my creditors are going to hound me to the ends of the earth. If I can just get enough money to get out of this hole - perhaps literally - then I can finally go home again.
Flaw:
You know, they say a bird in the hand is worth two in the bush... but if you're good enough to get both of the ones in the bush, then why would you settle for a single bird? What? Oh, yes, I can definitely do whatever it is you just asked me to do... what was that again?
Attack 1d20+X
Damage 1dX+Y; XXX
Damage 1dX+Y; XXX
A thin, white and tan Tabaxi with sharp, darting blue eyes that make him look much younger than the wrinkles hidden beneath his fur would reveal. Has all the expected scars of a man who has spent his adulthood trapping game and exploring the wilderness, but it hasn't slowed him down. When not actively engaged in something, moves with a slow, languid grace that only a cat could pull off.
Ever the optimist, Ochre will freely admit that the situation he now finds himself in isn't, well, ideal, but it could be worse. They could, after all, have been captured by cannibals. Or Mindflayers. Or, you know, gotten stuck in a crevasse and been trapped there to slowly starve to death. Hypothetically, of course. So chin up!
Ochre is fiercely loyal to those who earn his trust, and if he's a bit overconfident after a lifetime of close calls and unexpected escapes... can you really blame him?
Ochre is fiercely loyal to those who earn his trust, and if he's a bit overconfident after a lifetime of close calls and unexpected escapes... can you really blame him?
From a young age, Ochre had been in the family business: leatherworking. His great-grandfather, Dusk, had been a cordwainer of some note, making fine leather goods for the nobility, but barely any of the family fortune had been passed down to Ochre's father, the fourth child of the fifth child of the great Dusk... just enough, really, to get his own meager shop opened and ensure a stable life for his wife and two children, Ochre and his twin sister, Granite.
The twins grew up working in their parents' shadows, learning how to find valuable game, tan their hides and make them into serviceable leather pieces, with Ochre leaning slightly towards the utilitarian and Granite towards the decorative. All was well until a tragic fire burned down their home and shop... and took their parents' life. The twins had enough money to rebuild and continue their family's work... barely. What had been stability now felt like walking the knife's edge, and when a larger family of leatherworkers moved into the area, they began to slip off.
To compensate, Granite and Ochre began to specialize in more... unusual... wares. Hides of beasts that you couldn't just find in the local woods. It wasn't enough, and money was growing tighter and tighter... until Ochre had a crazy idea. He had heard of a way down to the Underdark. One of the safer parts, to be sure, but filled with unusual, unique and lucerative creatures. And so one day Ochre and Granite descended into the caverns, their plan to stay below for six months and then return with a cache of wares that it would put them on the map and prevent their slide into destitution.
They made it five months, each of them growing more and more used to the Underdark before a simple mistake spelled doom for Ochre. Lost in a daydream about what everyone would say about his family when they returned, he managed to walk directly into a drow patrol and, well, that was that. Grabbed and dragged off, Ochre had a glimpse of Granite's panicked eyes looking at him from a nearby hiding spot before he was dragged into a portal and brought to... who knows where.
The twins grew up working in their parents' shadows, learning how to find valuable game, tan their hides and make them into serviceable leather pieces, with Ochre leaning slightly towards the utilitarian and Granite towards the decorative. All was well until a tragic fire burned down their home and shop... and took their parents' life. The twins had enough money to rebuild and continue their family's work... barely. What had been stability now felt like walking the knife's edge, and when a larger family of leatherworkers moved into the area, they began to slip off.
To compensate, Granite and Ochre began to specialize in more... unusual... wares. Hides of beasts that you couldn't just find in the local woods. It wasn't enough, and money was growing tighter and tighter... until Ochre had a crazy idea. He had heard of a way down to the Underdark. One of the safer parts, to be sure, but filled with unusual, unique and lucerative creatures. And so one day Ochre and Granite descended into the caverns, their plan to stay below for six months and then return with a cache of wares that it would put them on the map and prevent their slide into destitution.
They made it five months, each of them growing more and more used to the Underdark before a simple mistake spelled doom for Ochre. Lost in a daydream about what everyone would say about his family when they returned, he managed to walk directly into a drow patrol and, well, that was that. Grabbed and dragged off, Ochre had a glimpse of Granite's panicked eyes looking at him from a nearby hiding spot before he was dragged into a portal and brought to... who knows where.
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