Tuesday, September 9, 2014

Player Character Profile: Vylie

NAME: Vylie "Rattle Breaker"
CLASS: Dhrood (Level 6) [pg 64]
BACKGROUND: Outlander [pg 136]
RACE: Wood Elf [pg 21]
ALIGNMENT: Chaotic Neutral [pg 122]
RACE FEATURES: +2 DEX/+1 WIS, Darkvision, Keen Senses, Fey Ancestry, Trance, Elf Weapon Training, Fleet of Foot, Mask of the Wild
CLASS FEATURES: Druidic, Spell Casting, Wild Shape, Druid Circle (Circle of the Moon), Combat Wild Shape, Circle Forms, Wild Shape Improvement, Ability Score Improvement (Wisdom +2), Primal Strike
LANGUAGES: Common, Elvish, Sylvan
AGE: 90 HEIGHT: 5'4" WEIGHT: 116 lbs SKIN: Tan EYES: Green HAIR: Brown/Orange

ABILITY SCORES
STR 10 (+0) DEX 16 (+3) CON 10 (+0) INT 10 (+0) WIS 18 (+4) CHA 13 (+1)

ATTACKS/DAMAGE: 2 Scimitars +6/d6+3 (First Attack) +6/d6 (Second Attack) or Long Bow +6/d8+3

ARMOR CLASS: 14 (10 + 3 [Dex Mod] + 1 [Leather Armor])
HIT POINTS: 48
PROFICIENCY BONUS: +3
SAVING THROW PROFICIENCIES: Intelligence, Wisdom
SKILL PROFICIENCIES: Percepton +7 Athletics +3 Survival +7 Nature +3 Animal Handling +7
TOOL PROFICIENCIES: Musical Instrument (Lyre) +4

SPELL JUNK
SPELL SAVE DC: 15 (8 + Proficiency Bonus [3] + Wis Mod [4])
SPELL ATTACK MODIFIER: +7 (Proficiency Bonus [3] + Wis Mod [4])
CANTRIPS KNOWN: 3 (Mending [pg 259], Thorn Whip [pg 282], Druidcraft [pg 236])
SPELL SLOTS PER DAY: 4 (1st Level), 3 (2nd Level) 3 (3rd Level)
SPELLS PREPARED PER DAY: 10 (Wis Mod [4] + Druid Level [6])

WEALTH: 620 Gold Pieces
TRINKET: An old key
EQUIPMENT: Leather Armor, 2 Scimitars, 2 Daggers, Dungeoneer's Pack, Herbalism Kit, Druidic Focus (Yew Wand), Musical Instrument (Lyre), Potion of Healing x2

MAGIC ITEMS
Amulet of Slithers: Wearing this magic amulet allows the user to communicate with snakes at will. It also makes the wearer immune to snake venom.

Ring of Choices: When worn, the stone on the ring changes colors to show the alignment of anyone within 5 feet of you that you concentrate on: White=Good, Grey=Neutral, Black=Evil, Red=Chaotic, Gold=Lawful)

Gancroft's Skeleton Key: This strange key can open any non magical lock, but crumples to dust immediately afterwards.

BACKSTORY
Vylie was born into a small clan of druids who thrived off the land. Her mother was the newest recruit to this clan after wandering her whole life in the wilderness and civilization alike, but Vylie felt that she always had a special connection to the wild; and particularly the animals who inhabited it. She always has one or two woodland companions to keep her company through her travels, though she primarily travels alone, leaving her clan at the ripe young age of thirteen. 

PERSONALITY TRAITS 
-I feel far more comfortable around animals than people.

-I have a lesson for every situation, drawn from observing nature

IDEAL
-The natural world is more important than all the constricts of civilization.

BOND
-An injury to the unspoiled wilderness of my home is an injury to me. 

FLAW
-There's no room for caution in a life lived to the fullest.

Player Character Profile: Gadroon

QUOTE: "Bah! This crustacean speaks in riddles!"
                                                          -From the Adventure 'Unfamiliar Familiar'

NAME: Gadroon
CLASS: Barbarian (Level 6) [pg 47]
BACKGROUND: Outlander [pg 136]
RACE: Half-Orc [pg 40]
ALIGNMENT: Chaotic Good [pg 122]
RACE FEATURES: +2 STR/+1 CON, Intimidate Skill, Darkvision, Relentless Endurance, Savage Attacks
CLASS FEATURES: Rage, Unarmored Defense, 4 Rages per day, Rage Damage +2, Danger Sense, Reckless Attack, Primal Path (Path of the Berserker), Frenzy, Ability Score Improvement (Strength +2), Extra Attack, Fast Movement, Mindless Rage
LANGUAGES: Common, Orcish, Elvish
AGE: 14 HEIGHT: 6'5" WEIGHT: 265 lbs SKIN: Grey EYES: Yellow HAIR: Dark Blue/Black 

ABILITY SCORES
STR 19 (+4) DEX 14 (+2) CON 16 (+3) INT 8 (-1) WIS 10 (+0) CHA 8 (-1)

ATTACKS/DAMAGE: Great Axe +7/d12+4 or Club +7/d4+4 or Shortbow +5/d6+2 or Sling +5/d4+2

ARMOR CLASS: 15 (10 + Dex Mod [2] + Con Mod [3])
HIT POINTS: 90
PROFICIENCY BONUS: +3
SAVING THROW PROFICIENCIES: Strength, Constitution
SKILL PROFICIENCIES: Athletics +7 Survival +3 Intimidate +2 Animal Handling +3 Nature +2
TOOL PROFICIENCIES: Musical Instrument (Horn +2)

WEALTH: 33 Gold Pieces
TRINKET: A pipe that blows bubbles
EQUIPMENT: Great Axe, Club, Shortbow, Sling, Dungeoneer's Pack, Instrument (Horn)

BACKSTORY
His Human mother was savagely victimized by an Orc after her small village was raided by a marauding band. Afraid and ashamed, his Mother carried the child to term and left him in the woods to perish. Found by a kindly married pair of elderly outlander Humans who couldn't have children of their own, he was raised with care and affection despite his unfortunate heritage. After the death of his adopted parents due to sickness, he struck out on his own to pursue a life of adventure and BOOBS.

PERSONALITY TRAITS 
-He has a great affection for children, and has a natural way with them.

-He loves music, and strives to play some himself, even though he's not gifted in such pursuits. He holds great respect for those who can carry a tune and perform skillfully.

IDEAL
-Honor. It is the duty of the strong to defend the weak. He hates those who abuse their power, and finds no glory in besting those who are no real challenge.

BOND
-Whenever he fells a particularly worthy foe, he keeps a trophy keepsake from the battle. He's very proud of these mementos, and he hopes to vastly improve his collection. Currently in his collection of Trophies is: The Heart of a Ravenous Root plant (Dreambloom); The tied together fangs of a Constrictor Snake (Children of the Moon); Gancroft's Poison Dagger (A Change of Careers); Spinal Teeth of the Bone Horror (Memory of a Free Festival); Pouch of Rotted Black Dust (Unfamiliar Familiar)

FLAW
-He talks a lot, and says what is on his mind. He is friendly, despite his low Charisma, but simply speaks his thoughts aloud when keeping his observations to himself might be more socially acceptable.

Adventure Log

ADVENTURE ONE: DREAMBLOOM
Synopsis: When a young boy named Kladrick and his trusty dog Inkwell wander too deep into the mysterious wilds of Sprigvale Forest, they come upon a rare ghostly flower named Dreambloom. After getting too close to this magical plant, young Kladrick suffers from the plant's mystical spores, which put him into a fitful, and possibly eternal sleep.

Unable to stir his Master, the industrious dog Inkwell sets out in search of help, finding our Heroes and bringing them back to the unconscious body of Kladrick. The only way to stir someone from the sleep induced by the Dreambloom is to concoct a strange herbal mixture using some rare ingredients that our brave Heroes must amass from around them. After boldly collecting these ingredients, Kladrick is successfully revived and returns home safely to spread the tales of his adventure to any who will listen.

ADVENTURE TWO: CHILDREN OF THE MOON
Synopsis: An ancient Druidic Circle recruits their newest member to the fold, tasking Vylie to assemble her allies and deal with a putrid and venomous threat to the wildlife of Sprigvale Forest. A disturbed and evil cult who worship a banished Snake-creature named Hashkal are plotting a nefarious ritual that is meant to bring the vile Serpent creature into this world by poisoning the waters of Sprigvale Forest with venom from Hashkal itself, funneled in through a mystical portal that grows as more poison is released. It falls to our Heroes to stop the dreadful threat in its scaly tracks before this otherworldly being settles into lush Sprigvale and starts injecting its dreadful poison.

As a test of her abilities, the Circle of the Moon send Vylie and her ally Gadroon into the very depths of a Temple dedicated to Hashkal, counting on them to eradicate the serpentine menace and once again heal the poisoned rivers and streams of the Sprig. After rescuing a currently unconscious torture victim of the Cult and valiantly battling against the High Priest of the sect himself, our Heroes destroy the portal and cleanse the Forests of the sickening poison seeping into it. Vylie is given the title "Rattle Breaker" by her new Circle brothers, and the Sprig is once more safe.

ADVENTURE THREE: A CHANGE OF CAREERS
Synopsis: Inkwell the dog and Waldon Tratton, Father of Kladrick Tratton, visit our heroes to thank them personally for the aid rendered to his son. Seeing the unconscious captive that the heroes rescued from the Temple of Hashkal, Waldon Tratton remarks that he bears a tattoo of a brutal gang of thugs called the Road Wraiths before heading home to Tandrywine. After awakening from his slumber, the Bandit called Andrello fesses up to his sordid past, admitting his membership in the Road Wraith gang, but saying that he joined them when they were simple, freedom loving highwaymen who were twisted and corrupted once their gang was usurped by an evil Dwarf assassin named Gancroft.

Offering to aid our heroes on a quest to the Road Wraith's hideout in an abandoned silver mine in the Dryhill Outskirts, Andrello and our heroes take part in a daring uprising that splits the Road Wraith gang in half, with some remaining loyal to the brutal Dwarf Gancroft. When the smoke of battle cleared, only our Heroes, Andrello and a pair of other Road Wraith's remained. Vowing to leave the bandit's life and start over again, the survivors dissolved the Road Wraiths and headed out on their own.

ADVENTURE FOUR: MEMORY OF A FREE FESTIVAL 
Synopsis: After a brief shopping experience at the colorful caravans of Master Trader Prodwell, our brave heroes triumphantly bring the body of the wicked Dwarf Gancroft into the bustling and ever expanding town of Tandrywine just in time to observe the town preparing for a strange harvest celebration known as the Bonedust Moon, an odd little holiday that is said to satisfy the Gods of Death in the hopes that they will focus their destructive attentions elsewhere throughout the rest of the year. Children run about in dark robes and paint their faces, while Bards and adults tell haunting stories of ghouls and goblins during this one haunted evening of the year.

The centerpiece of the Bonedust Moon for years running now has been the Gnomish traveler and collector of oddities named Hixelhan, who always presents his latest, strange and intriguing artifact to an astonished and terrified audience. This year, his prized piece is a curious floating cycloptic skull that turns out to have designs all its own, coming to life and summoning forth a rowdy band of skeletal allies that immediately turn the Bonedust Moon into an altogether different type of horror story. Vylie and Gadroon battle this Undead menace, and repel its evil and save Tandrywine from a grim harvest. Truly saddened and sorry for putting the people at risk unwittingly, Hixelhan vows to be far more careful with his artifact collecting in the future.

ADVENTURE FIVE: UNFAMILIAR FAMILIAR
Synopsis: The rowdy events of the Bonedust Moon Festival begin to calm, and our Heroes are left with a very potent and still potentially dangerous Artifact in their possession. Our brave Adventurers are brought before the affable Mayor and Founder of Tandrywine, who reveals that the Artifact black burned skull is impervious to normal methods of destruction. A nearby Wizardess may have insight into how to permanently nullify the vitriolic skull, and the Heroes are tasked with taking it to the odd and paranoid Wizardess Yilly the Abjurer.

Returning to the Dryhill Outskirts, our Heroes encounter Yilly's tower and meet her faithful familiar, Shellton the Crab. After a lengthy wait, they are admitted, and reach a deal where the paranoid Wizardess agrees to lend her magical might to the Artifact's destruction if the Heroes can help her tame a rampaging Arcane Golem that has malfunctioned and began damaging Arcane Wards placed strategically around her Sanctum. Fearing leaving the safety of her tower, Yilly tasks Vylie and Gadroon with bringing her Magically created Golem protector back to her in one piece, so that she can repair the errant Golem through Wizardly Ritual. A furious battle ensues, and the Golem is brought back to Yilly, who lives up to her part of the bargain and finally puts an end to the threat that the Necromantic Skull presents. All is not roses, however, and a poor choice of decorum leads to the Adventurers being kicked out of Yilly's tower, which she may never emerge from again...

Persons of Note

Kladrick Tratton: A young and adventurous boy of ten years old, Kladrick's excitable spirit tends to get him in a good deal of trouble. Being the son of a former Adventurer himself, Kladrick one day hopes to attain the same bold and exciting occupation. Kladrick and his dog, Inky, can be found in Tandrywine, always getting into some sort of mischief. (First Appearance: Dreambloom)

Inkwell: This scrappy, all black mutt is Kladrick's constant companion and protector. Loyal and devoted to a fault, the opinionated pooch doesn't mind displaying his distrust for those that he doesn't like. (First Appearance: Dreambloom)

Pynveer the Artiste: A small and talented Sprite sculptor, Pynveer makes his home in the Flittering Glade, where he uses his majestic talents to sculpt curiously colored mushrooms into beautiful, fragile figurines and statues of various wild life. (First Appearance: Dreambloom)

Naynarad the Ancient and Wise: A massive totem infused with primal essences and spirits, Naynarad was carved by forces that even predate the Gods. Leader of the Circle of the Moon in Sprigvale Forest, Naynarad guides the ferocious protectors of the wilds and eagerly strikes down those who seek to taint the natural flow of Nature. (First Appearance: Children of the Moon)

Yenneth the Hermit: A gnarled and grizzled Human Hermit, Yenneth is a member of the Circle of the Moon, lending his own skills and knowledge of the landscape of Sprigvale to the cause of his Druid brothers and sisters. (First Appearance: Children of the Moon)

Kazgog the Bearded Boar: Born a Dwarf, but much more comfortable in his ferocious Dire Boar form, Kazgog detests civilization and is the most hot tempered of his Circle, often quick to act and dismissive of all forms of civilization. (First Appearance: Children of the Moon)

High Priest Orlund: The fanatical High Priest of the Sons of the Scale is a skilled and dangerous adversary, wielding his dual sickles with relentless precision and grace. His followers gladly give their lives on his command, and his prime goal is summoning the strange, alien snake-being known as Hashkal into the world. (First Appearance: Children of the Moon)

Waldon Tratton: Father of the ever-excitable Kladrick Tratton, Waldon is a serious man who gave up adventuring life once his son was born. He now owns the Impervious Irons Blacksmith shop in Tandrywine with his family. (First Appearance: A Change of Careers)

Landrello: Former Bandit and member of the Road Wraiths gang, Landrello grew disenchanted with the Bandit life once his gang was taken over by the evil, wretched Dwarf madman known as Gancroft. After helping our heroes find the deadly headquarters of the Road Wraiths and helping to raise a rebellion against their sadistic leader, Landrello left the outlaw life behind and is looking to start life fresh. (First Appearance: A Change of Careers)

Gancroft: Violent, brutal and twisted, the Dwarf is a master of poisons who usurped leadership of the Road Wraiths gang and turned them from simple bandits into cruel murderers, kidnappers and assassins. His reign of terror was recently ended by our brave adventurers. (First Appearance: A Change of Careers)

Gancroft's Hound: This brutalized, mistreated and abused Mastiff was trained to hate and fear all living beings. Befriended via Druidic magic by the Wood Elf Vylie, the unnamed Hound now finds himself serving far more benevolent Masters. Scars and wounds litter the large dog's coat, making it truly fearsome to behold. (First Appearance: A Change of Careers)

Master Trader Prodwell: Dealing in all manner of fine goods and finer deals, the charismatic and gregarious merchant known as Prodwell is a Half-Elf with the finest deals and trinkets in all the land. His brightly colored caravan of wagons overflowing with goods can always be found venturing the Copperline road on some trade mission or another, and he's always open for business. (First Appearance: Memory of a Free Festival)

Guard Captain Vance Brandle: A serious and duty-minded Dwarf, Guard Captain Brandle knows that Tandrywine can be a rough and tumble sort of place, so he keeps his eyes vigilantly focused on the town's protection and well being. A former mercenary Captain, he is no stranger to battle, and is a fierce defender of the people. (First Appearance: Memory of a Free Festival)

Hixelhan, Collector of Oddities: Ever curious and possessing a fevered wanderlust, the Gnomish traveler known as Hixelhan keeps a small, cluttered shop of his strange findings within the borders of Tandrywine, always willing to share tales of his exploits and showcase his utterly unique collection of treasures. (First Appearance: Memory of a Free Festival)

Mayor Shandrelle Tandrywine: The beloved Founder and Mayor of the town named after her is a glowing, charming figure who claimed her fortune through years of Merchant trading. Her lax views towards law and leadership lead her to be a very popular figurehead, and she believes that freedom is vital for a happy, fulfilled life. Still a classical beauty even in her early fifties, she is a shrewd negotiator and good natured soul who inspires devotion and loyalty in those who dwell in her town. (First Appearance: Unfamiliar Familiar)

Yilly the Abjurer: The paranoid, ever-cautious Wizardess is as powerful as she is afraid of the word beyond her tower walls, taking her protective magic a bit too far and covering herself at all times in a protective force field. Yilly thinks that the world outside her tower is a chaotic, filthy place with nothing but disorder and trouble, and her solitude and paranoia may have unhinged her just a little...(First Appearance: Unfamiliar Familiar)

Shellton the Crab: Loyal Familiar to Yilly the Abjurer, he seeks, above all else, to somehow get his Mistress to leave the protection of her Tower and see that the world around her is just as wonderful as it is frightening. A devoted and loyal servant, he acts as emissary to his peculiar and distrustful Mistress. (First Appearance: Unfamiliar Familiar)

Locations of Note

SPRIGVALE FOREST
Also known as "The Sprig", this lush, serene forest seems endless and rife with majestic sights and unrivaled dangers. All manner of wildlife-benign and otherwise-call The Sprig home, and it is vast enough that the few populated settlements within it are separated by miles and miles of tranquil scenery. The Forest is mostly untouched by civilization, but a few trails cross through Sprigvale, allowing easier travel through this heady wilderness for those unaccustomed to a life in the wilds.

Lake Traleer: This large and impressive lake supports much life in the Sprig, and all manner of unique plant and flower life can be found near.

The Flittering Glade: An expanse of open, flat land in the Forest gives way to a natural home for some of the resident and elusive Sprites in Sprigvale. Suspicious and eccentric in nature, Sprigvale Sprites rarely enjoy the presence of the giant, clumsy beings that wander the lands.

Gadroon's Cave: This simple abode is located next to a shallow spring and is the home of Gadroon the Barbarian. Surrounded in the grizzly decorations of the skulls of the beasts that he has slain, the interior of the cave has a blazing fire, numerous furs for warmth, and is meticulous designed with crude cave drawings, lending it a decisively "Half-Orc" feel. Gadroon proudly displays all of his Trophies collected from his adventures on his cave, and his impressive collection of oddities seems to grow daily...

The True Wilds of Sprigvale: There is a place in Sprigvale Forest that even the Elves fear to tread. It is a sacred and ancient place where only the most dangerous predators dwell, and it is home to the Circle of the Moon, an ancient order or primal Druids who revel in their ferocious and bestial nature, their meeting place only approached by those of their Order.

The Temple of Hashkal: Well hidden and filled with horror, the Temple of Hashkal is the home of the Sons of the Scale, a group of twisted, deranged followers of a banished Snake-creature trying desperately to get into this dimension and spread its vile venom. Recent events have found the temple ransacked, looted, and all beings within it (including the Temple's High Priest) killed.

TANDRYWINE
This spirited, bustling town is as diverse in its residence as it is adventurous in its surroundings. As being the last mark of civilization before reaching Sprigvale Forest, all manner of folks congregate and live in Tandrywine, from hunters, loggers and trappers, to charlatans and those seeking adventure. The lax nature of the laws in Tandrywine attract a rough and tumble sort, and the place thrives with opportunity for adventure!

Copperline Road: The only road leading through Sprigvale Forest to the town of Tandrywine is less a road and more a glorified, widened trail. Constructed via an agreement between the Elves of Sprigvale Forest and the city dwelling residents of Tandrywine, the road is a prime location for bandits to attack unguarded caravans or travelers entering or leaving Tandrywine. As of late, the Bandit attacks have died down significantly...

Impervious Irons Blacksmith Shoppe: Run by the skilled Blacksmith and former Adventurer Waldon Tratton, you can always get sturdy gear and fair prices at this solid establishment.

The Bizarre Barn: This impressive museum dedicated to all things strange and curious belongs to the expressive and energetic world traveler Gnome Hixelhan, who proudly displays all of his invaluable findings in this small and cluttered showroom.

Mayor's Manor: The home of Mayor and Founder of Tandrywine, Shandrelle Tandrywine is a sturdily built, welcoming place, lined with stunning paintings done by the truly gifted painter known only as ODMUND. Mayor's Manor doors are always open to the residents of Tandrywine with a grievance, and Shandrelle's accessibility and gentle taxation keeps her a popular figurehead for the town.

DRYHILL OUTSKIRTS
Far from the hustle and bustle of Tandrywine, and equally separate from the lush wilds of The Sprig, the Outskirts are a flat area of rolling plains that delve out into hilled mountains where a series of played out mines and dried out towns reside. The barren and desolate surroundings make the outskirts a prime place for those seeking to avoid detection or hide from the law. Named the Dryhills due to the string of empty, gutted silver and copper mines that used to dot the area, only the hopeless take refuge here.

The Road Wraiths Stronghold: Located deep within an abandoned Silver mine, the stronghold of the Bandit gang known as the Road Wraiths is guarded by numerous traps, sniper towers, and other hideous dangers. As of late, the Stronghold has been cleared out of all threats and remains unmanned. The battle fought here was bloody and gruesome, as the remains still inside attest.

Yilly's Tower: This sturdy, impressive structure is home to the eccentric and alert Wizardess the Abjurer and her loyal crab familiar Shellton. Arcane wards circle the tower, and a formidable Arcane Golem patrol the landscape surrounding the tower. Recent events have seen these Arcane wards become ruined due to her Golem's malfunction, but her imposing defenses look to drastically improve in the very near future...

Organizations of Note

The Sons of the Scale: A twisted and fanatical religious Cult that venerates a strange extra-dimensional snake being called Hashkal, the Sons of the Scale are led by their gruesome High Priest Orlund. The sole temple to Hashkal was recently raided and its followers wiped out, but a few scattered souls may still secretly worship the venomous being...

The Road Wraiths: At one time, the Road Wraiths were merely bandits that would prey upon those with too much coin and too little caravan guards. Rarely did their heists end in bloodshed. That was, of course, until the twisted Dwarf named Gancroft assumed command of the Gang, turning the gang's specialty from banditry to brutal assassinations, kidnapping and other unmentionable acts. Some disgruntled members of the Road Wraiths rose up and deposed Gancroft with the aid of our heroes, and the small band of surviving Road Wraith members dissolved the group and turned their backs on their former lives of crime.

The Circle of the Moon: Deep within the most primal, ancient parts of Sprigvale Forest lurk the feral members of the Circle of the Moon, Druids devoted to defending the lands through mastery of their own innate animal forms. The Circle is led by the ancient Totem Spirit known as Naynarad, and other members include the savage Dwarf Were-Boar named Kazgog and Yenneth the Hermit. Their newest and most promising recruit is the Wood Elf Druid Vylie.

The Tandrywine Town Guard: Captained by the honorable Dwarf Vance Brandle, the brave men and women of the Tandrywine Town Guard are a small but dedicated force for law and order in the exciting town that they tirelessly strive to keep order in.