Wardens of Wildemount ((OOC))

Dunno how a Paladin would fit in with the whole infiltration thing. Maybe he just hangs back in case shit hits the fan? Or should we just all barge in and kill em all, saving the captain for interrogation?
 
Ooh, what if you were part of a crew that was trying to bring justice to Darktow or to capture a prominent pirate and you wound up losing or being captured in the attempt? You're on the island, waiting to see what they decide to do with you. We have to spring you because you have something that will help us find what we're looking for on the island.
 
Priscilla Springheel
Alignment: Neutral
Rogue, Arcane Trickster 7th

Background: Urchin,Skill Proficiencies Sleight of Hand, Stealth

Tool Proficiencies Disguise kit, Thieves' tools

Equipment A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

Feature: City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Race:Ability Scores: Dex +2; Con +1
Size: Small
Speed: 25 ft.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Rogue
Expertise: Stealth, Thieves Tools, Perception, Sleight of Hand
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack 4d6
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Arcane Trickster:
Cantrips
You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mage Hand Legerdemain
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Feat:
Artificer Initiate
You've learned some of an artificer's inventiveness:
You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.

Spells:
Cantrips: Mage Hand, Friends, Prestidigitation, Dancing Light*
1st: Detect Magic*, Charm Person, Distort Value, Identify, Tashas' Hideous Laughter
2nd: Invisibility

Priscilla was a precocious child to a simple halfling prostitute in the Skew. Basically left to her own devices Priscilla roamed the streets ecking living stealing and conning her way to a life of simple wayward larceny and breaking and entering.

Her mother and her associates always showered what affection they could on young Priscilla, many reading, and educating her when another was busy with a client. She was always an inquisitive and bright young woman who could have been more. In fact, she went to the Dwindellian Empire to seek a chance to join the Cerebus Assembly and was turned down as her skills were found lacking.

So since then, Priscilla has found ways to improve her magic skills including moonlighting as an assistant to a Magical Tinkerer, learning to identify and appraise magical good brought in. Though she only worked a couple of days every couple of weeks she is becoming even more skilled in magic and tricks to aid her less than lawful endeavors.

Her infamy or fame is growing a little too much for Priscilla to comfortably operate without Zhelezo and The local crime syndicates. So The Young halfling woman is looking for a chance to slip away for awhile away from the city of her birth and its surrounding environments, without fleeing to the Empire. However, it takes a bit more money she has and more then she is willing to steal.
 
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I mean we could end up freeing him. And our sea journeys could be stopping slave ships
 
Verity
Tiefling Bard, College of Glamour, 7th
Tiefling: Darkvision, Thaumaturgy, Hellish Rebuke, resistance to fire, Darkness
Charisma for Days, couldn't punch her way out of a paper bag

Musically Proficient:Viol, Violin, Lyre, Flute

Elsewise Proficient: Persuasion, Deception, Performance

Spells:
Cantrips: Dancing Lights, Minor Illusion, Thaumaturgy, Vicious Mockery
1 Charm Person, Feather Fall, Healing Word, Thunderwave
2 Darkness, Enthrall, Hellish Rebuke, Zone of Truth
3 Sending
4 Compulsion, Dimension Door, Greater Invisibility

Abilities: Bardic Inspiration, Countercharm, Mantle of Majesty: free use of a Command spell, Enthralling Performance: charm up to 4 of her choosing

----

She was born to fully human parents in a small village, where her arrival as a tiefling was entirely unexpected. Or so she'd has always been lead to believe. Her parents sent her off at seven to live with a witty, Fae-touched woman, Lady Aethering Serault who sought a...novelty...to look attend to her and entertain her. Her mother delivered bread to the estate and Verity was discovered as she sat, near unawares, in the wagon. She had the wordly resources to make something of the girl and take her away from the cruelty of the village children and her parents offered her up quite freely. Here she grew up. She learned music, in particular, the violin and took to it like a duck to water and something of Lady Aethering's unearthly personal traits sunk in as well. She found a magical after effect to her music that left many subtly vulnerable to her whims, subtly eased of their despairs beyond what the average fiddler might manage over a few ales.

The higher-born families in the area began to make requests for her to perform at their salons as well. She became a songbird in a gilded cage, stared at, but no longer ridiculed.

When the Lady of the House passed away shortly after Verity turned eighteen, much of the woman's wealth was willed to her and Verity, although bored with her lot, was grateful for it. Until the shocking arrival, but days later, of the Lady's long-estranged son, Ferras, who fought her to the point of a blade at her throat so that she would see none of it. He took over the estate and cast her out on her ear, turning beloved servants and connections against her. Faced with the thought of returning home to a backwater village and bewildered parents that had no use for her or her talents, she decided to take the violin Ferras had not been able to burn and see what the life of a travelling bard would mean for her.

----

I do think that for Verity, she could be travelling with a message for the Plank King or as a messenger for someone else's business dealings and intend to perform and have the very particular sort of recreational fun one might sail to a mad, pirate isle for.

She would have to fall into the action at first as she doesn't live the life of an adventurer at the moment. She doesn't seek it out, but feels her way through it when it arrives.
 
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Ooh, what if you were part of a crew that was trying to bring justice to Darktow or to capture a prominent pirate and you wound up losing or being captured in the attempt? You're on the island, waiting to see what they decide to do with you. We have to spring you because you have something that will help us find what we're looking for on the island.

Well actually, Veroe had agreed to weave my character's backstory and the pirates together, because said backstory involves pirates murdering my crew, plundering my cargo, and leaving me to die, or rather, leaving me to be rescued by seafaring Paladins. But if my guy is captured, perhaps the ship that was being used to ferry me to the island had to go into port instead, as was discussed earlier. And, you know, you free me cause it's the right thing to do? Lol. Maybe Tusk's Order and Jon's are allied in some way, and the two of us had at least worked with each other before, however briefly. So many ways this could go, but we should nail down at least the opening chapter sooner rather than later...the longer we spin our wheels, the easier it is to burn the engine out.
 
Tusk and Jon as colleagues it is. Tusk will be traveling with Jon because the heads of their temples owe each other a favor. I'm only required to accompany him to the city, but of course, I'll stay on.
 
Sure. I mean I had done something in a previous campaign, where there existed a wide-ranging alliance of holy Orders and temples, pooling resources and joining large groups of Paladins and Clerics so that they may protect and defend as much of the civilized world as possible. This enabled them to have a serviceable navy as well as a sizeable ground force. But I'm cool with things being more low-key this time around, and plus, I would rather not start the story in chains anyhow! Just remember what I said about spinning wheels, folks.
 
Update: As a former sailor, I have decided that my Pally actually took the Oath of the Open Sea, a CR add-on according to DnD Beyond. Figured it was easier than trying to wrangle my way past the paywalls.

EDIT: Speaking of WOTC's infamous cash grab: https://ddb.ac/characters/41228299/MUTJlW
 
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Well, I think we have more then enough to start the actual thread and get this thing going. Let's kill some pirates!!! :D
 
So we are all in Nicodarnus for various reasons, with a storm coming in, should be fun.
 
Okay I'll start us off and provide a link for everyone to the thread here.

Scuse me guys [cracks knuckles] got some writin' to do now.:)
 
Tell me how well I did, guys. I tried to focus on setting up the coming storm and thte feel of these pirates. I hope I didn't step on any of your toes in doing it the way I did.
 
Tell me how well I did, guys. I tried to focus on setting up the coming storm and thte feel of these pirates. I hope I didn't step on any of your toes in doing it the way I did.

You lifted the bar for this story HIGH! That was a good opening. I just did my post. ALL I did was set up my character a tad. I want some other players to show up and then Diva'ss will tag along with someone.
 
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For future reference:

Captain Saldea is a gunslinger-another of Matt Mercer's homebrew classes.
The Tabaxi on the Silverpike is a swashbuckler rogue.
The Gnome is a dexterity based eldritch knight.

those aren't the only three on the crew so feel free to add to them if your muse moves you to. Also Saldea is the only one I named so feel free to give any of the others a name if you wish to. Just mention it here in the OOC that you have so the rest of us can remember and keep who's named what straight.
 
You lifted the bar for this story HIGH! That was a good opening. I just did my post. ALL I did was set up me character a tad. I want some other players to show up and then Diva'ss will tag along with someone.

cool pick up on the name of the ship. Lady of the Waves was just something I made up on the spot.
 
For the people wondering, Diva'ss is a self hating character. She doesn't actually look horrible as she suggests, that's just the way she sees herself. That's actually the point of the character and how I want to develop her. My hope is that by hanging out with all the chaotic people in the party she will learn that being chaotic isn't actually horrible and she will come to accept herself as a verdan and by the end of the game start calling herself by her given name Prim instead of Diva'ss. Maybe at some point she would even stop fallowing her Goddess and become a different kind of warlock. Just a simple, nice, character ark about personal acceptance.
 
Trying to figure out how exactly I want to place my character and her actions and pieces on the table.
 
I'm sure you'll do a great job figuring that out lace.

once everyone establishes their characters we'll start working on what happens next here.
 
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