Tag: fantasy

  • Baron Elric Dalven

    Ternsmay Farmlands/Province, Duchy of Tenh

    Race: Human (Flan) • Class/Level: Druid (Circle of the Land – Grassland) 5 / Bard (College of Lore) 2 • Alignment: Neutral Good

    Description:
    Elder-dreamer turned Speaker of the Elderglen, Elric Dalven is a beloved figure known for his deep connection to the land and people of Ternsmay. His wisdom extends through harvests and parables, guiding his province with quiet resolve and natural magic. He wields gentle influence through song, soil, and seasonal memory.


    Stats

    Medium humanoid (human), neutral good
    Class/Level: Druid 5 / Bard 2
    Armor Class: 13 (Leather armor + DEX)
    Hit Points: 45 (5d8 + 2d8 + 14)
    Speed: 30 ft.
    Proficiency Bonus: +3

    STRDEXCONINTWISCHA
    10 (+0)14 (+2)14 (+2)12 (+1)16 (+3)12 (+1)

    Traits & Features

    • Druid Circle (Grassland): Bonus cantrip (Shillelagh), spell list expansion
    • Wild Shape (2/rest): Use as a bonus action, CR 1/2 beasts
    • Bard Lore (Jack of All Trades / Additional Magical Secrets): Adds half proficiency bonus to untrained skills; gain two additional spells
    • Flowering Tradition: Advantage on saving throws vs. exhaustion caused by weather (custom trait)
    • Rustic Hospitality (Background – Folk Hero): Can find shelter among common folk

    Actions

    • Quarterstaff (Magic or Regular): +4 to hit, 1d6+2 bludgeoning (versatile 1d8+2)
    • Produce Flame (Cantrip): Ranged spell attack +5 to hit, 1d8 fire damage
    • Healing Word (Spell): DC 13, heals 1d4+1 to ally within 60 ft.
    • Enthralling Performance (once per long rest): Can charm a small audience after a 10-minute performance

    Equipment

    • Flower-patterned Leather Armor
    • Carved Oak Staff
    • Herbal Satchel with common poultices
    • Barley-Stalk Silver Clasp (heirloom)
    • Simple lute for bardic performance

    Quote

    “The soil forgets nothing, but it forgives much. So must we.”

  • Baron Ghalder Veymar

    Grimwold Marches, Duchy of Tenh

    Human (Flan) • Cleric (War Domain) 8 / Fighter 1 • Lawful Neutral

    Baron “Ghal” – Ghalder Veymar is a grim-eyed man known as “The Lantern of the Marches.” His bloodline traces back to pre-Duchy Flan priest-kings, and he views his position not merely as military governor but as sacred custodian of a haunted borderland. Raised in a fortified temple near the river Zumker, Ghalder blends battlefield leadership with ritual vigilance. He is equally comfortable reciting funerary rites or ordering a cavalry charge against hill giants.
    His domain includes ruin-haunted woods, cursed cairns, and forgotten roads — and he takes special care to ensure his soldiers are trained to face more than just mortal foes. His symbol — a torch cradled in iron branches — is burned into every shield and standard flown along the marches. Though slow to trust outsiders, he respects courage and duty, and despises cowardice or necromantic tampering.

    Traits

    • Medium humanoid (human), lawful neutral
    • Cleric (War) 8 / Fighter 1
    • Armor Class: 20 (Chainmail +1, Shield +1, Defense Fighting Style)
    • Hit Points: 75 (8d8 + 1d10 + 27)
    • Speed: 30 ft.
    • Proficiency Bonus: +3
    STRDEXCONINTWISCHA
    16 (+3)10 (+0)16 (+3)12 (+1)18 (+4)13 (+1)

    Traits

    • Divine Domain: War
      • War Priest (5/day): Make a weapon attack as a bonus action after attacking.
      • Guided Strike (1/rest): Add +10 to a missed attack.
      • War God’s Blessing: Add +10 to an ally’s missed attack (1/rest).
      • Channel Divinity (2/rest): War God’s Blessing or Turn Undead
    • Fighter 1:
      • Second Wind (1/rest): Regain 1d10+1 HP.
      • Spellcasting: Cleric 8th-level (Wisdom-based DC 15, +7 to hit)
      • Prepared Spells (Examples):
      • Cantrips: Sacred Flame, Thaumaturgy, Guidance
      • 1st: Shield of Faith, Command
      • 2nd: Spiritual Weapon, Aid
      • 3rd: Spirit Guardians, Revivify
      • 4th: Guardian of Faith, Freedom of Movement

    Traits:

    • +1 Warhammer. +7 to hit, 1d8+4 bludgeoning (versatile 1d10+4)
    • Spiritual Weapon. Bonus action, spectral weapon deals 1d8+4 force on hit.

    Equipment:

    • +1 Warhammer
    • +1 Shield
    • +1 Chainmail
    • Holy Symbol (steel torch wrapped in twisted oak)
    • Scroll of Dispel Magic
    • Ring of Spell Storing (holds Sanctuary and Bless)
    • Grimwold seal (torch over black roots, 250 gp)

    Personality Quirk:

    Ghalder lights a flame — candle, brazier, or fire — before every major decision or judgment. He says the gods speak best through smoke and shadow.

  • WH8.1 – The Missing Tools

    Cragford

    The clanging of hammers and ringing of picks has gone eerily quiet in Cragford. The miners’ barracks sit sullen and half-empty, and the air smells of damp earth and frustration. Izgil Halstayyn, the stone-necked foreman, storms into The Bluff Watch tavern and slams his handaxe on the table with a thud that makes the mugs rattle.

    “Someone’s been stealing my tools. Not one pick or hammer gone astray — whole sets, crates of ‘em, vanished overnight. This isn’t a prank. No one works until they’re found — and if the work stops, the Duke’s cut stops, and we’ll all be out of a job.”

    A few of the Flan laborers mutter into their mugs, casting dark looks toward the dwarf foreman. An old man near the bar whispers: “Maybe Beory’s tired of us carving her bones. Maybe she called the tools home.” The tavern falls uncomfortably silent as Izgil growls, daring anyone to repeat it louder.

    Quest Giver (NPC)

    Izgil Halstayyn (LN Mountain Dwarf Foreman): Proud, gruff, but not a fool. He’s desperate to recover the tools before the Duke sends inspectors — or worse, fines the hamlet. He offers coin, a cask of good ale, and his grudging respect if the PCs bring back the tools.

    Obstacle & Objective

    The PCs must track the missing tools into the surrounding hills or abandoned shafts. What begins as a simple theft soon reveals strange footprints (humanoid, but clawed) and the occasional tool left snapped or twisted. The culprits are a band of kobolds working for an unknown patron, attempting to slow production and frame the dwarves as careless.

    Encounter Areas

    • Abandoned Shaft: Collapsed tunnel with a narrow crawlspace where kobolds have built a crude barricade.
    • Trap-Littered Chamber: Kobolds set caltrops and tripwires with dangling rocks.
    • Final Cache: Tools piled neatly around a crude idol of a horned, one-eyed figure — hinting at Zargon or EEG corruption.

    Scaling Encounters

    • Lv 1: 4 Kobolds + 1 Kobold Inventor (traps).
    • Lv 2: 6 Kobolds + Kobold Inventor + 1 Guard Drake.
    • Lv 3: 6 Kobolds + 2 Kobold Inventors + Guard Drake + 1 Cultist.
    • Lv 4: Kobold Inventor, Kobold Dragonshield, 6 Kobolds, Guard Drake, and 1 Cult Fanatic performing a strange “dedication ritual.”

    Stat Blocks (Condensed)

    Kobold – AC 12, HP 5, Dagger +4 (1d4+2).
    Kobold Inventor – AC 12, HP 13, Sling +4 (1d6), trap gadgets.
    Kobold Dragonshield – AC 15, HP 44, Spear +5 (1d6+3), reaction-based resistance.
    Guard Drake – AC 14, HP 52, Bite +5 (1d8+3).
    Cult Fanatic – AC 13, HP 33, Spellcasting: Command, Hold Person, Spiritual Weapon.

    Rewards

    • Base: 20–30 gp, repaired tools, cask of fine ale.
    • Bonus: PCs who investigate the idol learn (Arcana/Religion DC 13) that the symbol is not dwarven — it is alien, chaotic, and faintly resembles a single horned head.
  • Baron Thendric Varengar

    Wolfsward Province, Duchy of Tenh

    Human (Flan) • Fighter 9 Champion archetype • Lawful Neutral

    Baron Thendric Varengar is a stoic warlord of the old blood — a veteran of dozens of border skirmishes and battles against raiding giants and northern tribes. His weathered face bears the marks of countless campaigns, and his silent presence commands respect among the soldiery. Born the son of a minor noble, he was elevated after leading a decisive defense at Thunder Pass, earning the Duke’s trust and the baronial seat of Wolfsward.

    Unlike many nobles, Thendric prefers the field to courtly intrigue. He rarely leaves his lands, believing strength must be seen to be respected. Though blunt and unsentimental, his people respect his iron discipline and fairness. He trusts only a few — chief among them Castellan Drogan of Stonewatch — and maintains strict loyalty to Duke Elyeh III.

    His colors are deep green and steel grey, with red ochre detailing — evoking the mountains and blood shed to defend them. His personal emblem is a broken horn set against a stone tower.

    Stats

    Medium humanoid (human), lawful neutral
    Class/Level: Fighter 9 (Champion archetype)
    Armor Class: 20 (Half Plate +1, Shield +1, Defensive Fighting Style)
    Hit Points: 84 (9d10+27)
    Speed: 30 ft.
    Proficiency Bonus: +4

    STRDEXCONINTWISCHA
    18 (+4)14 (+2)16 (+3)11 (+0)12 (+1)13 (+1)

    Saving Throws: Strength +8, Constitution +7
    Skills: Athletics +8, Intimidation +5, Perception +5, Survival +5
    Languages: Common, Flan, Giant

    Traits & Features:

    • Improved Critical (Champion 3rd): Crits on 19–20.
    • Second Wind (1/rest): Regain 1d10+9 HP.
    • Action Surge (1/rest): Take an additional action.
    • Indomitable (1/day): Reroll a failed save.
    • Remarkable Athlete: Add +1 to non-proficient Str/Dex/Con checks.
    • Tactical Commander: Once per turn as a bonus action, can command an ally within 30 ft. to move or attack (3/day).
    • Mounted Expert: Advantage on saves to remain mounted, +1 damage while mounted.

    Actions:

    • Multiattack. Makes 2 attacks with longsword.
    • +2 Longsword. +9 to hit, 1d8+6 slashing (versatile 1d10+6).
    • Javelin (x3). +6 to hit, range 30/120 ft., 1d6+4 piercing.

    Equipment:

    • +2 Longsword
    • +1 Shield
    • +1 Half Plate
    • Potion of Greater Healing
    • Signal horn with Wolfsward crest
    • Signet ring and silver circlet with blood-red garnet (350 gp)

    Optional Roleplay Quirk:

    Thendric often fingers the dent in his sword’s crossguard, marking the spot where an ogre nearly ended his life. He calls it “his second heartbeat.”