Created 5/2020 @ 4th level (per Rocky) Yuan-Ti name Soakosh
Description: Race: Yuan-Ti (pureblood); Alignment: Lawful Neutral; male, 5’7″, #158, violet slitted long socketed serpentine eyes, black and yellow scales (reticulated pattern) on back of hands/arms/feet + hips/nape, purple lips (looks like lipstick), pale tongue, (serpent) mark of Sseth behind left ear, black hair, dry golden brown skin, left handed, Age: 16, Size: Medium, Move: 30′
Behaviors: ok with cannibalism
CLASS: Druid 3rd (Circle of the Moon) / Barbarian 1st
Hit Points: 8, 7 [B], 5, 5 +8 = 33
Strength 14 +2
Intelligence 15 +2
Wisdom 17 +3
Dexterity 15 +2
Constitution 15 +2
Charisma 12 +1
Armor: Light Armor, Medium Armor, Shields (druids will not wear armor or use Shields made of metal)
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism Kit, Forgery Kit
Communication: speak, read, and write Druidic, Common, Abyssal, Orcish (Daraktan) and Draconic.
Skills: Nature, Perception, Athletics, Stealth
Abilities: Intelligence, Wisdom
Senses: Darkvision. 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.
Ritual Magic: Ritual spells 10x casting time.
Cantrips:  Druidcraft, Produce Flame, Poison Spray (as Yuan-Ti)
Spells: WIS adj + Druid Level = 6
DEFAULT CONFIG (assume its been a long rest since setting)
1st:  Long Strider, Detect Magic (r), Jump
2nd:  Locate Object, Locate Plant/Animal, Dust Devil
1st: Jump, Entangle, Charm Person
2nd: Hold Person, Flaming Sphere, Enhance Ability
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier 2+3 = 13
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier 2+3 = 5
Shed Skin (1/day): As a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
Innate Spellcasting: You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.
Rage: On Your Turn, you can enter a 1 minute rage as a Bonus Action if you aren’t wearing heavy armor 2/long rest: advantage on Strength Checks and Strength Saving Throws; melee weapon Attacks using Strength gain a +2 bonus to the damage roll; Resistance to bludgeoning, piercing, and slashing damage. If you are able to cast Spells, you can’t cast them or concentrate on them while raging. It ends early if you are knocked Unconscious or if Your Turn ends and you haven’t attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.
Magic Resistance: You have advantage on saving throws against spells and other magical effects.
Poison Immunity: You are immune to poison damage and the poisoned condition.
Armor Class = +2 (dex), +2 (con), +2 (shield) = 16
healing: when shifting back from wild shape, 1 d8 per spell slot
tactics: Wild Shape! use Enlarge from Flitterfoot (Size = +1 category, x8 mass, +d4 damage, adv. on STR checks/saves)
Druidic Focus: a staff drawn whole out of a living tree
Shield: wooden, medium (+2 AC)
Weapons: [druid focus staff] Clothes: (x2) sandals, tunic, short sleeve blouse, serape, leather cap
Pack: Dungeoneer’s Pack – Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Kit: Herbalism – This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Kit: Forgery – This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
Background: Criminal (Blackmailer specialty/Infiltrator – customized)
Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
Ideal: Nature. The natural world is more important than all the constructs of civilization.
Bond: Someone I loved died (mother) because of I mistake (service to a god above nature itself) I made. That will never happen again.
Flaw: I’m convinced of the significance of my destiny (to free others from bondage), and blind to my shortcomings and the risk of failure.
Parent Lysa Ellen from Village of Saltmarsh about 10 miles west of Leilon on Sword Coast. She was kidnapped and taken to the cult lair on the edge of the Kryptgarden Forest. There she was forced to breed with Yuan-Ti pureblood. At birth, he was delivered as a pureblood Yuan-Ti, and dedicated to Sseth the inscrutable serpent god. He grew up cruel, and valuing fear and hate. The manifest destiny of the Yuan-Ti was his only goal, and by 13, he was trained as a dark druid, bending nature to harm those who would prevent the ascension of the snake folk – the chosen of nature. He was initially taught infiltration skills to corrupt officials in the city and steer activity away from hills and forest.
At 13, the cult lair was discovered and raided by tribes of the Sword Mountains. He looked younger than his age, and was caught by surprise and so he was taken captive rather than killed. He was forced to work for the tribe to earn the freedom that had given him. His wisdom allowed him to adapt to be what they wanted, while secretly fostering his hate and desire to return to his people. For a year, he raided small villages and the High Road with the tribe, developing his warriors skills. During one of these raids, he was nearly killed and his strange countenance interested the Rangers that had followed a decoy caravan to ambush the ambushers. They took pity on him, and took him to the druids of Neverwinter Woods to the north.
He served the order of Mielikki for 2 years. There, he was taught civilized ways, and the ways of harmony in nature. Gone were the evil thoughts of usurpation Though he never let go the perspective that the serpents of nature were its favored children, and to this day reveres them as symbols of wisdom and ancient knowledge. The cultist in Kryptgarden began to be active again, and because of his familiarity with the lair, he lead the rangers and their allies in a raid on his evil brethren.
When he raided the old cult lair he came across a dedicated sacrifice, a strange halfling named “Flitterfoot”. He took pity on him, knowing he was meant as a painful, horrible sacrifice. He had been tortured for years, as a sacrifice for the Night Serpent. Perhaps they are transforming him as a guard to the birthing pens. Regardless, he knew that only he was in the position to understand what he had gone through, and to help him regain his sanity and deal with society once again. After a few months of working with the druids, the worst of the nightmares were gone and together, they traveled north out of Leilon, seeking adventure.
TOTAL GOLD 2487, small bottle mercury, 1 bottle powdered nightshade, i bottle dragon bile = 25gp each, scroll of augury, +1 longsword in silver chased scabbard (“talon” on sword – bird of prey on hilt, belonged to knight named “Blackhawk”); iron key
Town of Phandalin (few days south)
Gundrin travels ahead Sildar hallwinter to negotiate and will meet us there.
Hires Bran, and says to go find others a Guildsbar to get some mercs to round out the party.
Barthans provisons and see (woman) Elmar Barthan
10gp to deliver the cart intact
Wagon (4 wheel) – sealed, unmarked crates. General provisions is what they tell us. 2 horses.
Several days go by, veer east along Tribor Trail. No encounters. Around bend, 2 dead horses with arrows. Embankment.
Mauk investigates on horseback. Horses dead a while.
We take a prisoner
Goblin Castle nearby (northish), some sort of king or something
Packs on horses: one horse is Gundrins.
Track them back, hide the wagon. Walk into clearing ambush.
Stream going into the cliff face. all crates have a lion with a shield symbol (weapon and smithy?), from Sildar, 2 potions of healing
note (sealed – spider seal, map shows southern forest and castle location)
Spider ahead, familiar, finds elven captive and 3 goblins.
Goblin king sent them; we have a captive. “Groll”. Raid anything that looks of value
Barbarian (Druges) is tied up – we rescue him and he agrees to help us
We get Sildar, but unconscious. Gundrin is absent – no one knows what happens.
We decide to return and deliver Sildar and decide to rest and follow up on the castle the next day.
We arrive in Phandalin safe. The Stonehill Inn.
Barthan offers 1pp to help rescue Gundrin, tells of 2 rockseekers camped outside of town (nundro, tharden) – they were looking to scout a mine out, back any day to resupply
Local mercenary organization Redbrands, are protection racket (one leader) – other merchants say they are killing the local economy; we are offered 100gp to kill Glasstaff, their leader, by the woman ____
harbin wester = town master
lintne greywind = lion head coster; 100 miles east in Yartar is where coster is headquarters
Offered 500gp to locate the castle and drive off the chieftain; find Gundran and defeat Redbrands
sneaking around, overhear “the child must have seen them”
sneak in and Capture the wizard in his lab, tie him up and take him north of town
glass staff (of defense), spell book, sealed note (to aubrec [glasstaff] same seal – spider; to the wizard, @ get dwarven maps), book in dwarvish
send message to the Sleeping Giant – shoot a message
25% of them leave when we shoot a note to the taproom door
3 go to town, Wiley follows and shoots and kills 2 when they try and burn down the mayor
The mayor is informed of badness, and deceived into running fast – we get 3 satchels of papers
Rest of group lead by dire wolf to screams from manse
They bust in, trying to save the presumed victims; we get to see the barbarian rage for the first time
Banshee quest – we get the comb as a token for her
Orc Trail Quest/trouble – east on trail. NE of sword mtns, Wyvern Tor is where the survivor leads us after we wipe out the orc raiding band that attacked the Old Owl Well area (we ambushed them) = cave in hills.
Redbrand Takeover Quest
Old owl well – who is lurking near there? – Coneyberry/near banshee (asked by Darin? Someone digging in ruins and prospectors chased from area by undead); ruins of A Netheril empire watchtower – dangerous magic might be dormant there.
We rest a day and heal. Then, while i look through the papers they explore the Redbrand hideout and loot. theres creatures (nothic, goblins, bugbears, captives) there still! Bugbears drive us away. Druggs takes 2 healing potions and we return right away.
3 days travel to Coneyberry; stirges, owlbear; air gets colder as we approach the ruins. Banshee talks to us.
Nezznar = black spider identity, so says the Banshee! 2 days SW from village, .5 days travel in woods; old owl well a days travel opposite. We got the information we desired from Banshee – Tsernoth the necromancer from Iraebor but what happened after that is unknown by banshee.
Old Owl Well
Area built under Netheril Empire thousands of years ago. Maybe? Too old? Only the watchtower is left with crumbling walls and a broken tower. Old well in courtyard with clean well. Odd with undead in area. Prospectors say a campsite is set up and the undead keep intruders out.
Necromancer in tent, captured, bait for orcs, ran into cave. Wiley and Mauk Ookla died.
Eetha and Flitterfoot are wandering through the woods. Bodies stacked up at cave mouth, Druggs coming out with Bran. Another druid watching us hidden comes out Chuck Wood. We make a fire to let Bran heal overnight.
Ruins of Thundertree – druid there knows way to cragmaw castle or echo cave.
Druid said green dragon venomfang needs to go. green dragon says unicorn is in his place he wants a lair.
Party says they are out of their league, tells druid to f off.
Neverwinter – find a ranger to guide us to castle (750). Increase power of Bran’s holy symbol.
Off to the castle.