Wiley “The Coyote” (Character; DEAD)

DEAD 8/2020
Created: 5/2020 SRD rules + home brew – for Rocky Bliss’s one off adventure, by Kelly Berger
Human, male, 5’8″, #120, age: 32, right handed, clean/kempt, brown hair with light beard, Size: Medium/Speed 30′; Alignment: Lawful Good
> Use Familiar for Darkvision 30′
Background: [Human Variant] Inheritor (pursuing an inheritance); by trade a troubleshooter/security tester, bail tracer; Catch phrase: “Well alright, alright, alright”
Class/Level: Rogue 4th (arcane trickster)
Hit Points: 8/7/5/6 +12 = 38
Strength: 9
Intelligence: 16
Wisdom: 15
Dexterity: 20
Constitution: 16
Charisma: 14
Sanity: 9

Proficiency +2 Bonus @4th

Skills: History [+5], Survival [+4], Sleight of Hand [+6], Stealth (expertise [+9]), Perception (expertise [+6]), Deception [+4] Armor: Light
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Poisoners Toolkit, Thieves Toolkit
Instrument: Recorder
Languages: [literate] Common, Orrish (underdark connections), Cant (underworld connections), Elvish (magic)
Ability: Intelligence, Dexterity
Feat: Magic Initiate
Mage Hand Legerdemain
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible if desired; V, S, 30ft, lasts for one minute, can carry 10 pounds. A spectral, floating hand appears at a point you choose within range. You can move the hand up to 30 feet each time you use it. The hand vanishes if it is ever more than 30 feet away from you, if you cast this spell again or if you dismiss it as an action. As a bonus action you can use the hand to manipulate an object, open a door or container, use thieves’ tools to pick locks and disarm traps at range, stow or retrieve an item from a container even if it is worn or carried by another creature, or pour the contents out of a vial. You can perform these tasks unnoticed if you succeed on a Sleight of Hand check contested by the other creature’s Perception check 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.

Magic

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier = 13
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier = +5
Cantrips: Shocking Grasp (d8/no reactions), Minor Illusion + Mage Hand, Mold Earth (5’cube), Prestidigitation
1st level Spells/Long Rest: Find Familiar (“beep, beep, zip, bang!”) Spider (AC 12, 1 HP; Stealth [+4], Darkvision 30′) – at top of boot in rigid compartment
SPELL SLOTS: 1st x 3
Enchant 1: Sleep
Illusion 1: Silent Image
1st: Detect Magic, Burning Hands

Combat

Armor: Leather (AC: 12) + dex (5) = AC 17

Combat Tactics

Sneak Attack: +2D6, req. Advantage, finesse weapon (rapier)
Cunning Action (Dash, Disengage, Hide, Mage Hand [legerdemain])

Ambush! Use mage hand to deliver oil, caltrops, and a helping hand. Move objects to trip if needed. Attack in the dark, with surprise, from behind.

Equipment

Purse: 10
Weapon: rapier (d8), 3 throwing daggers (sleight of hand to juggle/throw three in a round w/no damage bonus)
Sleight of hand @ -2, 3 attacks: no damage bonus
1 potion of healing
short bow and 20 arrows
2 scrolls (fireball, charm person)
TRAPS: Caltrops (d4 in 5’x5′ trail; Constitution DC 10 or speed=0) x 2; flask of slippery oil (coats a 5’x5′ area; dexterity save or fall prone and lose init.) x 3, trip wire, [muffled] manacles

History

Artifact (inheritance) An arcane book or formulary = magic initiate trait [explanation]! Can take the character to 1st level wizard multiclassing; Tome has references to cult of Lathander’s tormentors, and noble house [Arabus] = ties between the characters!

Defining Event: A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
Personality: When I set my mind to something, I follow through no matter what gets in my way.
Ideal: Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
Bond: I have a family, but I have no idea where they are. One day, I hope to see them again.
Flaw: The tyrant who rules my land will stop at nothing to see me killed.

I hang out in Guildsbar – i have a minor reputation for troubleshooting and testing security protocols.

Lost Mine of Phandelver

TOTAL GOLD 2944 + 675cp, 546sp, 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
BRAN “mcmuffin”
MAUK “ookla”
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.
Goblin ambush
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)
4 crates of provisions like in ours destined for somewhere else.
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

Lords Alliance?

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
Child Quest
Castle/Dwarf Quest
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
Orchard ?
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.