
Magic Presence: (3 Cantrips) hair blowing back in wind, wisps of green smoke coming from left eye
No elf will abide him (within 5′; smells like death to faeries); Animals and those of the wyld faith and green church will sense his “offness” within 10′
Strength 10
Intelligence 10
Wisdom 10
Dexterity 16 {+3}
Constitution 12 {+1}
Charisma 16 {+3}
Sanity 11
Perception 11
Essence {-1 from drain}
Character Weave: 2
Skills: History (int), Deception (Cha), Stealth (Dex), Insight (Wis), Religion (Int)
Language: Feyloise (Elven), Gladnorean (human common), Mercat (trade), Yvaldeysean (Sea King/Gwinn)
– Spoken + Literate
Saves: Wisdom, Charisma
Feature: Shelter of the Faithful (Merkaine)
Armor = Studded Leather (AC = +2 + {Dex} = 15 {+1 if dual-wield}) & 1 {armor} Resilience
Health = 8,5 {+2 CON} = 15
FEAT = Dual; Wielder: +1 bonus to AC while you are wielding a separate melee weapon in each hand. Can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
TACTICS: Focuses on multi-opponent melee combat/crowd control.
Form of Dread: “Behold djerduth’s fury!” At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You gain the following benefits while transformed:
VISAGE: pale, sunken black eyes, skin dried + flaking off, the smell of decaying flesh, surrounding by the sounds of the last gasp of the dying, funeral clothing covered in mold and rot patches
Spell Attack Mod = +5 / Save DC = 8 + Spell Attack Mod
Cantrips {2}: Green Flame Blade (5’/5 dmg fire), Prestidigitation
> Green Fire Ring of Mekaine. -1 subdual damage = initial target take the Green Fire dmg.
Spells {2 slots cast as 1st} Hellish Rebuke (reaction; Dex vs. 2d10/11 fire), Armor of Agathys (5 HP/5 cold), Witch Bolt (D12/6 lightning); FROM PATRON = Bane + False Life(d4+4/6 HP)
Eldritch Sight: Detect Magic at will (30′)
Misty Visions: Silent Image illusion at will (60′ 10 min.)
Armor: 1 suit of studded leather
Weapons:
Melee > 2 rapiers (finesse d8; 7/11/19 = Main | 4/8/16 = Off) @ +5 attack
> w/green flame = +5 fire within 5′ (ring: primary instead for -1 HP)
Ranged > 2 throwing daggers (30′ d4; 5/7/11 = Main | 2/4/8 = Off) @ +5 attack
Holy Symbol of Merkaine
Green Fire Ring of Mekaine. pay 1 subdual damage, to have initial target take the Green Fire dmg. comes back at 1pt per day (short rest). full on long rest (week).
Character Creation per GM (Larry) = 5e 2014 Players Handbook standard; ask if anything is outside PHB.
Character generation record (chicken dinner)
– elf appearance, but stats per human.
BACKGROUND: Acoloyte – of Merkaine, goddess of fire, for of the undead
Addvar was born with a different name and lived a life typical of any elf of the wylds of the north east heartlands – west of Rhyl. There he was being groomed for a position among the followers of Merkaine (goddess of fire, for of the undead) in the Red River area.
After the imprisoned Lich Lord Zoras was finally put to rest by the druids, many vampires broke their bonds of service. Most went into torpor, but a few of the younger ones went into a frenzy. Addvar was attacked by one of these, and as he was being drained and made into a vampire himself, he called out for final death instead of the fate of being turned to attack those he loved as a vampire. The piece of the death God Djerduth recently awaken by Zoras’ death answered his plea. In his weakened state he could do little. He saved him from becoming a vampire but draining his life essence. His soul gem was drained, becoming dark and quiet forever. He basically became a human with weak dark vision. All ties with his faerie heritage were broken, other than his external appearance. He entered a pact with the god of death.
In his human state he left the Wyldes of the north to seek out those who would accept him. He found his way to Karolak and lost himself in the large populace there. He stumbled upon the Order of the Stone Hand, after hearing a speech by its aging headmaster, Paul Dorn. He found work in keeping safe the lands the city used for agriculture to its north.
The Setup in Karolak:
For years, Addvar has found a semblance of peace in the anonymity of Karolak, his past a quiet ghost he keeps at bay. He’s found purpose in his pact with Djerduth, serving the god of death not as a killer, but as a guardian of the cycle—a protector of the balance between life and death. This has led him into the service of The Order of the Stone Hand. His unique nature makes him an uncanny investigator; he can sense the wrongness of undeath and those who pervert the natural end of things.
His relationship with Master Paul Dorn is one of mutual, quiet respect. Paul, a man who has seen the ravages of necromancy firsthand, recognizes the immense sacrifice Addvar made to escape vampirism. He doesn’t see a monster; he sees a sentinel who chose an eternity of being “other” over becoming a true abomination. He trusts Addvar’s senses and his dedication implicitly.
The adventure begins for Addvar not with a public bounty, but with a private summons. Master Paul Dorn calls him to his study in the Order’s tower. The air is heavy with concern.
“I have been receiving disturbing reports,” Paul says, his voice a low rumble. “Not through official channels, but through my own… network. Shipments from the northeastern farmlands have become unreliable. Prices for pork and grain have skyrocketed. This is more than a simple blight or a bad harvest. It speaks of a systemic failure, a rot at the source.”
Paul leans forward, his eyes locking with Addvar’s. “The official reports speak of wild boars. I suspect this is a convenient lie, a simple mask for a more complex truth. Necromancy leaves a stain, a lingering scent of decay that taints all it touches. I need your senses on the ground, Addvar. I need you to go to the Greenmeadow region. Find out why the land is failing.”
Paul then provides a vital lead. “I cannot send you in blind. There is a woman out there, a former shield-sister from the Northgate Garrison. Sergeant Elsbeth. You may have heard of her; she was a legend before… well, before her faith was tested. She retired from the high passes and now serves as a roving lawgiver in the northern territories. She is grim and solitary, but her word is iron and she knows the land better than anyone. She was a paladin once. Now… now she is simply a fighter, but she has not forgotten what it means to stand against the dark. Find her. She will be your anchor in the region.”
Addvar is dispatched with the Order’s authority and a writ of passage. He is to travel Northeast, his mission clear: investigate the supply disruption and make contact with Sergeant Elsbeth
Companions: