Following their success in breaking up a local slavery ring located beneath the city of Cauldron, The Unlucky Bastards of Justice's has become a household name to rival the Stormblades.
Over the next week (Depending on the responses I'll leave it open sometime between March 7th and the 10th)"Unlucky Bastards of Justice's will be recruiting a couple new members.
The Adventuring group currently consists of these four members
Shadow: Male Variant Feral Tiefling Rogue
Vuntuk: Male Dwarven Cleric
Rellahne: Female Half-Elf Wizard
Oreus: Male Variant Human Paladin
They not me (the DM) will make the final decision on who to hire on.
Pretty much anything goes. Ask before using an Homebrew race or class.
Roll stats with rerolling all 1's
Describe your self and what you might bring to the group. Along with if you are local or not, and if not what brought you to Cauldron.
You can add 3 potions or scrolls (mix and match if you want). Potions max at Uncommon and scroll max at 2nd level.
As it was originally a 3.5 Adventure I have incorporated several 3.5 ideas into the game such as weapon/armor sizes (there is a section on the campaign page talking about sizes). Any none area effect spell can be made into potions (if you want something that is not available in the magic items page I am happy to Homebrew it for you). I tend to use 3.5 pricing for magic items. If you want any 3.5 weapons let me know.
3.5 Skills
Choose 2 of the following to become proficient in.
1. (INT)Appraise You can appraise common or well-known objects with a DC 12 Appraise check. Failure means that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value. Appraising a rare or exotic item requires a successful check against DC 15, 20, or higher. If the check is successful, you estimate the value correctly; failure means you cannot estimate the item’s value. A magnifying glass gives you advantage on Appraise checks involving any item that is small or highly detailed, such as a gem. A merchant’s scalegives you advantage on Appraise checks involving any items that are valued by weight, including anything made of precious metals.
2. *(INT) Crafting xyz (Proficiency with a tool set is required) To simplify crafting items with tool sets. See Xavier's Guide to Everything for more information on tools and how to use them. Please talk to me about this and how it will work with the tool set you choose before chooing this skill.
3. *(INT) Decipher Script (Proficient Only) You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 15 for the simplest messages, 20 for standard texts, and 25 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.
4. (INT) Disable Device The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 5; more intricate and complex devices have higher DCs. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally. You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use). Proficiency with both Disable Device and Thieves Tools gives you advantage on disabling traps.
5. (CHA) Disguise
Your Disguise check result determines how good the disguise is, and it is opposed by others’ perception check results. If you don’t draw any attention to yourself, others do not get to make a perception checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers will see through the disguise if their passive perception is good enough. You get only one Disguise check per use of the skill, even if several people are making perception checks against it. The effectiveness of your disguise depends in part on how much you’re attempting to change your appearance. If you are impersonating a particular individual, those who know what that person looks like get adventure on their perception checks.Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for. Usually, an individual makes a perception check to see through your disguise immediately upon meeting you and each hour thereafter. If you casually meet many different creatures, each for a short time, check once per day or hour, using an average perception modifier for the group.
6. (INT) Forgery Forgery requires writing materials appropriate to the document being forged, enough light or sufficient visual acuity to see the details of what you’re writing, wax for seals (if appropriate), and some time. To forge a document on which the handwriting is not specific to a person (military orders, a government decree, a business ledger, or the like), you need only to have seen a similar document before. To forge a signature, you need an autograph of that person to copy. To forge a longer document written in the hand of some particular person, a large sample of that person’s handwriting is needed. Your Forgery check is opposed by the Forgery check of the person who examines the document to check its authenticity. The examiner gains advantage on his or her check if any of the conditions on the table below exist. A document that contradicts procedure, orders, or previous knowledge, or one that requires sacrifice on the part of the person checking the document can increase that character’s suspicion (and thus create favorable circumstances for the checker’s opposing Forgery check).
7. (CHA) Gather Information An evening’s time, a few gold pieces for buying drinks and making friends, and a DC 10 Gather Information check get you a general idea of a city’s major news items, assuming there are no obvious reasons why the information would be withheld. The higher your check result, the better the information. If you want to find out about a specific rumor, or a specific item, or obtain a map, or do something else along those lines, the DC for the check is 15 to 25, or even higher.
Choose 2 of the following Knowledge skills you are proficient with those two skills, but don't have access to the others.
1. (INT) Knowledge - Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts) 2. (INT) Knowledge - Architecture and engineering (buildings, aqueducts, bridges, fortifications) 3. (INT) Knowledge - Dungeoneering (aberrations, caverns, oozes, spelunking) 4. (INT) Knowledge - Geography (lands, terrain, climate, people) 5. (INT) Knowledge - History (royalty, wars, colonies, migrations, founding of cities) 6. (INT) Knowledge - Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids) 7. (INT) Knowledge - Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin) 8. (INT) Knowledge - Nobility and royalty (lineages, heraldry, family trees, mottoes, personahumanoid 9. (INT) Knowledge - Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead) 10. (INT) Knowledge - The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
Knowledge Checks Answering a question within your field of study has a DC of 5 (for really easy questions), 10 (for basic questions), or 15 to 30 (for really tough questions).
History of Cauldron Over 600 years ago, the towns of Redgorge and Cauldron were founded by Surabar Spellmason, a great wizard from Sasserine. Numerous profitable mines attracted prospectors and adventurers to the area. The rim of the extinct volcano acts as a natural defense against the local monsters. This, along with the discovery of underground complexes below the city, favored Cauldron’s growth over the centuries. Several decades ago, rainy winters resulted in massive flood damage to the lower reaches of Cauldron. As the local churches have successfully dealt with this annual problem, The Flood Festival is founded. Seven years ago, a plague of filth fever struck Cauldron. Several hundred people die before the plague is brought under control.
Here is a list of shops is Cauldron listed by the map numbers.
7. Church of St. Cuthbert (not really a shop, but Jenya has told the group, you can get divine potions here for a discount)
12. Tygot's Old Things: Specializes in nonmagical art objects.
13. Maavu Imports: Here you can find anything from Foodstuffs, entertainment, alchemical and medical supplies, books, and possibly a few magic items. (If he's not there you can try 11. Naavu's Main Warehouse.
16. Garthun Imports: Carriers Alcohol, Tobacco, Exotic Sweets and Seafood.
17. Skie's Treasury: The adventurers wet dream Skie's Treasury carries all sorts of magical items.
23. Sure Foot Livery: Sure Foot Livery in the largest (and only) livestock and livestock accessory business in town.
24. Gurnezarn's Smithy: Custom made armor and weapons.
27. Weer's Elixirs:This cramped shop is the go-to place in town for alchemical items and potions.
30. Ghelve's Locks: The best locksmith in town.
35. Westkey's Map Emporium: he sells maps of all manner, including regional and local maps, and building maps
38. Zanathor's Provisions: A general store.
Other Points of Interest in Cauldron:
1-4 City Gates
5. Town Hall
6. Town Guard Barracks
8. Maavy Warehouses
9. Slippery Eel Tavern: The working class tavern.
11. Maavu's Main Warehouse
10. Cusp of Sunrise: A high-society club.
14. Drunken Morkoth Inn: A regular stop for merchants, and Traveling Adventures. (You have rooms here. Each of the rooms here are decorated with a humorous painting of Cauldron's legendary lake monster, a large morkoth. The paintings depict the morkoth in any number of embarrassing and ridiculous scenes, always with the morkoth drunk and confused, and often in incongruous locations.
15. Tipped Tankard Tavern: The best place in the city for common folk to get a drink .
18. Lantern Street Orphanage
19. Coy Nixie: A High-Class tavern and dancehall.
20. Lakeside Pavilion
22. Minuta's Board: Low cost inn and flophouse.
25. Temple of Lordy Might: The Church of Kord
26. Lord Mayor's Residence
28. The Brass Trumpet: An abandoned tavern.
29. Cathedral of Wee Jas: The church of Wee Jas.
32. Bluecrater Academy: One of the tallest buildings in Cauldron, Bluecrater Academy is also the primary place of learning here.
23. Church of Pelor
Here is a link to a good Player's Gulid to Cauldron (this is for 3.5 so disregard parts about classes and other things that do not pertain to 5e)
edit: also for some reason, Hexenblood adds disguise self twice instead of Hex? I’ll fix it somehow
Yolin was born to two -probably wonderful- human parents, nobility in fact. But Yolin was also snatched from his crib by a hag witch, replaced by a Fey child, and spent much of his life being raised, prepared and tormented by the hag witch. Who knows what course his life may have taken, but now it’s this.
He learned the magic of music. Far from gentle discovery, it was done with needling torment and belittlement. Worse, his time in the Feywild- consuming gods knows what passes for milk from a hag- left him forever changed. Whorls on his skin, and an antler-like crown on his head of hair that waves in unseen winds. He must use magic to pass for normal at a pass.
The day came when Yolin found a way out of the Feywild: a pool of dark water. Deep, and murky, it was hard to know if he was simply swimming to his death. But fortune smiled on him, and he made it out! Now a grown man, Yolin is looking to make his way in the world having known only his magic and his lonely torment. He hopes to one day find his true parents, but has no idea where to start. He also fears that the hag may come after him.
What I bring to the table: Yolin is great for distraction, assistance, magic, and healing. I haven’t set him up to be a “blaster caster” but that may change to meet needs. I hope to let him fill in gaps, and assist. I don’t plan on him stealing the show, just opening doors for others to do what they need to do. I also like following others around to learn their story. I think people write cool backstories, I want to know ‘em.
As for being local: yes? Sort of. I’d like him to be semi established as a performer at the Coy Nixie. Seems like the sort of place he’d go to try to meet anyone who might know his parents.
Race/Class: Tortle Circle of Wildfire Druid Background: Inheritor Backstory: Apok was raised by a wealthy family of dwarves. As a youngling there were very few other tortles in the area and Apok did not grow up knowing his own culture. At the age of 15 his adopted parents turned him out of the house, saying they had fulfilled their duty to him, after being involved in a business venture that had resulted in the death of his family. They did mention that they believed an uncle still lived and may be found around the area of the cauldron. Apok has gone there to search for any leads to find his family. Also, without the ongoing support of his dwarven family, he will need to find some way to make money and survive.
Background: Moralesh walked through the ashes of his once vibrant village searching for his parents. He found what was left his his house, rubble and embers still glowing. He dug his way through till he found his parents and baby brother in what was left of the master bedroom, they just putting Noctua down for his nap when the attack happened. His parents didn't have time to respond or move from where they were when the flaming boulders came down upon the village. The townsfolk of the next city over had attacked many times before to drive off the small village of dragonborn, never having done more than bruise a few people or hurl insults their way, until now. To Moralesh it seemed strange and wrong, at his young age he didn't understand the fear and apprehension that was often directed towards those of his kind, nor did he understand that he was now an orphan. He curled up between his parents not knowing where else to go and cried until he slept. When he awake it was to a noise of someone shouting in a tongue that he didn't recognize. Curious more than scared he crept out of the rubble to see what was making the noise. Hrothbert, walking through the aftermath of the battle was heartbroken at the needless slaughter is shouting "Anyone here, I came to help!" He knew that many had manager to flee by the abundance of tracks leaving the village but he knew, after whitnessing many scenes like this before, that there were bound to be someone, buried, lame, or mourning, still in the area. He turns quickly at the sound of movement and sees the young, half starved, black dragonborn crawling to the top of a destroyed cottage. Moralesh locked eyes with the strange man and seeing compassion in them starts to move toward him but collapses do to his hunger and fatigue. When he awoke he was in a small apartment, wrapped in warm blankets, with a small bowl of stew and glass of water nearby. He quickly ate and drank and looked around. Hrothbert sat at a nearby table watching intently as the youngling studied it's surroundings. The human saw such fierce intelligence and innocence in the dragonborn that he decided raise, teach, and train the toddler. Moralesh grew quickly, as one of his race would, and learned the common tongue quite easily. Hrothbert taught him how to wield all manner of weapons and to protect himself. They chose to use the date he was found as his birth date as Moralesh did not remember it. He did remember his family name though. One time Moralesh had asked to have Hrothbert's family name but the older man refused stating "Your family name is your own, you must grow to bring honor to your family and not mine." So he proudly walks in his heritage, Moralesh Honabi, dragonborn, raised by a human paladin, trained as a traveling monk.
What Moralesh brings: Moralesh is very naive but honest and hard working. He only wants to help others but ultimately pay back his benefactor by making him proud. (I am new to D&D but I am eager to play and learn. I am able to change with circumstances and can post relatively frequently).
This post has potentially manipulated dice roll results.
Time for
Ability scores: 111813161215
Mr. Blue
You can call me Mr. Blue. No, it's not my real name, but it's what people call me. You can see why...because I am blue. Lived in Cauldron all my life. Work with my uncle doing some investigating and some hunting. He's the detail guy, and I'm a bit of the talker. Plus, I can do some things....don't mind the lightening ...I"m just showing you what I can do. As long as we are on the same side you won't be getting a 'shock'. Yes indeed, those are scales on my chest...No, they aren't everywhere....maybe you can find out more if'n we take to each other wink wink. Well, good day to you as well ma'am.
Half-elf Draconic sorcerer (blue). A bit Dresden files inspired...
what he brings: Ability to stand in combat a bit with decent hp and AC, he prefers to be part of the action....
Background: Siltis had spent his youth in the underwater armies of Tritons, when he surprisingly started to show signs of skill for earthen magics. Not thinking he could learn to use them well underwater, he came to the surface and started to travel the lands. On his travels he heard of a city set above a mountain filled with water, and grew curious of a place showing such similarity to his own nature. So he set his way towards Cauldron, to see what he could find there.
What he brings: Siltis would be another front-line tank/dps, but with some battlefield control.
Ah heard you are looking to reenforce ya group. Ah might just now the right fellah for ya. Vuntuk, Vuntuk Emberstone. Used to work the mines with ‘m, whole bunch of years back that was. Sturdy fellah, even back then he was. Always working,was the first ta get dawn the mines in the morning and last to get out he was, every single shift as far as ah’v seen. Helped meh out of the mess moa then once and ah could not offer ‘m much in returne. Not sure how he gat out of his contract, somehow convinced the bossman I guess. He’s made ‘is way up da ladder if ya know what a mean, went with dem clerics up here in town. Ah heard he made quite a impression on em. Talented blacksmith he is, that’s no surprise ta me, knowing ‘m from when ‘e was still a toddler. Always playen with fire en metal. Made it kind of his way to praise his god, the simithen not the playen sureley. He’s a good man, some months back, he came to the mines, all dressed up in ‘is shining armor, frigging big hammer at his side but not to make trouble, though he’d ‘ave reason for that. Bought ma freedom he did, said ah was his friend. Brought ‘m back from a dark place. Got ‘m back on the rails ya know? Ah don’t know if ah did, I was just try’n to repayh what kindness he gave to me, thought he would forget the moment he left the mines. But eh came back and ah’m here instead of in those mines. So I tell ya, if you need a fella for ya crew, he’d be a good pick. Has strength in ‘is arm and for all ah’ve heard the quite the favor of the gods. Won’t ever leav ya in the lurch, ah em living testimony of that fact em ah not?
Varis Dundragon UA Dhampir (Half-Elf) Undying Warlock Noble.
So... I've heard you might have room for someone with unique skill. Who am i? Where are my manners? My name is Varis Dundragon, son to count Dundragon. You've never heard that name? Well it’s not a surprise, our county was far, far away; quite the provincial place on the outskirts of it all. Father was quite the figurehead, taking our long abandoned land and taking actions to put it back on the spot while leading the defences against any enemy that threatened our land, quite admirable. But like every story it has a twist, for you see, my father grew weary of the constant attacks and those, he came up with a plan to discourage further attacks. The method is not important but the results are, and results it got were the end to the attacks, but soon after rumors of my father succes being due to dark dealings and necromancy spread, claiming such lunacy as to him being a creature of the night. Can you believe it? My father, a vampire? Mister "we are late to arrive early for mass", and so, with a swift trial, I watch dear dad's head roll.
Not amusing or original you say? Well i assure you it's all real, i give you my word. You say my word carry little value? Well what if i told you it doesn't end there? For you see once someone is accused of something like that, everybody is under suspicion, especially close family. Mother did her best to get me out of there, but it was too late, an ambush managed to catch us putting an end to mother and soon to me. Did I died you ask? Sadly yes... but i lived. Funny how things work, when you are praying to the night sky for help, someone might listen, even if you later wish no one did. And so... I've traveled the land in search for a new beginning, and at this moment you seem to be the best option.
What you have to gain from accepting me? I'm glad you ask, Does any of you know how to move in the high echelons of society? You'll manage? OK fair enough, then tell me is any of you skilled in the arts against the undead? a paladin, I see, well yes that's probably enough. No, I don't think my arcane knowledge is on par with a wizard. How about scouting? I have some abilities that... oh, yes of course you'll have that covered by now. Truly there must be something, how about..? No? well there is always.... No? Then how about..?
Name : Scales - Kobold Barbarian (Path of the Beast)
A recently freed slave Scales lived a very hard life. Deep in the mines he was sent to make exploratory tunnels looking for precious ore. A life time of this has given him incredible strength. The building anger at his oppressors seems to have tapped into some of the ancient ancestral dragons blood flowing in his veins. It finally broke the surface with the recent events he killed some of the holders and has now vowed to seek those that freed him and the other slaves.
Jade grew up as a very poor child in the slums of a distant city. She had to hunt others to survive. She became a bounty hunter in this city, taking others in for money. She came to Cauldron looking for a change of scenery and to hunt all those who would do wrong. She'll bring connections to the criminal underworld which she has ventured in the past. She has investigative and perceptive skills and knows how to work in the shadows, for the shadows have concealed her for all of her life.
Irena is a former investigator for the Cauldron guards living in semi-retirement. She gets called in for tough jobs and would easily be pulled out for this group's mission. She brings investigative and knowledge skills, magical firepower and healing.
When Dual was a young child, he doesn't know his exact age best guess is around 5, his parent were attacked and put into slavery by slavers. Luckily they hid Dual well, but he was now all alone. He strayed around his birthplace, Cauldron, and was eventually picked up by an unknown person. This person brought him to The order of the Ghostslayer. Here he was trained and formed into the Blood hunter he currently is. During his training it became apparent he was an exceptional Dual wielder; which resulted in his nickname, and how he has been known since, Dual. After his training he went looking for evil to kill, taking on contracts here and there. Working alone, or in teams all over the lands.
Until he heard about a team that rolled up a slavery ring in Cauldron. He went back to Cauldron as soon as he heard about it. Unfortunately it looks like his parents died sometime a go below Cauldron. He felt, however, that The Unlucky Bastard Of Justice at least gave them some justice, and he somehow had to pay them back. So when he heard they were looking for new members he didn't hesitate and came to apply to join them. First of all, to pay of the debt he feels he owes them, but secondly, and that means even more to him, get rid of more of the evil in the world.
So here he is asking to be allowed to pay of his debts, and to put into practice what he has been trained to do all his life. He will be in the front line wielding two weapons while cursing the evil they will face to death.
Depending on some rulings of the DM this might become a shield master, still melee and frontline focussed, instead of dual wielder (due to crimson rite and two-weapon fighting both being bonus actions and if I can do e.g. crimson rite before the fight on one or both of the weapons.)
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Hi! A small thing to point out. The link you posted doesn't work. I saw the URL extended written, and honestly, it made me even more confused. Did you go to your character sheet and copied the link to it? That should've been the only thing you needed to do to get a link to your sheet properly.
This post has potentially manipulated dice roll results.
Stats Ability scores: 111510131511
Name: Brio Lizardwrangler
Class: Druid (land - mountain) multiclassing into artificer soon
Backstory: Brio grew up in the lower levels of Cauldron. There she was raised on the stories of the ancient goblin workshop, Jzadirune, where her people had once crafted great and powerful magic items. Brio would often delve deep into the mountain, hoping to stumble upon the workshop. She moved stealthily from shadow to shadow, one with the mountain. It was through these expeditions that she formed a connection the mountain. Her connection manifested in the form of a small fey spider familiar that would often join her on her expeditions. As she grew older, she spent less time in the mountain and more time helping at her families smithy. Things proceeded like this until Beswink Lathenmire came to buy her family's forge. Although they didn't want to, he gave them little choice by lowering his prices and scaring away customers with thugs. The next time he came by to ask, Brio stood up to him and in retaliation he beat her. Her family forge was quickly sold. Since then, Brio worked as a miner to better search for Jzadirune. It was down there that she encountered a monster. A giant lizard creature was unearthed and attacked her group of miners. As everyone else fled, Brio managed to lasso the monster and was last seen riding it deeper into the mountain. A few days later she calmly walked back into town saying, "Oh that poor beastie was just startled awake. After he calmed down we had a nice chat and he won't be bothering us anymore." Now, having made a name for herself, she is looking to find others who can help her in location Jzadirune.
What Brio brings: She is a driven and caring goblin. When not fighting, she brings a great desire to find the old goblin magic forge while being a sneaky goblin who can cast a lot of spells and is quick at adapting to any situation. In combat she tries to avoid being seen while harassing the enemy and using her thorn whips to drag them across her hazardous magics. She cares deeply for others and does everything she can to help those less fortunate than herself. She also brings the baggage of hating the up and coming lord Lathenmire for beating her and buying her family's forge. He may not remember her, but she remembers him vividly. As she is local, she brings an intimite knowledge of the lower levels and the mountain of Cauldron.
What I bring: I post at least once a day, but try to post more if other are posting faster. I am a pretty light hearted person who enjoys roleplaying and exploring a new place more than combat. I like playing strange builds and theory crafting.
Character Link - https://ddb.ac/characters/46115388/nR2cyy (I have added all of the skills to her character sheet, Knowledge architecture and arcana with disable device and crafting smith tools.
Hi! A small thing to point out. The link you posted doesn't work. I saw the URL extended written, and honestly, it made me even more confused. Did you go to your character sheet and copied the link to it? That should've been the only thing you needed to do to get a link to your sheet properly.
That's what I thought I was doing. I don't know what went wrong, but I'll edit my original post with a working link.
Hi! A small thing to point out. The link you posted doesn't work. I saw the URL extended written, and honestly, it made me even more confused. Did you go to your character sheet and copied the link to it? That should've been the only thing you needed to do to get a link to your sheet properly.
That's what I thought I was doing. I don't know what went wrong, but I'll edit my original post with a working link.
Following their success in breaking up a local slavery ring located beneath the city of Cauldron, The Unlucky Bastards of Justice's has become a household name to rival the Stormblades.
Over the next week (Depending on the responses I'll leave it open sometime between March 7th and the 10th)"Unlucky Bastards of Justice's will be recruiting a couple new members.
The Adventuring group currently consists of these four members
They not me (the DM) will make the final decision on who to hire on.
Character Creation
Make a 4th level Character.
Pretty much anything goes. Ask before using an Homebrew race or class.
As it was originally a 3.5 Adventure I have incorporated several 3.5 ideas into the game such as weapon/armor sizes (there is a section on the campaign page talking about sizes). Any none area effect spell can be made into potions (if you want something that is not available in the magic items page I am happy to Homebrew it for you). I tend to use 3.5 pricing for magic items. If you want any 3.5 weapons let me know.
3.5 Skills
Choose 2 of the following to become proficient in.
1. (INT)Appraise
You can appraise common or well-known objects with a DC 12 Appraise check. Failure means that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value.
Appraising a rare or exotic item requires a successful check against DC 15, 20, or higher. If the check is successful, you estimate the value correctly; failure means you cannot estimate the item’s value.
A magnifying glass gives you advantage on Appraise checks involving any item that is small or highly detailed, such as a gem. A merchant’s scalegives you advantage on Appraise checks involving any items that are valued by weight, including anything made of precious metals.
2. *(INT) Crafting xyz (Proficiency with a tool set is required)
To simplify crafting items with tool sets. See Xavier's Guide to Everything for more information on tools and how to use them. Please talk to me about this and how it will work with the tool set you choose before chooing this skill.
3. *(INT) Decipher Script (Proficient Only)
You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 15 for the simplest messages, 20 for standard texts, and 25 or higher for intricate, exotic, or very old writing.
If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.
4. (INT) Disable Device
The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 5; more intricate and complex devices have higher DCs.
If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally.
You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use).
Proficiency with both Disable Device and Thieves Tools gives you advantage on disabling traps.
5. (CHA) Disguise
Your Disguise check result determines how good the disguise is, and it is opposed by others’ perception check results. If you don’t draw any attention to yourself, others do not get to make a perception checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers will see through the disguise if their passive perception is good enough.
You get only one Disguise check per use of the skill, even if several people are making perception checks against it.
The effectiveness of your disguise depends in part on how much you’re attempting to change your appearance.
If you are impersonating a particular individual, those who know what that person looks like get adventure on their perception checks.Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.
Usually, an individual makes a perception check to see through your disguise immediately upon meeting you and each hour thereafter. If you casually meet many different creatures, each for a short time, check once per day or hour, using an average perception modifier for the group.
6. (INT) Forgery
Forgery requires writing materials appropriate to the document being forged, enough light or sufficient visual acuity to see the details of what you’re writing, wax for seals (if appropriate), and some time. To forge a document on which the handwriting is not specific to a person (military orders, a government decree, a business ledger, or the like), you need only to have seen a similar document before. To forge a signature, you need an autograph of that person to copy. To forge a longer document written in the hand of some particular person, a large sample of that person’s handwriting is needed.
Your Forgery check is opposed by the Forgery check of the person who examines the document to check its authenticity. The examiner gains advantage on his or her check if any of the conditions on the table below exist.
A document that contradicts procedure, orders, or previous knowledge, or one that requires sacrifice on the part of the person checking the document can increase that character’s suspicion (and thus create favorable circumstances for the checker’s opposing Forgery check).
7. (CHA) Gather Information
An evening’s time, a few gold pieces for buying drinks and making friends, and a DC 10 Gather Information check get you a general idea of a city’s major news items, assuming there are no obvious reasons why the information would be withheld. The higher your check result, the better the information.
If you want to find out about a specific rumor, or a specific item, or obtain a map, or do something else along those lines, the DC for the check is 15 to 25, or even higher.
Choose 2 of the following Knowledge skills you are proficient with those two skills, but don't have access to the others.
1. (INT) Knowledge - Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
2. (INT) Knowledge - Architecture and engineering (buildings, aqueducts, bridges, fortifications)
3. (INT) Knowledge - Dungeoneering (aberrations, caverns, oozes, spelunking)
4. (INT) Knowledge - Geography (lands, terrain, climate, people)
5. (INT) Knowledge - History (royalty, wars, colonies, migrations, founding of cities)
6. (INT) Knowledge - Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
7. (INT) Knowledge - Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
8. (INT) Knowledge - Nobility and royalty (lineages, heraldry, family trees, mottoes, personahumanoid
9. (INT) Knowledge - Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
10. (INT) Knowledge - The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
Knowledge Checks
Answering a question within your field of study has a DC of 5 (for really easy questions), 10 (for basic questions), or 15 to 30 (for really tough questions).
Cauldron
History of Cauldron Over 600 years ago, the towns of Redgorge and Cauldron were founded by Surabar Spellmason, a great wizard from Sasserine. Numerous profitable mines attracted prospectors and adventurers to the area. The rim of the extinct volcano acts as a natural defense against the local monsters. This, along with the discovery of underground complexes below the city, favored Cauldron’s growth over the centuries. Several decades ago, rainy winters resulted in massive flood damage to the lower reaches of Cauldron. As the local churches have successfully dealt with this annual problem, The Flood Festival is founded. Seven years ago, a plague of filth fever struck Cauldron. Several hundred people die before the plague is brought under control.
Here is a list of shops is Cauldron listed by the map numbers.
7. Church of St. Cuthbert (not really a shop, but Jenya has told the group, you can get divine potions here for a discount)
12. Tygot's Old Things: Specializes in nonmagical art objects.
13. Maavu Imports: Here you can find anything from Foodstuffs, entertainment, alchemical and medical supplies, books, and possibly a few magic items. (If he's not there you can try 11. Naavu's Main Warehouse.
16. Garthun Imports: Carriers Alcohol, Tobacco, Exotic Sweets and Seafood.
17. Skie's Treasury: The adventurers wet dream Skie's Treasury carries all sorts of magical items.
23. Sure Foot Livery: Sure Foot Livery in the largest (and only) livestock and livestock accessory business in town.
24. Gurnezarn's Smithy: Custom made armor and weapons.
27. Weer's Elixirs:This cramped shop is the go-to place in town for alchemical items and potions.
30. Ghelve's Locks: The best locksmith in town.
35. Westkey's Map Emporium: he sells maps of all manner, including regional and local maps, and building maps
38. Zanathor's Provisions: A general store.
Other Points of Interest in Cauldron:
1-4 City Gates
5. Town Hall
6. Town Guard Barracks
8. Maavy Warehouses
9. Slippery Eel Tavern: The working class tavern.
11. Maavu's Main Warehouse
10. Cusp of Sunrise: A high-society club.
14. Drunken Morkoth Inn: A regular stop for merchants, and Traveling Adventures. (You have rooms here. Each of the rooms here are decorated with a humorous painting of Cauldron's legendary lake monster, a large morkoth. The paintings depict the morkoth in any number of embarrassing and ridiculous scenes, always with the morkoth drunk and confused, and often in incongruous locations.
15. Tipped Tankard Tavern: The best place in the city for common folk to get a drink .
18. Lantern Street Orphanage
19. Coy Nixie: A High-Class tavern and dancehall.
20. Lakeside Pavilion
22. Minuta's Board: Low cost inn and flophouse.
25. Temple of Lordy Might: The Church of Kord
26. Lord Mayor's Residence
28. The Brass Trumpet: An abandoned tavern.
29. Cathedral of Wee Jas: The church of Wee Jas.
32. Bluecrater Academy: One of the tallest buildings in Cauldron, Bluecrater Academy is also the primary place of learning here.
23. Church of Pelor
Here is a link to a good Player's Gulid to Cauldron (this is for 3.5 so disregard parts about classes and other things that do not pertain to 5e)
https://www.dropbox.com/s/6254zsdejjcu5g6/Player's Guide.pdf?dl=0
Ability scores: 13 16 17 8 13 14
Yolin - Hexenblood - Bard (lore) - Entertainer
https://www.dndbeyond.com/profile/nschrock/characters/45887344 Editing for additional skill rules, bear with me while I figure it out.
edit: also for some reason, Hexenblood adds disguise self twice instead of Hex? I’ll fix it somehow
Yolin was born to two -probably wonderful- human parents, nobility in fact. But Yolin was also snatched from his crib by a hag witch, replaced by a Fey child, and spent much of his life being raised, prepared and tormented by the hag witch. Who knows what course his life may have taken, but now it’s this.
He learned the magic of music. Far from gentle discovery, it was done with needling torment and belittlement. Worse, his time in the Feywild- consuming gods knows what passes for milk from a hag- left him forever changed. Whorls on his skin, and an antler-like crown on his head of hair that waves in unseen winds. He must use magic to pass for normal at a pass.
The day came when Yolin found a way out of the Feywild: a pool of dark water. Deep, and murky, it was hard to know if he was simply swimming to his death. But fortune smiled on him, and he made it out! Now a grown man, Yolin is looking to make his way in the world having known only his magic and his lonely torment. He hopes to one day find his true parents, but has no idea where to start. He also fears that the hag may come after him.
What I bring to the table: Yolin is great for distraction, assistance, magic, and healing. I haven’t set him up to be a “blaster caster” but that may change to meet needs. I hope to let him fill in gaps, and assist. I don’t plan on him stealing the show, just opening doors for others to do what they need to do. I also like following others around to learn their story. I think people write cool backstories, I want to know ‘em.
As for being local: yes? Sort of. I’d like him to be semi established as a performer at the Coy Nixie. Seems like the sort of place he’d go to try to meet anyone who might know his parents.
Paladin - warforged - orange
Looks interesting. Will roll stats now and work on a character tomorrow (Midnight here now)
Ability scores: 16 13 14 14 15 15
Name: Apok
Race/Class: Tortle Circle of Wildfire Druid
Background: Inheritor
Backstory: Apok was raised by a wealthy family of dwarves. As a youngling there were very few other tortles in the area and Apok did not grow up knowing his own culture. At the age of 15 his adopted parents turned him out of the house, saying they had fulfilled their duty to him, after being involved in a business venture that had resulted in the death of his family. They did mention that they believed an uncle still lived and may be found around the area of the cauldron. Apok has gone there to search for any leads to find his family. Also, without the ongoing support of his dwarven family, he will need to find some way to make money and survive.
13 14 12 18 15 14
https://ddb.ac/characters/45890623/zAKlS4
Background: Moralesh walked through the ashes of his once vibrant village searching for his parents. He found what was left his his house, rubble and embers still glowing. He dug his way through till he found his parents and baby brother in what was left of the master bedroom, they just putting Noctua down for his nap when the attack happened. His parents didn't have time to respond or move from where they were when the flaming boulders came down upon the village. The townsfolk of the next city over had attacked many times before to drive off the small village of dragonborn, never having done more than bruise a few people or hurl insults their way, until now. To Moralesh it seemed strange and wrong, at his young age he didn't understand the fear and apprehension that was often directed towards those of his kind, nor did he understand that he was now an orphan. He curled up between his parents not knowing where else to go and cried until he slept. When he awake it was to a noise of someone shouting in a tongue that he didn't recognize. Curious more than scared he crept out of the rubble to see what was making the noise. Hrothbert, walking through the aftermath of the battle was heartbroken at the needless slaughter is shouting "Anyone here, I came to help!" He knew that many had manager to flee by the abundance of tracks leaving the village but he knew, after whitnessing many scenes like this before, that there were bound to be someone, buried, lame, or mourning, still in the area. He turns quickly at the sound of movement and sees the young, half starved, black dragonborn crawling to the top of a destroyed cottage. Moralesh locked eyes with the strange man and seeing compassion in them starts to move toward him but collapses do to his hunger and fatigue. When he awoke he was in a small apartment, wrapped in warm blankets, with a small bowl of stew and glass of water nearby. He quickly ate and drank and looked around. Hrothbert sat at a nearby table watching intently as the youngling studied it's surroundings. The human saw such fierce intelligence and innocence in the dragonborn that he decided raise, teach, and train the toddler. Moralesh grew quickly, as one of his race would, and learned the common tongue quite easily. Hrothbert taught him how to wield all manner of weapons and to protect himself. They chose to use the date he was found as his birth date as Moralesh did not remember it. He did remember his family name though. One time Moralesh had asked to have Hrothbert's family name but the older man refused stating "Your family name is your own, you must grow to bring honor to your family and not mine." So he proudly walks in his heritage, Moralesh Honabi, dragonborn, raised by a human paladin, trained as a traveling monk.
What Moralesh brings: Moralesh is very naive but honest and hard working. He only wants to help others but ultimately pay back his benefactor by making him proud. (I am new to D&D but I am eager to play and learn. I am able to change with circumstances and can post relatively frequently).
Loyalty Begets Honour
Time for
Ability scores: 11 18 13 16 12 15
Mr. Blue
You can call me Mr. Blue. No, it's not my real name, but it's what people call me. You can see why...because I am blue. Lived in Cauldron all my life. Work with my uncle doing some investigating and some hunting. He's the detail guy, and I'm a bit of the talker. Plus, I can do some things....don't mind the lightening ...I"m just showing you what I can do. As long as we are on the same side you won't be getting a 'shock'. Yes indeed, those are scales on my chest...No, they aren't everywhere....maybe you can find out more if'n we take to each other wink wink. Well, good day to you as well ma'am.
Half-elf Draconic sorcerer (blue). A bit Dresden files inspired...
what he brings: Ability to stand in combat a bit with decent hp and AC, he prefers to be part of the action....
https://ddb.ac/characters/45844458/LAaQgI
Ability scores: 14 15 13 13 14 11
Lot's of stuff ...
Ability scores: 15 12 14 15 13 13
Siltis Kerosyth - Triton - Sorcerer (UA Stone Sorcery) - Soldier
Background: Siltis had spent his youth in the underwater armies of Tritons, when he surprisingly started to show signs of skill for earthen magics. Not thinking he could learn to use them well underwater, he came to the surface and started to travel the lands. On his travels he heard of a city set above a mountain filled with water, and grew curious of a place showing such similarity to his own nature. So he set his way towards Cauldron, to see what he could find there.
What he brings: Siltis would be another front-line tank/dps, but with some battlefield control.
Ability scores: 15 9 14 14 12 16
Name: Vuntuk Emberstone
Hill dwarf, cleric(Forge Domain)
Backstory(sort of):
Ah heard you are looking to reenforce ya group. Ah might just now the right fellah for ya. Vuntuk, Vuntuk Emberstone. Used to work the mines with ‘m, whole bunch of years back that was. Sturdy fellah, even back then he was. Always working,was the first ta get dawn the mines in the morning and last to get out he was, every single shift as far as ah’v seen. Helped meh out of the mess moa then once and ah could not offer ‘m much in returne. Not sure how he gat out of his contract, somehow convinced the bossman I guess. He’s made ‘is way up da ladder if ya know what a mean, went with dem clerics up here in town. Ah heard he made quite a impression on em. Talented blacksmith he is, that’s no surprise ta me, knowing ‘m from when ‘e was still a toddler. Always playen with fire en metal. Made it kind of his way to praise his god, the simithen not the playen sureley. He’s a good man, some months back, he came to the mines, all dressed up in ‘is shining armor, frigging big hammer at his side but not to make trouble, though he’d ‘ave reason for that. Bought ma freedom he did, said ah was his friend. Brought ‘m back from a dark place. Got ‘m back on the rails ya know? Ah don’t know if ah did, I was just try’n to repayh what kindness he gave to me, thought he would forget the moment he left the mines. But eh came back and ah’m here instead of in those mines. So I tell ya, if you need a fella for ya crew, he’d be a good pick. Has strength in ‘is arm and for all ah’ve heard the quite the favor of the gods. Won’t ever leav ya in the lurch, ah em living testimony of that fact em ah not?
Ability scores: 14 14 14 11 16 16
Varis Dundragon UA Dhampir (Half-Elf) Undying Warlock Noble.
So... I've heard you might have room for someone with unique skill. Who am i? Where are my manners? My name is Varis Dundragon, son to count Dundragon. You've never heard that name? Well it’s not a surprise, our county was far, far away; quite the provincial place on the outskirts of it all. Father was quite the figurehead, taking our long abandoned land and taking actions to put it back on the spot while leading the defences against any enemy that threatened our land, quite admirable. But like every story it has a twist, for you see, my father grew weary of the constant attacks and those, he came up with a plan to discourage further attacks. The method is not important but the results are, and results it got were the end to the attacks, but soon after rumors of my father succes being due to dark dealings and necromancy spread, claiming such lunacy as to him being a creature of the night. Can you believe it? My father, a vampire? Mister "we are late to arrive early for mass", and so, with a swift trial, I watch dear dad's head roll.
Not amusing or original you say? Well i assure you it's all real, i give you my word. You say my word carry little value? Well what if i told you it doesn't end there? For you see once someone is accused of something like that, everybody is under suspicion, especially close family. Mother did her best to get me out of there, but it was too late, an ambush managed to catch us putting an end to mother and soon to me. Did I died you ask? Sadly yes... but i lived. Funny how things work, when you are praying to the night sky for help, someone might listen, even if you later wish no one did. And so... I've traveled the land in search for a new beginning, and at this moment you seem to be the best option.
What you have to gain from accepting me? I'm glad you ask, Does any of you know how to move in the high echelons of society? You'll manage? OK fair enough, then tell me is any of you skilled in the arts against the undead? a paladin, I see, well yes that's probably enough. No, I don't think my arcane knowledge is on par with a wizard. How about scouting? I have some abilities that... oh, yes of course you'll have that covered by now. Truly there must be something, how about..? No? well there is always.... No? Then how about..?
Ability scores: 12 12 16 18 14 14
Name : Scales - Kobold Barbarian (Path of the Beast)
A recently freed slave Scales lived a very hard life. Deep in the mines he was sent to make exploratory tunnels looking for precious ore. A life time of this has given him incredible strength. The building anger at his oppressors seems to have tapped into some of the ancient ancestral dragons blood flowing in his veins. It finally broke the surface with the recent events he killed some of the holders and has now vowed to seek those that freed him and the other slaves.
Ability scores: 11 14 16 13 12 15
Name: Jade Panthera
Race: Tabaxi
Class: Shadow Magic Sorcerer
Jade grew up as a very poor child in the slums of a distant city. She had to hunt others to survive. She became a bounty hunter in this city, taking others in for money. She came to Cauldron looking for a change of scenery and to hunt all those who would do wrong. She'll bring connections to the criminal underworld which she has ventured in the past. She has investigative and perceptive skills and knows how to work in the shadows, for the shadows have concealed her for all of her life.
Character Sheet: https://www.dndbeyond.com/profile/AstralObservatory/characters/45927067
Ability scores: 16 11 11 12 12 14
Irena, Variant Human Divine Soul Sorcerer.
https://ddb.ac/characters/45953724/o8ABA2
Irena is a former investigator for the Cauldron guards living in semi-retirement. She gets called in for tough jobs and would easily be pulled out for this group's mission. She brings investigative and knowledge skills, magical firepower and healing.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Ability scores: 16 12 9 11 12 10
Dual (the Duelist), variant human blood hunter
https://ddb.ac/characters/45832061/mODcdA
When Dual was a young child, he doesn't know his exact age best guess is around 5, his parent were attacked and put into slavery by slavers. Luckily they hid Dual well, but he was now all alone. He strayed around his birthplace, Cauldron, and was eventually picked up by an unknown person. This person brought him to The order of the Ghostslayer. Here he was trained and formed into the Blood hunter he currently is. During his training it became apparent he was an exceptional Dual wielder; which resulted in his nickname, and how he has been known since, Dual. After his training he went looking for evil to kill, taking on contracts here and there. Working alone, or in teams all over the lands.
Until he heard about a team that rolled up a slavery ring in Cauldron. He went back to Cauldron as soon as he heard about it. Unfortunately it looks like his parents died sometime a go below Cauldron. He felt, however, that The Unlucky Bastard Of Justice at least gave them some justice, and he somehow had to pay them back. So when he heard they were looking for new members he didn't hesitate and came to apply to join them. First of all, to pay of the debt he feels he owes them, but secondly, and that means even more to him, get rid of more of the evil in the world.
So here he is asking to be allowed to pay of his debts, and to put into practice what he has been trained to do all his life. He will be in the front line wielding two weapons while cursing the evil they will face to death.
Depending on some rulings of the DM this might become a shield master, still melee and frontline focussed, instead of dual wielder (due to crimson rite and two-weapon fighting both being bonus actions and if I can do e.g. crimson rite before the fight on one or both of the weapons.)
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Hi! A small thing to point out. The link you posted doesn't work. I saw the URL extended written, and honestly, it made me even more confused. Did you go to your character sheet and copied the link to it? That should've been the only thing you needed to do to get a link to your sheet properly.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Ability scores: 15 13 12 11 17 12
Stats Ability scores: 11 15 10 13 15 11
Name: Brio Lizardwrangler
Class: Druid (land - mountain) multiclassing into artificer soon
Backstory: Brio grew up in the lower levels of Cauldron. There she was raised on the stories of the ancient goblin workshop, Jzadirune, where her people had once crafted great and powerful magic items. Brio would often delve deep into the mountain, hoping to stumble upon the workshop. She moved stealthily from shadow to shadow, one with the mountain. It was through these expeditions that she formed a connection the mountain. Her connection manifested in the form of a small fey spider familiar that would often join her on her expeditions. As she grew older, she spent less time in the mountain and more time helping at her families smithy. Things proceeded like this until Beswink Lathenmire came to buy her family's forge. Although they didn't want to, he gave them little choice by lowering his prices and scaring away customers with thugs. The next time he came by to ask, Brio stood up to him and in retaliation he beat her. Her family forge was quickly sold. Since then, Brio worked as a miner to better search for Jzadirune. It was down there that she encountered a monster. A giant lizard creature was unearthed and attacked her group of miners. As everyone else fled, Brio managed to lasso the monster and was last seen riding it deeper into the mountain. A few days later she calmly walked back into town saying, "Oh that poor beastie was just startled awake. After he calmed down we had a nice chat and he won't be bothering us anymore." Now, having made a name for herself, she is looking to find others who can help her in location Jzadirune.
What Brio brings: She is a driven and caring goblin. When not fighting, she brings a great desire to find the old goblin magic forge while being a sneaky goblin who can cast a lot of spells and is quick at adapting to any situation. In combat she tries to avoid being seen while harassing the enemy and using her thorn whips to drag them across her hazardous magics. She cares deeply for others and does everything she can to help those less fortunate than herself. She also brings the baggage of hating the up and coming lord Lathenmire for beating her and buying her family's forge. He may not remember her, but she remembers him vividly. As she is local, she brings an intimite knowledge of the lower levels and the mountain of Cauldron.
What I bring: I post at least once a day, but try to post more if other are posting faster. I am a pretty light hearted person who enjoys roleplaying and exploring a new place more than combat. I like playing strange builds and theory crafting.
Character Link - https://ddb.ac/characters/46115388/nR2cyy (I have added all of the skills to her character sheet, Knowledge architecture and arcana with disable device and crafting smith tools.
That's what I thought I was doing. I don't know what went wrong, but I'll edit my original post with a working link.
Seems to be working now