All is not well in Gauntlgrym. Horrifying creatures born in nightmare crawl in the dungeons and caverns beneath the ancient dwarven city and shamble through the cobblestone streets. Dwarves whisper of a horror below, and Moradin no longer answers the prayers of his clerics. Gauntlgrym has been forsaken by the gods.
Welcome! The Horror Below is a one-shot homebrew adventure set in the Forgotten Realms designed for 4-6 characters. If you are interested in joining this adventure, please fill out the following application.
5th level
27-Point Buy or Standard Array
Milestone advancement
Encumbrance On
PHB, SCAG, EEPC, and XGE content only
Fixed HP
Starting Equipment. In addition, you begin the game with 100 gp.
Character Application:
Name Race/Class Background/Alignment Backstory/Description What drives your character to adventure? What business does your character have in Gauntlgrym? Roll 1d100 for a random starting magic item
I will select one martial class (barbarian, fighter, monk,) one devotion class (cleric, druid, paladin,) one stealth class (bard, ranger, rogue,) one arcane class (sorcerer, warlock, wizard,) and two wild cards.
Backstory: The illegitimate daughter of a minor noble in Gauntlgrym, Inquiry was always considered a source of embarrassment for her father. Not only was she the result of an affair, but she showed her mother’s hidden impure heritage. From an early age, she was hidden away in her father’s scholarly institute, where she learned from whatever material or teachers that she could find. In her twelfth year, she met a fellow scholar who became her mentor, a wizard of some renoun named Albrick. It was from Albrick that Inquiry learned the arts of magic, and how to manipulate the Weave in protection and self defense. While she still remained in the institute, her father began begrudgingly calling upon her skill more and more as the horrors began surfacing in the dwarven city.
Drive: Both wishing to see the world beyond and to prove herself to her father, Inquiry learned magic from Albrick, and has been waiting for her chance to prove herself away from her father’s influence.
Business in Gauntlgrym: Inquiry was born to a minor noble in Gauntlgrym, and it has been her home for all her life.
Morrig grew up in a small dwarven forge in Neverwinter. He worked with his father in the forge and would assist his mother running the shop. His family had a strong devotion to the dwarven god of the forge Moradin. Since he was young he had always had an attraction to the forge and ended up becoming his father's equal by age of 50. He continued his trade becoming better and better. He believed this was his calling but one day when he was visiting the temple of Moradin he had a vision of a dark place filled with vile creatures and he heard one word in his head "Gauntylgrim" when he asked a priest nearby about this he was told about a great dwarven hold that had fell a time ago. He started to train under the temple of Moradin for around 50 years. He trained in prayer, some martial training, and received some training in armor and armor making.
What drives your character to adventure?: As always wanted to show his skills off and thinks this will be a great oppurtunity. What business does your character have in Gauntlgrym?: Had a vision of Gauntylgrim and believes this is his calling. Roll 1d100 for a random starting magic item: 45
Name:Brixo Stonewarden Race/Class: Earth Genasi / Druid (Circle of the Land) Background/Alignment: Hermit / Chaotic Good Backstory/Description: Brixo was born in the Spine of the World mountains. After a tough childhood, he decided to use his wisdom to help others, but hungered for secrets of the world. He moved to a svirfneblin settlement in the Underdark a number of years ago to conduct research on the unusual denizens of below. He became almost maddened by his thirst for knowledge, and despite being warned against it, eventually made a breakthrough. He discovered a terrible secret of an untold power. He quickly made arrangements to head to Gauntlygrym with haste to warn the dwarves of what he had discovered. What drives your character to adventure?: To discover more about the world and how to help those by natural means. What business does your character have in Gauntlgrym?: He brings a warning to the king. Roll 1d100 for a random starting magic item: 54
Backstory: Cori was born in Neverwinter to two halfling jewelers. She had a modest childhood roaming the city streets with the other children, which was much more interesting than learning her parent's trade. Her small gang of friends would occasionally get into minor trouble, but nothing serious. In her teen years, she seemed to calm down a bit, though she was often seen poking around places and listening to gossip. When she became of age, she decided to join the guard force due to still wanting to do something different, and to sate some of her curiosity. It worked, for a time. The training and patrolling kept her busy most days. But that became a bore after a time. She had made a few friends with other guards, but they weren't the friends of her youth. And there was only so much of the city you can see, so many drunkards and ruffians to scoop off the street. After spending a few years in the service, she decided to leave the guard. With the savings she had, she bought some equipment and left the city of her birth to learn more about the surrounding lands. It was rough at first, having no place to return to every night or have a consistent stream of food and gold, but Cori made due with what she had. She did her best to spread a little cheer wherever she went on her travels.
What drives your character to adventure?: Seeing the world, and trying to derive truth from the stories she's heard.
What business does your character have in Gauntlgrym?: Hearing the rumors surrounding the dwarvern city, Cori has decided to travel there to see what is going on.
Backstory: Orphaned when his parents tried to reach the remote valley of Grindellorn, in the southern side of the Spine of the World, north of the Moonwood forest, the valley is an oasis of spring between the cold mountains and cliffs that surrounds it, thanks to a strange combination of elven magic and natural heating from the hot waters that fills the hidden valley.
The Guardians of the Valley found the only six years old child trying to get his mother and father moving after an orc attack to their camp during the night. Why the orcs left the child alive or if he was hidden by his parents still remains a mistery for he hasn't spoke of that incident ever. In fact he barely speaks. The Guardinas took the little orphan under their care, and he spent the rest of his childhood between them, always hidding, stealing food and trying to learn how to fire a bow. One of the Captains, Frennevir Floodwood, was particullary fond of the child but was worried about his food lifting, despite the severe punishment they put on him, he kept doing it. Until Frennevir followed him and discovered that he was giving the food to more orphans outside the Guardians compound and to some street dogs. From that day, Lyndaran discovered that the food wasn't so well guarded.
When he came to age he entered the numbers of the Guardians, reciving the long desired training. When he was about to end his training, his recrutis group were making some exercises high in the mountains that surround the valley when they fell into an ambush led by an orog and a numerous group of orcs. The fought bravely, but were outnumbered. Only two managed to escape, Lyndaran and one of his companions. He sent his companion back to warn the Guardians and he took as many arrows as he could find among the remmants of the fight. He then tracked the orcs across the mountain ridge until he found a cave where they took refuge. He then planted all the arrows in the snow in front of him and called them. As the orcs exited the cave, they were killed by his arrows. Until their orog leader came out. No matter how many arrows impacted him, the orog charged forward and Lyndaran were forced to fight with his shortsword against him. When the rescue party of Guardians came they found Lyndaran uncounscious under the dead body of the olog. Seven survivors were found in the cave. Once healed Frennevir asked him why he didn't come back to report. He only said " One doesn't leave family behind."
In time his wounds healed, and he graduated as a Guardian, but fate has another plans for him. Frennevir was sent in a mission to the outside world, never to come back. He left the Valley in search of his mentor and friend, his only lead is that he went towards Gauntlgrym.
What drives your character to adventure?: Reluctant adventurer, he is searching for his mentor. And inside his heart he feels that as many orcs as he can kill, the better the world will be and less orcs will trheaten his kin and home. What business does your character have in Gauntlgrym?: The dwarf city is the last known destination of Frennevir. He has come searching for some clues.
Backstory: Chazrael’s grandmother had sworn her family would stop at nothing to vanquish vampires, demons and other evil creatures. Chazrael was intrigued by her vow and learned from her how to use weapons and knowledge of monsters to fight them in the same way she taught his father. But unlike his dad, Chazrael saw his grandmother’s mission as important and took up her cause. He has hunted enemies over the years and has gained a reputation as a monster hunter. Yet Chazrael understands not every vampire is evil and will put aside his feelings to help them if they are working to protect the innocent.
What drives them to adventure: Chazrael will leave Teadrinker Manor and fight monsters. While battling evil is a part of his creed, he does accept payment - and in some cases will demand money for fighting monsters if it happens to be a noble who has more than enough money to pay for his services. On the other hand, he refuses to accept payment if it involves rescuing a child, or if the family does not have money.
What business do they have in Gauntylgrym?: During his time in Neverwinter, Chazrael had hearn about the plights of the ancient dwarves city. However, his curiosity was peaked after learning that a vampire may be roaming the city.
55
Rollback Post to RevisionRollBack
I have an intelligence of six, I know what I'm doing.
Backstory/Description: Vlad is an information broker and spy for the hire having ventured out from the Feywild into the Material Plane centuries ago. Having established multiple identities over the years he has built up a web of contacts and informants, effectively establishing his very own organisation. He personally continues to work in the field alongside his members often without them even knowing that he is amongst them. His clients are often wealthy, powerful individuals and organisations in themselves realising that the best means of maintaining their own security is through Vlad and his web of intelligence operatives.
What drives your character to adventure? Pride in his work and his people, he has built and maintained the Guild of Whispers for years and personally would not have his operatives doing something he would not.
What business does your character have in Gauntlgrym? He has become aware that operatives in the city of Gauntlgrym have gone quiet not long after hearing that there is something stalking the city and that the situation is getting worse. Having heard of this he has decided to personally go to this city to find out what has befallen his operatives and the city.
This post has potentially manipulated dice roll results.
Name : Wazzok "One-Eye" Muul Race/Class : Half-Orc / Thief4/WarCleric1 Background/Alignment : Outlander / Neutral Backstory/Description : Clan Wazzok was an outlier among the orc nations in that while they worshiped the orcish pantheon, and Gruumsh above all, they did not hold to primary tenants in the same way. They were a gentler breed of orcs, with a love of challenges of strength and combat, but not the same lust for blood. Muul's father was a shaman of Gruumsh from Clan Wazzok, and during his adventures in the human lands he spent a great deal of time with a human concubine named Myra. Muul is the result of their time together, and her name is derived from name from a different type of crossbreed.
Muul grew up in the streets around the brothel and learned to be demure and charming, but also to fight and sneak and steal. Her mother's profession made her wary of people, and as she is not very insightful she has decided it is better to be suspicious of everyone. Thus she often relies on her strength and intimidation even though she is a capable diplomat. When she came of age, she ran away from the brothels and set out in search of her father's tribe. She learned hard lessons during those years alone on the road, and it made her a better tracker, climber, runner, swimmer, and also taught her the value of her strength (and a strong set of armor).
By the time she tracked down Clan Wazzok, all that was left of the tribe was tattered tents, banners, bones, a strange book, and a carved wooden reliquary containing the ear bones of the founder of the Clan. From the book, Muul learned of Clan Wazzok's religious tradition, a way to follow Gruumsh that celebrates the way of strength, rather than abusing it solely to garner power.
Muul (who clearly has two eyes) obtained the nickname one-eye when challenged to a blind-fighting contest. While brawling and wrestling with the other combatant (and losing), her blindfold was partially removed, allowing her to open one eye to gain the advantage. She got behind her opponent and broke both of his arms in an awkward attempt at an arm lock, and the contest was deemed forfeit on her side, since her blindfold was removed. She didn't much like getting disqualified, but she enjoys the story and the nickname and tells people proudly of it in full detail without any alterations. Gruumsh frowns upon liars and cheats (habits she is trying to break.)
She will typically introduce herself as Wazzok, in order to promote the clan name.
What drives your character to adventure? : One-Eye is the last of her clan and feels that it is her responsibility to ensure that her clan's name is recorded in the annals of history. What business does your character have in Gauntlgrym? : Originally drawn to Gauntlgrym by the promise of finding master smiths from which to learn the art of blacksmithing (though she wasn't exactly sure how the dwarves would receive her) Muul was excited when she arrived and heard of the challenges they faced. She welcomes the challenge of combating a creature capable of blocking the power of the dwarven gods, and hopes that by defeating such a being she will make the Wazzok clan name a famed legend. Roll 1d100 for a random starting magic item : 92
The Horror Below
All is not well in Gauntlgrym. Horrifying creatures born in nightmare crawl in the dungeons and caverns beneath the ancient dwarven city and shamble through the cobblestone streets. Dwarves whisper of a horror below, and Moradin no longer answers the prayers of his clerics. Gauntlgrym has been forsaken by the gods.
Welcome! The Horror Below is a one-shot homebrew adventure set in the Forgotten Realms designed for 4-6 characters. If you are interested in joining this adventure, please fill out the following application.
Character Application:
Name
Race/Class
Background/Alignment
Backstory/Description
What drives your character to adventure?
What business does your character have in Gauntlgrym?
Roll 1d100 for a random starting magic item
I will select one martial class (barbarian, fighter, monk,) one devotion class (cleric, druid, paladin,) one stealth class (bard, ranger, rogue,) one arcane class (sorcerer, warlock, wizard,) and two wild cards.
Good luck!
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Name: Inquiry Falrin
Race/Class: Feral Tiefling/War Magic Wizard
Background/Alignment: Cloistered Scholar/Lawful Neutral
Backstory: The illegitimate daughter of a minor noble in Gauntlgrym, Inquiry was always considered a source of embarrassment for her father. Not only was she the result of an affair, but she showed her mother’s hidden impure heritage. From an early age, she was hidden away in her father’s scholarly institute, where she learned from whatever material or teachers that she could find. In her twelfth year, she met a fellow scholar who became her mentor, a wizard of some renoun named Albrick. It was from Albrick that Inquiry learned the arts of magic, and how to manipulate the Weave in protection and self defense. While she still remained in the institute, her father began begrudgingly calling upon her skill more and more as the horrors began surfacing in the dwarven city.
Drive: Both wishing to see the world beyond and to prove herself to her father, Inquiry learned magic from Albrick, and has been waiting for her chance to prove herself away from her father’s influence.
Business in Gauntlgrym: Inquiry was born to a minor noble in Gauntlgrym, and it has been her home for all her life.
Random Roll: 74
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Name: Morrig Forgefire
Race/Class: Dwarf Cleric(Forge)
Background/Alignment: Clan Crafter Lawful Neutral
Backstory/Description:
Morrig grew up in a small dwarven forge in Neverwinter. He worked with his father in the forge and would assist his mother running the shop. His family had a strong devotion to the dwarven god of the forge Moradin. Since he was young he had always had an attraction to the forge and ended up becoming his father's equal by age of 50. He continued his trade becoming better and better. He believed this was his calling but one day when he was visiting the temple of Moradin he had a vision of a dark place filled with vile creatures and he heard one word in his head "Gauntylgrim" when he asked a priest nearby about this he was told about a great dwarven hold that had fell a time ago. He started to train under the temple of Moradin for around 50 years. He trained in prayer, some martial training, and received some training in armor and armor making.
What drives your character to adventure?: As always wanted to show his skills off and thinks this will be a great oppurtunity.
What business does your character have in Gauntlgrym?: Had a vision of Gauntylgrim and believes this is his calling.
Roll 1d100 for a random starting magic item: 45
Name: Brixo Stonewarden
Race/Class: Earth Genasi / Druid (Circle of the Land)
Background/Alignment: Hermit / Chaotic Good
Backstory/Description: Brixo was born in the Spine of the World mountains. After a tough childhood, he decided to use his wisdom to help others, but hungered for secrets of the world. He moved to a svirfneblin settlement in the Underdark a number of years ago to conduct research on the unusual denizens of below. He became almost maddened by his thirst for knowledge, and despite being warned against it, eventually made a breakthrough. He discovered a terrible secret of an untold power. He quickly made arrangements to head to Gauntlygrym with haste to warn the dwarves of what he had discovered.
What drives your character to adventure?: To discover more about the world and how to help those by natural means.
What business does your character have in Gauntlgrym?: He brings a warning to the king.
Roll 1d100 for a random starting magic item: 54
"The most important step a person can take is always the next one." - Dalinar Kholin; Oathbringer
Name: Cori Bluestone
Race/Class: Halfling/ Champion FIghter
Background/Alignment: Soldier/ Neutral Good
Backstory: Cori was born in Neverwinter to two halfling jewelers. She had a modest childhood roaming the city streets with the other children, which was much more interesting than learning her parent's trade. Her small gang of friends would occasionally get into minor trouble, but nothing serious. In her teen years, she seemed to calm down a bit, though she was often seen poking around places and listening to gossip.
When she became of age, she decided to join the guard force due to still wanting to do something different, and to sate some of her curiosity. It worked, for a time. The training and patrolling kept her busy most days. But that became a bore after a time. She had made a few friends with other guards, but they weren't the friends of her youth. And there was only so much of the city you can see, so many drunkards and ruffians to scoop off the street. After spending a few years in the service, she decided to leave the guard. With the savings she had, she bought some equipment and left the city of her birth to learn more about the surrounding lands. It was rough at first, having no place to return to every night or have a consistent stream of food and gold, but Cori made due with what she had. She did her best to spread a little cheer wherever she went on her travels.
What drives your character to adventure?: Seeing the world, and trying to derive truth from the stories she's heard.
What business does your character have in Gauntlgrym?: Hearing the rumors surrounding the dwarvern city, Cori has decided to travel there to see what is going on.
1d100 Roll: 27
The ever growing document of character concepts can never be too long, can it?
Name: Lyndaran Hewssar
Race / Class: Wood Elf / Rogue (4th) / Ranger (1st)
Background / Alignement: Outlander / Chaotic Good
Backstory: Orphaned when his parents tried to reach the remote valley of Grindellorn, in the southern side of the Spine of the World, north of the Moonwood forest, the valley is an oasis of spring between the cold mountains and cliffs that surrounds it, thanks to a strange combination of elven magic and natural heating from the hot waters that fills the hidden valley.
The Guardians of the Valley found the only six years old child trying to get his mother and father moving after an orc attack to their camp during the night. Why the orcs left the child alive or if he was hidden by his parents still remains a mistery for he hasn't spoke of that incident ever. In fact he barely speaks. The Guardinas took the little orphan under their care, and he spent the rest of his childhood between them, always hidding, stealing food and trying to learn how to fire a bow. One of the Captains, Frennevir Floodwood, was particullary fond of the child but was worried about his food lifting, despite the severe punishment they put on him, he kept doing it. Until Frennevir followed him and discovered that he was giving the food to more orphans outside the Guardians compound and to some street dogs. From that day, Lyndaran discovered that the food wasn't so well guarded.
When he came to age he entered the numbers of the Guardians, reciving the long desired training. When he was about to end his training, his recrutis group were making some exercises high in the mountains that surround the valley when they fell into an ambush led by an orog and a numerous group of orcs. The fought bravely, but were outnumbered. Only two managed to escape, Lyndaran and one of his companions. He sent his companion back to warn the Guardians and he took as many arrows as he could find among the remmants of the fight. He then tracked the orcs across the mountain ridge until he found a cave where they took refuge. He then planted all the arrows in the snow in front of him and called them. As the orcs exited the cave, they were killed by his arrows. Until their orog leader came out. No matter how many arrows impacted him, the orog charged forward and Lyndaran were forced to fight with his shortsword against him. When the rescue party of Guardians came they found Lyndaran uncounscious under the dead body of the olog. Seven survivors were found in the cave. Once healed Frennevir asked him why he didn't come back to report. He only said " One doesn't leave family behind."
In time his wounds healed, and he graduated as a Guardian, but fate has another plans for him. Frennevir was sent in a mission to the outside world, never to come back. He left the Valley in search of his mentor and friend, his only lead is that he went towards Gauntlgrym.
What drives your character to adventure?: Reluctant adventurer, he is searching for his mentor. And inside his heart he feels that as many orcs as he can kill, the better the world will be and less orcs will trheaten his kin and home.
What business does your character have in Gauntlgrym?: The dwarf city is the last known destination of Frennevir. He has come searching for some clues.
1D100 roll: 1
PbP Character: A few ;)
Name: Chazrael Teadrinker
Race/Class: Halfling Hunter Ranger (5)
Background/Alignment: Folk Hero and Neutral
Backstory: Chazrael’s grandmother had sworn her family would stop at nothing to vanquish vampires, demons and other evil creatures. Chazrael was intrigued by her vow and learned from her how to use weapons and knowledge of monsters to fight them in the same way she taught his father. But unlike his dad, Chazrael saw his grandmother’s mission as important and took up her cause. He has hunted enemies over the years and has gained a reputation as a monster hunter. Yet Chazrael understands not every vampire is evil and will put aside his feelings to help them if they are working to protect the innocent.
What drives them to adventure: Chazrael will leave Teadrinker Manor and fight monsters. While battling evil is a part of his creed, he does accept payment - and in some cases will demand money for fighting monsters if it happens to be a noble who has more than enough money to pay for his services. On the other hand, he refuses to accept payment if it involves rescuing a child, or if the family does not have money.
What business do they have in Gauntylgrym?: During his time in Neverwinter, Chazrael had hearn about the plights of the ancient dwarves city. However, his curiosity was peaked after learning that a vampire may be roaming the city.
55
I have an intelligence of six, I know what I'm doing.
Name: Vlad
Race/Class: Rogue – Inquisitive
Background/Alignment : Spy - Neutral / Neutral
Backstory/Description: Vlad is an information broker and spy for the hire having ventured out from the Feywild into the Material Plane centuries ago. Having established multiple identities over the years he has built up a web of contacts and informants, effectively establishing his very own organisation. He personally continues to work in the field alongside his members often without them even knowing that he is amongst them. His clients are often wealthy, powerful individuals and organisations in themselves realising that the best means of maintaining their own security is through Vlad and his web of intelligence operatives.
What drives your character to adventure? Pride in his work and his people, he has built and maintained the Guild of Whispers for years and personally would not have his operatives doing something he would not.
What business does your character have in Gauntlgrym? He has become aware that operatives in the city of Gauntlgrym have gone quiet not long after hearing that there is something stalking the city and that the situation is getting worse. Having heard of this he has decided to personally go to this city to find out what has befallen his operatives and the city.
Roll 1d100 for a random starting magic item : 39
Name : Wazzok "One-Eye" Muul
Race/Class : Half-Orc / Thief4/WarCleric1
Background/Alignment : Outlander / Neutral
Backstory/Description : Clan Wazzok was an outlier among the orc nations in that while they worshiped the orcish pantheon, and Gruumsh above all, they did not hold to primary tenants in the same way. They were a gentler breed of orcs, with a love of challenges of strength and combat, but not the same lust for blood. Muul's father was a shaman of Gruumsh from Clan Wazzok, and during his adventures in the human lands he spent a great deal of time with a human concubine named Myra. Muul is the result of their time together, and her name is derived from name from a different type of crossbreed.
Muul grew up in the streets around the brothel and learned to be demure and charming, but also to fight and sneak and steal. Her mother's profession made her wary of people, and as she is not very insightful she has decided it is better to be suspicious of everyone. Thus she often relies on her strength and intimidation even though she is a capable diplomat. When she came of age, she ran away from the brothels and set out in search of her father's tribe. She learned hard lessons during those years alone on the road, and it made her a better tracker, climber, runner, swimmer, and also taught her the value of her strength (and a strong set of armor).
By the time she tracked down Clan Wazzok, all that was left of the tribe was tattered tents, banners, bones, a strange book, and a carved wooden reliquary containing the ear bones of the founder of the Clan. From the book, Muul learned of Clan Wazzok's religious tradition, a way to follow Gruumsh that celebrates the way of strength, rather than abusing it solely to garner power.
Muul (who clearly has two eyes) obtained the nickname one-eye when challenged to a blind-fighting contest. While brawling and wrestling with the other combatant (and losing), her blindfold was partially removed, allowing her to open one eye to gain the advantage. She got behind her opponent and broke both of his arms in an awkward attempt at an arm lock, and the contest was deemed forfeit on her side, since her blindfold was removed. She didn't much like getting disqualified, but she enjoys the story and the nickname and tells people proudly of it in full detail without any alterations. Gruumsh frowns upon liars and cheats (habits she is trying to break.)
She will typically introduce herself as Wazzok, in order to promote the clan name.
What drives your character to adventure? : One-Eye is the last of her clan and feels that it is her responsibility to ensure that her clan's name is recorded in the annals of history.
What business does your character have in Gauntlgrym? : Originally drawn to Gauntlgrym by the promise of finding master smiths from which to learn the art of blacksmithing (though she wasn't exactly sure how the dwarves would receive her) Muul was excited when she arrived and heard of the challenges they faced. She welcomes the challenge of combating a creature capable of blocking the power of the dwarven gods, and hopes that by defeating such a being she will make the Wazzok clan name a famed legend.
Roll 1d100 for a random starting magic item : 92
~♡~
This thread is now closed. I'll make my selections and PM the selected players in a few hours. Thanks for applying!
- Regards, JJ
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash