Origin Stories: Roland, mechanics

Last time I presented the backstory of Roland, an Aasimar paladin. This time I’ll discuss how I created this character. This was kind of a case of group need driving character creation, although I had an archetype in mind for the character I’d use.

Our group seemed like it could use a tank and a healer, so paladin seemed appropriate here. I was intrigued by the Aasimar race since it appeared in the Volo’s Guide book; I played an Aasimar Paladin in Neverwinter Nights 2, and thought it was an interesting idea. So I thought I’d go that route here as well.

There are three Aasimar sub-races, the protector, the scourge and the fallen. All Aasimar get a Charisma bonus, but they get a second bonus (and additional powers) by sub-race. The protector fit the initial idea of my character, but it received a Wisdom bonus, which was not very useful. I went with the scourge Aasimar instead, which got a helpful strength bonus.  Scourge Aasimar are consumed by their celestial nature and desire to defeat evil, and can use their power to cause an explosion of searing radiant light that harms themselves and nearby enemies.

The choice of this sub-race influenced my decisions for focusing the paladin class. Paladins get a choice of “oaths” at 3rd level, which give them standards for behavior and a variety of powers. The Oath of Devotion is closest to the classic LG Paladin we all love. Then there is the Oath of the Ancients, which one of my friends describe as a green knight; a holy protector of the wilds. I played this sort of character in the past. Then there is the Oath of Vengeance, a paladin focused more on defeating evil than spreading righteousness. (There are additional oaths in the supplements as well if people are interested).

I was leaning towards oath of Devotion, but the scourge Aasimar fit with the idea of an Oath of Vengeance Paladin. So I decided to create the character with that eventual path in mind. This didn’t have any effect on creation at first level, but it did affect my backstory (as I will discuss in a bit).

For stats, I rolled them instead of taking the pre-set values. I thought I’d go for a little randomness, in the hopes of getting a powerful character. I ended up with a 16 and two 14s, along with some more mediocre rolls. So, not great but not bad either. I put the 16 in strength, which ended up as a 17 with the sub-race bonus. And one of the 14s went into Charisma, which increased to 16 with my bonus. I then put the second 14 into Constitution. So I had a starting character with pretty good stats for the most useful attributes (Strength for fighting, Charisma for spells and social interaction), and respectable Constitution for hit points.

I turned to the Sword Coast Adventurer’s Guide for my background. One of the new backgrounds  in this supplement is “Knight of the Order.” I chose the Knights of the Gilded Eye, an order dedicated to Helm. I thought it made sense for an Aasimar to have been taken in by a knightly order, and I’d been interested in trying one of the new backgrounds for awhile.

I could now work out my skills. I took Athletics and Religion for my Paladin; Athletics is always useful, and while knowledge skills are often under-used I liked proficiency in Religion for role-playing reasons. Then for my background, I took Persuasion and Insight. Both of these should come in handy. I really wanted Intimidation, which fit with the backstory I was developing as I finished character creation (again, see below) but I thought that would be redundant. My background gives me persuasion, so I felt like it would be a waste to also use Intimidation. I later realized that both would have been useful, so that’s worth remembering for the future; go with your gut.

For alignment, I went with Lawful Good. There is some debate about the appropriate alignment for Oath of Vengeance Paladins, with some suggesting they be Lawful Neutral and others Chaotic Good. I don’t think ruthlessness particularly corresponds to any one alignment (with the exception of certain behaviors like killing prisoners). Helm is Lawful Neutral, but Aasimar are Good; Lawful Good is the obvious mix of the two. I don’t think alignment necessarily determines personality, it just sets parameters for behavior. So Lawful Good behavior guidelines combined with my personality traits seems like it would produce my character. There will be some tensions, especially when dealing with evildoers who don’t cooperate, but that could make for a good character, as I’ve discussed. (At some point I’ll write about alignment, which I really think we under-utilize, but that’s another post).

Finally, I just took the basic starting equipment. For my weapon I chose a war hammer instead of the default longsword. It had the same stats, but I wanted to try something different. I also kind of liked the idea of my scourage Aasimar resembling Thor at times in combat…

So by this point you may have figured out where my backstory came from. A scourge Aasimar spends much of his life in hiding due to his obvious celestial nature; many reject or expect too much of them, while evildoers want to kill these celestial representatives. Meanwhile, an Oath of Vengeance Paladin has a Batman-esque need to defeat evil everywhere. Where would this come from? And why would a new member of a Knightly Order be travelling on his own?

I tied this all together with last week’s backstory. Roland was sent to the knightly order by his mother to keep him safe. But his unit was ambushed and wiped out, which explains why Roland was on his own and driven by a desire for vengeance. Based on this backstory, I chose his personality traits (drawn from the soldier background); he obeys authority and is polite, but is haunted by the death of his comrades, for which he feels responsible.

So that’s how I developed Roland. The party had a hole to fill, but I was able to use the basic archetype–tanking paladin–to come up with a unique and fun character. Since I am currently using Roland in a campaign, I’ll have a post up in a few weeks on how I leveled him up through the first few levels, and how I’ve been roleplaying him.





Origin Stories: Roland, backstory

As I’ve discussed on Twitter, I’ve started a new 5e D&D campaign as a player (the first time I’ve been a player in a few years). We’re running through the Sunless Citadel adventure in Tales from the Yawning Portal, before starting Tomb of Annihilation. I thought I’d start a new Origin Stories post–my series on the background and mechanics of characters I’ve played–for my character in this campaign.

I’ll add posts as he levels up, which may be useful for players looking for info on how to advance their characters. As always, part 1 is the backstory, and part 2 is the actual mechanics of character creation.

My character is Roland Arkbury, an Aasimar Paladin (aasimars are human touched by celestial blood, kind of like a good version of tieflings).

Roland was born in Mulhorand, among a surge of Aasimar births in that war-torn land [as discussed in the Sword Coast Adventurer’s Guide and online]. Roland’s mother fled with him when he was young (he never knew his father) . They settled in Neverwinter, where his mother worked odd jobs. Roland’s celestial nature became apparent as he neared puberty, however, so his mother sent him to a local Knightly Lodge–of the Knights of the Gilded Eye–to properly train him.

The Knights trained and supported Roland well, and he became devoted to the worship of Helm. After graduating from squiredom, he joined his unit on their first patrol through the Mere of Dead Mean. Unfortunately, they were being followed…

A group of cultists of Orcus had become aware of the Aasimar in Neverwinter and desired him for their rituals. They followed the knights deep into the swamp, surrounded them and attacked.

Realizing what the cultists were after, Roland’s commander ordered him to fall back behind the more experienced knights. The knights fought bravely, slaying many cultists, but they were outnumbered and outmatched by the evil cleric of Orcus who led the cultists.

As the last of his brothers in arms fell before the onslaught, Roland drew his warhammer and threw back his hood. His glowing eyes flared in rage and he called out a challenge to the cultists. He knew he would probably not win, but he would avenge as many of his friends as he could.

Suddenly, a flurry of arrows shot out of the darkness. Seizing the confusion, Roland charged and, combined with his mysterious savior, killed the remaining cultists.

As the last of them fell, a man stepped out of the shadows. He introduced himself as Evan. His village had been destroyed by the undead, so he now ranged the wilds, hunting them whenever he could find them. Roland thanked him for his aid, and asked if he would help him bury the knights.

After they finished, Evan mentioned he had heard that a wealthy woman in the village of Oakhurst was looking for heroes, to help find some missing relatives. He suggested they join up to check out the situation. Roland agreed, and secretly vowed to never rest in his struggle against evil, and to never forget how he had led his brothers into death…

Next week I’ll present the character creation mechanics for Roland.

The Elder God’s Cavern, level 2, part 2

Last time, our heroes entered the second level of the mysterious caverns outside town to investigate the source of a ghost terrorizing the populace. They met a goblin who led them to a secret door into the lair of a “frog people.”

The group opened the secret door, and snuck into the room beyond it. It looked like a store room full of food and cheap supplies. They crept forward, and found a room that looked like barracks, with numerous “frog people” (which they identified as bullywugs) sleeping. Black Lotus tried to creep up to one to investigate but kicked a chamber pot. A giant toad in the room croaked with alarm, leapt at Black Lotus…and sailed into the corridor behind him [I rolled a critical failure on the attack]

By this point the Bullywugs were awake, and attacked. One ran to the south, calling for help, but Uatu killed him with an Eldritch blast. Black Lotus and Crohm attempted to kill the others, but the noise had attracted reinforcements. Bullwugs entered from both direction, surrounding the group.

Crohm asked to see their leader, but one bullywug threatened to kill them. Thinking quickly, Black Lotus said he thought only their king could provide orders. The bullywugs, fearful of upsetting their leader, agreed, and brought them to him.

The King, Globgust, was angry to see these “surface invaders.” The group managed to talk him down, and offered to do what they could to make things right. The King told them about the fight with the hobgoblins, and said he would reward them if they drove the hobgoblins out. He also told them of the device for travelling into the river. He stole its power source, which he used to replicate the bullywugs’ swampy home in the cavern. He did not want to part with it, but he knew a backup source was lost somewhere in the southeast part of the caverns. [there weren’t any stats for powerful Bullywugs, so I used the Kuo-toa whip stats]

The group agreed—unsure whether or not they would really be able to wipe out a hobgoblin encampment—and were escorted out of the bullywug lair.

They headed north, trying to backtrack through the twisting caverns to find the more managed corridors they’d travelled down earlier. As they were walking, focused on keeping in a generally northernly direction, they stumbled on two lizardfolk. The lizardfolk, angered at the intrusion into their territory, demanded a toll to pass.

Confident in their negotiation skills, the group tried to talk their way out of it, pointing to the hobgoblin threat. The lizardfolk had managed to hide from others in this cavern, though, and were unconvinced. Crohm then tried to lie about some gems they had. The lizardfolk saw through this, and attacked.

They both struck Crohm, felling him. Uatu pulled back, and let loose with his eldritch blasts, while Black Lotus killed the two with a flurry of blows. After reviving Crohm, and taking a short rest, they moved on.

Eventually they found their way back to the bridge. Uatu examined it, and found a space where the lever fit. Installing it, they raised the bridge out of the water, and crossed over. On the opposite side, they saw the device Hoggle had mentioned. It looked like a room with windows bobbing in the current. There was a control panel next to it, but some parts were missing and it seemed to do nothing.

The group pressed forward. They came to a fork. The northern passages were perfectly straight and well-maintained, and the southern ones were more twisting and waterworn [this was meant to be a sign of the path to the hobgoblins]. They followed the northern passages, with Black Lotus searching for traps. Suddenly, arrows shot out of the wall, piercing him in the side. After walking a bit farther the ground opened up beneath him, and he fell ten feet into disgusting water. Shortly after that, he tripped over a wire and the ceiling collapsed. He managed to get out of the way, but realizing he was setting off a series of deadly traps, the group decided to head to the south. [he was not rolling well on Investigation]

After passing through some slimy empty caverns, the group came into a room that showed signs of recent habitation. There was straw and bones strewn around the floor. They crept forward, and Black Lotus heard a growl come from a dark alcove in the east wall. Suddenly, a sabretooth tiger leapt out of the shadows and attacked.

Uatu acted quickly, launching a witch bolt at the beast. It exploded over the tiger, singing its fur and causing it to scream in pain. Injured and angered it leapt at Uatu, grabbed him in its teeth, and shook him before throwing his limp body against the wall. Crohm and Black Lotus charged, surrounding the tiger. Thankfully, the witch bolt had hurt it enough that the two could kill it with little difficulty.

After finding some treasure from the tiger’s previous victims, and reviving Uatu, the group took a much needed rest.

Tune in later for the conclusion of the Elder God’s Cavern, level 2…

The Elder God’s Cavern, level 2, part 1

As I’ve discussed, I am working on a multi-level dungeon that will take characters from Level 1 to 5. Each level is an open-ended dungeon crawl with the objective of getting to the next level, but there is a storyline connecting them as the group progresses (I don’t want to give away any details in case my players read this).

Last time, a group of new adventurers were hired by a mysterious stranger to figure out why a river had gone dry. The town the river supplied was suffering, and he offered a rich reward for their help. The group entered the ruins of an ancient wizard’s tower and discovered a group of bandits had blocked the river. Along the way they found signs the wizard had worshiped strange, tentacled beings that seemed to threaten the world. After releasing the river, a ghostly voice emerged from the depths, and the group fled in terror…

The group from the first session of the Elder God’s Cavern re-gathered to being the next part of our journey. We had Uatu (Halfling warlock), Black Lotus (drow monk), and Crohm (human warrior). Nailo—the elf ranger—wasn’t able to make it.

After returning to the village in triumph, the group were cheered as heroes for restoring the river. They then proceeded to celebrate for the next week, spending much of the loot they found in the cavern on fine food, drink and clothing. Unfortunately, Nailo spent a bit too much, and skipped town in the middle of the night to avoid a bar tab (which Black Lotus had to pick up) [this is how I explained his absence]

As the group finished up another night in the pub, they heard a horrifying scream from outside. Rushing out, they saw a ghost grabbing a man, and flying up into the air with him. The ghost wailed, and the group recognized it as the same voice they heard as they freed the river.

Uatu panicked, and jumped headfirst into a rain barrel, but the rest of the group maintained their composure [he failed a Wisdom check]. As the ghost disappeared with the man, the cowering villagers turned on the group. They shouted at them for bringing this evil upon them, and started threatening their lives.

The group gathered back to back (after Crohm fished out Uatu), and thankfully Randulf appeared—in a burst of smoke and brimstone—to calm the crowd. He reminded the villagers that the group had saved them by freeing the river. If that indeed caused the ghost to appear, he was sure the group would fix it. He nudged Black Lotus as he said this. Taking his hint, the group offered to leave immediately and investigate.

They hiked through the night towards the hill with the river flowing through it. As they got closer, they realized an eerie silence hung over it, the normal nighttime sounds of insects and animals were missing. They slept fitfully by the side of the mountain, and entered the cavern the next morning.

As they travelled through the level they’d recently cleared out, they noted it was just as still and quiet as the outside. They stumbled upon the body of an elderly wizard; there were scorch marks around her, as if she’s used all her spells, but she seemed to have died of fright. Shaken, the group moved on, and found the stairs they had uncovered their last time here.

Climbing down the stairs they came into a damp cavern full of ankle-deep water (waist-deep for Uatu). The group moved out towards a closed door at the other end, when suddenly two constrictor snakes attacked. One managed to wrap itself around Uatu and drag him into the river, but the rest of the group freed him and killed the snakes before moving on.

They came on a forked passageway. One path looked relatively well-maintained, with a smooth floor and corners cut into the rock. The other looked like a natural cavern, worn and twisting. They chose the artificial path, which took them along a rushing river. Uatu noticed that the river flowed uphill, eventually bursting into the level above them in a sort of reverse waterfall. The group made a note to investigate that further.

As the group crept along in darkness, Black Lotus snuck ahead. He came upon a goblin peeing into the river. He snuck up behind the goblin, grabbed it, and held his knife to his throat. He then called for the group to catch up as he interrogated it.

The goblin—who introduced himself as Hoggle—tried to convince the group he was friendly, and just lived in these caverns. After Crohm smoothed things over, Hoggle told them a bit about the level. A group of “frog people” lived to the south, and they fought with hobgoblins across the river. The “frog people” had taken the controls for the bridge, leaving it submerged in the water, to defend against hobgoblin attacks. When asked about a ghost, he said something horrible flew through the cavern about a week ago, but he hid. He knew of a way down to lower levels, a weird machine floating on the opposite river bank; he didn’t know much about it, besides the fact that the hobgoblins took something from it.

After the rest of the group treated him nicely, Hoggle agreed to take them to his lair, which has a secret door into the “frog people” camp. He tried to keep his distance from Black Lotus, though.

The group passed a fountain flowing from a wall, but decided not to investigate it. They then arrived at Hoggle’s lair, a small cavern set high up above the river bank. He showed them the secret door, but asked that they promise not to tell the “frog people” about him. [this was meant to be an ally for the group, so I found it funny they nearly killed him.]

I’ll post the rest of our first session on level 2 next week.