1. Personaggi

Runi

Taarakian Knight Errant
PC

Runi Taarnak, daughter of Thielicris (thee-YELL-eh-kris), is a human warrior serving the role of her bloodline in the Order of the Gauntlet.  The Taarakians descend from the legendary heroine Taarak in the Golden Age of the now-ruined elven city of Myth Drannor in the Cormanthor forest of the Dalelands to the east.  Taarak came to defense of the elves as the Trio Nefarious invaded, starting the Weeping War. The elves imbued in her blood powers to defend. This honorable lineage upholds the creed of the Order of the Gauntlet, and their own specific motto:

To defend: this is the pact. But when life loses its meaning and is taken for naught, then the pact is to avenge!

j7rDnHY.pngMembers of the bloodline carry a birthmark on their neck, which is also a source of power. Once inscribed as a tattoo upon Taarak by a powerful archimage, the mark is reborn generation after generation with one gaining the mantle and obligation to use it at the passing of the prior generation.

207e4014-4be5-45b4-82da-a72e149f1b73.png

Personalità

Goals
Fiercely devoted to protection friends and loved ones.

Bonds
"To defend: this is the pact. But when life loses its meaning and is taken for naught - then the pact is to avenge"

Bad Habits/Temptation
I grew up wearing armor. It is like clothes to me. I feel naked without it.

Fears
Afraid of losing more loved ones.

Loves
Danger when confronting evil.

Ideals
Noble Obligation: It is my duty to protect and care for the people.

Background leveling from 4th to 9th

  1. CHECK
  2. CHECK
  3. CHECK
  4. Level-up (4th) - CHECK +1 STR
  5. Level-up (5th) - CHECK
  6. Level-up (6th) - CHECK +1 STR
  7. Level-up (7th) - CHECK
  8. Level-up (8th) - CHECK +1 STR (note swapped initial scores w/ CON so now STR 18 CON 16)
  9. Level-up (9th) - CHECK
    1. (For 9th level sheet see Runi@Google Drive)
    2. Note gained Taarakian Call (1 hour = get a steed) 100ft telepathic contact (9th level Axe Beak, 13th level Hippogriff)
    3. Note Taarakian Dagger can be thrown, re-appears in hand at start of turn
    4. Note Taarakian Whip enables cool Bonus Action skills { Grasp, Grapple, Shove, Swing/Jump }
      1. Grasp = grab doorknob / lever / something free/light (5lbs) and pull to you / knock 1d12 feet 
      2. To Grapple or Shove, must first successfully hit, then win (higher total) in contested roll (but you get "Expertise" on this, meaning double Proficiency) against target Athletics or Acrobatics (whichever they are better at)
      3. Grapple+hold = wrap around legs / arms - reduce Speed to 0 (except toward you)
      4. Grapple+let go = blood whip coils around and makes target Restrained (adv to attack target, target has disadv attacking & DEX saves)
      5. Shove = pull target 5ft in any direction except away from you
      6. Grapple+hold + (second contested roll) Bonus Action next turn (Shove) = can pull pull Prone (knocked down) or 10ft in any direction except away from you 
      7. Hold = Each turn must contest to maintain grapple, if whip let go, then target Strength check vs Grapple bonus (13)
      8. Swing = whip-attack to catch anchor point as part of jump (DC 10 default) to get double jump distance (jumps are Movement, so always limited to your Speed total - so if > 30, would need to Dash Action to get full distance)
    5. Note Taarakian Longsword's lethal effect adds dice on a critical hit for both rolled 1's (which max) and rolled max (8)
    6. Note other Taarakian options have been dropped - now assumes use of Dual Longsword (Flame Tongue) + Taarakian

Gearing

  • Moon Shield traded for Flame Tongue longsword (read here)
    • Light / extinguish as Bonus Action
    • Sheds 40ft bright + 40ft dim light, can ignite things as torch
    • Does +2d6 fire damage on hit
  • Ring of Immovable Object traded for Ring of Motion
    • Speed cannot be reduced (Slow spell, Grapple, attacks, etc.) - hazardous terrain still applies
    • Can use Reaction to instantly stand from Prone if knocked down (and not incur opportunity attacks)(
    • Adds 3 ft to jump distance (high and long) - Runi's now 5ft high (10ft if run 10ft first) / 11 ft long (21ft if run 10ft first)
    • When moving as jump, can move through occupied spaces (but not walls / solid and filled areas) - think of this as bullet time slow motion contortions through those areas 
    • Note this combines pretty powerfully with the Taarakian Whip Swing Bonus Action (which can double jump distances)
  • White Half Plate blessed in a fountain in Myth Drannor,
    • Still AC 15 + Dex mod (max +2)
    • Medium Armor Expert raises AC +1 and also negates the disadvantage on Stealth
    • Immune to rust / acid itself
    • Gives wearer resistance to acid attacks
    • can now (1/Dawn) invoke a 1 hour duration Shield of Faith (+2 AC)

Combat archetype - Swordmaster / two weapon focus

Adventures from 4th to 9th level

After Escaping the Underdark

Runi decided to head to her homeland to mourn and honor her father. The journey included traveling to meet with his friends along the way - including Daran Edermath in PhandalinVaxz joins Runi for the first part of the trip, heading back to his grove at the Place of the Unicorn. 

Phandalin has drawn the interest and protection of a variety of odd allies - from the Dragonslayers who remained on to assist in rebuilding, to a necromancer, one of the Red Wizards of Thay, named Hamun Kost (who has a very weird dwarven friend named Mormesk), to a band composed of Goblins and Hobgoblins, under the command of Targor Bloodsword. Leaving this strangely-patrolled (skeletons and goblins) town and the huge blue dragon carcass, Runi headed further eastward on the Triboar Trail.

Triboar down the Long Road to Waterdeep

  • elderly Ranger friend in Triboar
  • horse-breeder friend in Amphail

Waterdeep, City of Splendors, Crown of the North

In Waterdeep

  • Wizard friend is nowhere to be found
  • visit many friends among the Griffon Cavalry 
  • Traded Ring of Immovable Object for Ring of Motion at the antiquities store The Curious Past

to Baldur's Gate by ship

Baldur's Gate, the City of Blood, "Halfway to Everywhere"

In Baldur's Gate 

  • now-mercenary friend in the Flaming Fist
  • run afoul of some of the criminals (trying to be too honorable / wrong-righting) - hastily flee

Baldur's Gate joined caravan to Elturel

The Western Heartlands

Crossing the miles and miles and miles of rolling hills and grasslands of the Western Heartlands,

  • Wanted to visit a friend in the Hellriders of Elturel
  • But Elturel is missing! Locals afraid to speak of it - whole city eaten up by an orb and darkness

then Berdusk then Iriaebor

sense danger even asking about the missing friend, so joined a military patrol heading to Cormyr.

Cormyr, Land of the Purple Dragon

Arrival in Suzail (the capital of Cormyr)

  • In Cormyr met with Ornrion (Major) Theodora of the Purple Dragons, a long-time family friend
  • Theodora suggests returning to Cormyr to join the ranks of the Purple Dragons

The Ruins of Myth Drannor 

From Cormyr through the Dalelands

  • Dwarf smith friend in the Thunder Peaks
  • traded the Moon Shield for the Flame Tongue in the Dwarven forges

to Cormanthor and finally the last place for mourning: Myth Drannor (see also here)

  • In Myth Drannor, spiritual funeral conducted by Elvish priests - includes blessing of the White Half Plate
  • Tempted to remain there and assist in the containment / recovery of the ruined city, but returned to Cormyr

The Purple Dragons

Returned to Cormyr and joined the order the Purple Dragons as a First Sword (Sergeant Major) with Theodora's assistance. A significant number had been deployed on special missions concerning the threat from the Cult of the Dragon, who seem to have evolved from seeking to bring ancient dragons back as undead lich-dragons (Sconosciuto) and were now building a hoard of treasure to entice the attention of Tiamat, the Dragon Queen.

So the Purple Dragons usual duties in protecting Cormyr and the coast of the Dragonmere (Lake of Dragons) eagerly brought Runi under their wing and offered further adventures (and training - particularly relating to cavalry tactics). 


TO DO

Read all  journals for the early-Dex up to the escape listed in Out of the Abyss. References have links to learn even more.

Questions

  • (A) Where is Vaxz originally from? What was his assignment?
  • (B) What are the Drow patrols busy doing that keeps the party from being sent to Menzoberranzan to be sacrificed to Lolth?
  • (C) Who is the commander of the Velkenvelve outpost?
  • (D) What is the Faerzress?
  • (E) What's wrong with Sarith? How did it happen?
  • (F) Who were the Netheril? How did one of their tombs end up an island in the Darklake?
  • (G) Why did Nanny Plunk want to help the party?
  • (H) What happened in Sloobludop as you left?
  • (I) How did you escape the Underdark?

Story Writing

Consider if any of the links in the "from 4th to 9th" above strike any interest in practicing some creative writing to fill in even a little detail on Runi's story.