Characters ⛏️Leydrick Gefinhal “Pour the ale, swing the mace, patch the wound. In that order.” Overview Race: Mountain Dwarf Class: Cleric (Life Domain) Level: 5 Background: Transport Guild Healer Player: Jared / Galindis Campaign: Spelljammer – Homebrew Start Current Location: Resting in a Drow enclave within the Underdark Appearance Leydrick is a stout, solidly-built dwarf with a bushy copper beard braided simply, bearing streaks of ash and silver. His armor is functional but heavy, designed more for practical survival than pageantry—scuffed from travel and crusted in soot from long nights by the campfire. His mace hangs visibly at his side, a blunt instrument of healing justice. His eyes, a soft storm-grey, rarely betray urgency, reflecting a calm forged from years of wagon-bound travel. Personality 🧠 Key Trait: "Laid-back Healer vs. Reluctant Leader" Leydrick speaks in a slow drawl, preferring action over words—especially when drink is involved. He tends to drift through encounters until his allies are hurt or someone invokes injustice. Then, like striking flint, his clerical fury ignites. While slow to volunteer, he’ll always answer when needed. He conceals deep familial wounds with humor and booze, but values the party like the kin he lost. Backstory 📖 Click to Expand Backstory Leydrick was born into a family-run wagon transport business traversing the Sword Coast. While his parents traded goods, he offered free clerical services to fellow travelers and guards during attacks. His generous spirit didn’t pay, however—his family cut him out of profits over a disagreement about faith and finances. Bitter but resilient, Leydrick struck out to find worthier companions. After joining the current band, he’s found new purpose—not just as a healer, but as a witness to rising cosmic threats. Spellcasting / Combat Style Main Style: Support & Area Healing Signature Spells or Techniques: Spiritual Weapon , Channel Divinity: Preserve Life , Mass Healing Word Other Tactics: Stonecunning tremorsense scouting, radiant burst damage vs. undead “Healing’s just battlefield math—and I always round up.” Notable Equipment Item Description Mace Standard blunt weapon with "sap" utility for nonlethal blows Healer's Kit Used with Battle Medic feat to trigger dice-based healing Spiritual Weapon Summoned spectral hammer for bonus action attacks (1d8+3) Chainmail / Shield Durable armor for frontline clerical support Campaign Highlights Session 1: Introduced in the lighthouse tavern, chosen for his healing skills during the beholder bounty briefing. Session 2: Helped rescue civilians from Mind Flayers in a cave. Aided recovery after Dino intercepted a child mid-abduction. Session 3: Offered a solemn prayer at Rassalantar’s abandoned temple before looting a donation box with High Jinks. Session 4: Cautiously observed the Green Witch encounter, offering quiet reverence instead of challenge. Session 5: Helped rescue DeSeth and fought a roper in the Underdark; used healing spells and saved Valen from unconsciousness. Allies Rigg: Finds his chaotic style frustrating but respects his fight instincts. High Jinks: Wary of her patron but admires her boldness. Dino: Shares practical sensibilities. Often pairs well in combat. Valen: Respects his arcane firepower, especially when not setting things ablaze mid-rescue. Themes & Motifs 🔥 Core Element: Earth & Radiance 🎭 Symbolism: Restoration, Inner Guilt, Displaced Loyalty 🔭 Campaign Thread: Faith vs. Cosmic Horror – his divine gifts clash against the unknowable threats from beyond. Quotes “Ain’t no wound the Light can’t patch—‘cept maybe what’s in yer head.” “If the gods didn’t want me drinkin’, they’d’ve made water taste better.” Status Level: 5 Conditions: Healthy but financially strained Location: Resting at the Drow enclave in the Underdark, preparing to storm the Illithid prison Last Updated: 25 May 2025 by DM / Slitzer 🐈‍⬛High Jinks “Sometimes the stars whisper louder than the gods.” Overview Race: Tabaxi (Small) Class: Warlock (Great Old One Patron) Level: 5 Background: Merchant (Fey-Touched) Player: Kate / Keitachan Campaign: Spelljammer – The Beginning Chapter Current Location: Underdark, near Mind Flayer prison site Appearance High Jinks is a lithe, shadowy Tabaxi teen with sleek black fur and luminous feline eyes. Her cloak is star-patterned, often tattered at the edges but shimmering faintly in low light. Her demeanor flits between impish curiosity and cosmic awareness, with an ever-present sly grin—like she knows a secret the world forgot. Tiv Personality 🧠 Key Trait: Chaotic Curious — Mischievous but wise beyond her years, drawn to secrets. High Jinks embodies both whimsy and unknowable depth. She's bold and fearless in conversation, often taking the lead with NPCs, but her mind flickers between here and the stars. Her bond with an alien patron fuels both her magic and her reckless streak. She trusts her instincts over rules and plays with the boundaries of reality—sometimes literally. Backstory 📖 Click to Expand Backstory High Jinks once lived among distant human relatives who treated her more like a pet than family. She found comfort in books, especially ones about other worlds and hidden gods. One night, she nursed a wounded black cat back to health—only to discover it was a familiar of an alien being from beyond the stars. This being offered her escape, power, and freedom. She took it. Now she travels the world—and soon, perhaps, the stars—fueled by a pact with a Great Old One, determined never to be controlled again. Spellcasting / Combat Style Main Style: Ranged spell damage and illusions, with a dash of cosmic utility. Signature Spells: Eldritch Blast (Agonizing + Repelling), Hex, Misty Step, Clairvoyance Other Tactics: Bonus Action familiar attacks, psychic damage adaptation, Lucky rerolls “Why shout when a whisper from beyond can do the job?” Notable Equipment Item Description Starry Cloak A hooded cloak of stitched starlight. Provides no bonus, just vibes. Pact Focus A whispering black stone worn on a bracelet, gifted by her Patron. Hat of Wizardry Purchased from a merchant in Kryptgarden—adds flair and spellcasting. Campaign Highlights Session 1: Took lead in negotiating with Sir Gwen and the miners. Identified the beholder via Arcana. Session 2: Blasted Quaggoths with Eldritch energy, helped Dino catch a falling child mid-portal. Session 3: Offered a prayer at Corellon’s shrine and discovered dragon lore via Arcana. Session 4–5: Survived the spider ambush in the Underdark; used Feline Agility to flee when webbed. Allies Rigg: Grumpy wrench-swinger. High Jinks flusters him for fun. Dino: Shares an interest in mechanics and weirdness. Leydrick: Respects his healing, not his puns. Valen: Another arcane mind—less talkative, but equally flashy. Mono: Fascinated by the Modron. Sometimes tries to mimic its logic for fun. Themes & Motifs 🌌 Cosmic Whispers: Her power comes from an unknowable alien mind. 🐾 Feline Freedom: She embodies independence, stealth, and cleverness. 🎭 Trickster’s Mask: High Jinks plays the fool, but always with purpose. Quotes “Stars don’t lie. People do.” “I didn’t break reality—I bent it artistically.” “Let’s call that spell... aggressive negotiation.” Status Level: 5 Conditions: Healthy, low on gold, high on attitude Location: Deep Underdark, with party and new Drow allies Last Updated: May 2025 by Kate / Keitachan 🔥Valen Pyre “Rules are for people who can’t improvise.” Overview Race: Human Class: Wizard (Evocation) Level: 5 Background: Arcane Prodigy of Eldergleam Player: Justin (Slitzer) Campaign: Spelljammer – The Beginning Chapter Current Location: Underdark, near Illithid War Den Appearance Valen is a tall, sharp-featured wizard with faint stubble and intense, knowing eyes. He wears a scorched crimson coat and a wide-brimmed hat that gives him a mysterious edge. A faint ember-like glow clings to him—some say it’s magic, others say it’s just attitude. Clips   Referance Images Personality ⚖️ Scholar vs. Rebel: Valen is torn between the structure of the Spire Council and his own defiant, improvisational nature. He’s quick with wit, slow to trust, and impossible to control. While academically brilliant, he thrives in unpredictability and views magic as a tool for liberation as much as for power. Backstory 📖 Click to Expand Valen’s Origin Story Born beneath the crystal towers of Eldergleam , Valen was raised by two arcane scholars—his father, a stern archivist, and his mother, a charismatic evoker. He was conjuring sparks by age six, and accidentally earned the nickname "Pyre" after lighting a neighbor’s cart on fire during a tantrum. By his teens, he was a dual persona: a prodigy under the Spire Council’s gaze, and a rogue known as "The Ember Sleuth" in Eldergleam’s magical underworld. From protecting merchant wards to aiding smugglers with illusions, Valen made a name for himself as both brilliant and dangerous. Eventually, consequences forced him to flee—and adventuring became his escape. Spellcasting Style 🔥 Fireball is his signature move—blistering precision with sculpted control. 🌀 Rituals like Identify and Comprehend Languages are performed like whispered symphonies. 🎭 Theatrics are part of his casting—magic is an art, not a science. “Magic isn’t just a tool. It’s a conversation—between you and the world.” Notable Equipment Item Description Wand of Translocation Retrieved from a Mind Flayer portal. Warps short distances or triggers rifts. Hat of Wizardry Stylish and empowering. Grants spellcasting flexibility and flair. Crimson Coat Fire-scarred and enchanted against flames. An iconic piece of his identity. Unidentified Potion Looted from ancient ruins. Its magic pulses softly. Still untested. Notable Campaign Moments Session 2: Acquired the Wand of Translocation after helping stop a Mind Flayer escape. Session 3: Spoke directly to the Green Witch (an ancient dragon), preventing a fatal confrontation. Session 5: Was downed by spiders in the Underdark and revived by Leydrick—his first real brush with death. Session 5: Used Comprehend Languages to converse with the extraplanar Modron named Mono . Relationships 🛠 Rigg: Rough-edged rogue with mutual respect. 🌌 High Jinks: Chaotic Tabaxi Warlock—fellow spellcaster and cosmic wildcard. ⚙️ Dino: Githyanki Artificer. Intellectual and tactical ally. ⛑ Leydrick: The moral compass and battlefield healer. 🧊 Mono: Modron. Communicates via Valen’s magic—possibly critical to planar navigation. Themes & Motifs 🔥 Fire as Identity: Valen doesn’t just cast fire—he is fire. ⚖️ Duality: Scholar vs. Sleuth. Law vs. Freedom. 🚀 Spelljammer Vibes: Deep comfort with extraplanar magic suggests destiny among the stars. Quotes “Magic is like a fire—you either learn to control it, or get burned trying.” “The Spire Council taught me discipline. The streets taught me how to survive.” “I don’t break the rules. I revise them.” Status Level: 5 Conditions: Recently wounded, recovering, low on funds Location: Underdark Drow enclave, heading toward Mind Flayer prison Last Updated: May 2025 by Justin (Slitzer) 🔧Garrick “Rigg” Dalhart “Sometimes the best plan is a wrench and a window.” Overview Race: Human Class: Rogue (Swashbuckler) Level: 5 Background: Urban Brawler (Dock Rat / Tinkerer) Player: Ben / Elemunk Campaign: SpellJammer – The Red Stars Above Current Location: Underdark – near the Mind Flayer war-den Appearance A rugged human with a weathered face and short, tousled dark hair. His jaw carries the shadow of perpetual stubble, and his eyes constantly scan for danger—or an angle. Rigg wears reinforced leather armor patched with steel plating, clearly field-modified. Slung across his back is his signature weapon: a massive two-handed wrench, stained with grease, blood, and history. His movements are practiced and precise, and even when relaxed, he seems coiled—like a spring ready to snap. He’s often mistaken for a mercenary or engineer, but those who get too close quickly learn not to underestimate him. Personality 🧠 Key Trait: Survivalist Opportunist vs. Emerging Moralist Rigg doesn’t talk much. When he does, it’s sharp, dry, and laced with pragmatism. Raised on the docks, he's seen the worst of people and learned to stay two steps ahead. He’s always scanning for an exit—or loot. Despite a history of sticky fingers, recent events have started to awaken something deeper: a conscience. He hides empathy under layers of sarcasm and tactical calculation, often playing the role of the reluctant hero. Backstory 📖 Click to Expand Backstory Garrick “Rigg” Dalhart was born to a dockworker father and an absentee mother on the Sword Coast. Life among crates, bribes, and brine taught him to fix things—especially problems. As a child, he picked locks for coin and repaired wagon axles for food. Over time, he earned a reputation not just as a thief, but a problem-solver. The wrench he carries was once his father’s—a tool of labor turned into a weapon of survival. After a falling-out with a local thieves’ guild over a botched smuggling job, Rigg vanished. Months later, he surfaced in a tavern lighthouse on a stormy night, five ales in hand, and a new crew by his side. He says he’s in it for the gold—but he’s stayed long past his cut. Spellcasting / Combat Style Main Style: Agile Skirmisher / Opportunistic Finisher Signature Techniques: Sneak Attack, Fancy Footwork, Uncanny Dodge Other Tactics: Ambush, Feints, Opportunistic Diplomacy “Never fight fair. That’s what armor is for.” Notable Equipment Item Description Wrench of Opportunity A custom-forged two-handed wrench. Used as both weapon and tool; inherited from his father. Boots of Elvenkind Grants silent movement—bought from a merchant in the woods. Cloak of Billowing (rumored) Allegedly makes him more dramatic during stealth checks. Campaign Highlights Session 1: Secured the party's first drinks, failed a critical stealth check investigating the caravan—played it off with improvised drunken theatrics. Session 2: Dealt massive damage with his wrench against a Quaggoth ambush. Saved a child during a Mind Flayer teleportation. Session 3: Took point in looting the town of Rassalantar and led negotiations with a mysterious traveling merchant. Session 5: Helped defeat a tentacled creature (Roper) after rescuing a Drow. Bonded with a Modron named Mono, though he was suspicious at first. Allies High Jinks: “Charisma with claws.” Rigg admires her boldness but often has to clean up the aftermath. Dino Roar: “The only guy with a bigger wrench than mine.” Their bond runs deep, but Dino owes Rigg 122 gold. Leydrick Gefinhal: “The moral compass. Annoying, but necessary.” Valen Pyre: “Hothead in a hat. Good for flashy exits.” Themes & Motifs 🔧 Core Element: Metal & Motion 🎭 Symbolism: Improvisation, Shadowed Loyalty, Hidden Conscience 🔭 Campaign Thread: Grounded in the Material Plane but caught in the web of extraplanar schemes—Rigg represents the unprepared everyman forced into cosmic stakes. Quotes “Free drinks taste better when someone else regrets it.” “You don’t get out clean. You get out clever.” Status Level: 5 Conditions: Slightly wounded, financially strained, morally conflicted Location: In the Underdark, preparing to raid the Mind Flayer prison Last Updated: 25 May 2025 by Ben / Elemunk 🛠️ Dino Roar / Dynoth Rokos Race: Githyanki   |   Class: Artificer (Battle Smith) 3 / Fighter 2   |   Alignment: Lawful Neutral   |   Player: Robb / Baconbuff 📜 Appearance Tall, sinewy frame with pale green-olive skin and piercing gold eyes. Wears reinforced half-plate armor, etched with arcane script and battle scars. Always accompanied by his Bear Shaped Steel Defender, glowing softly at the joints. 🧠 Core Stats & Skills HP: 45   |   AC: 19   |   Initiative: +2   |   Speed: 30 ft Proficiency Bonus: +3   |   Saves: INT +7, CON +6 Passives: Perception 13, Investigation 17, Insight 10 Skills: Arcana +7, Nature +7, History +7, Religion +7, Survival +3 ⚔️ Weapons & Tools Melee: Moon-Touched Longsword (Sap), Greatsword (Graze), Unarmed Strike Ranged: Longbow +1 Tool Proficiencies: Calligrapher’s, Cartographer’s, Jeweler’s, Smith’s, Tinker’s, Thieves’ Tools Languages: Common, Gith 🔮 Spellcasting Spellcasting Ability: Intelligence   |   Spell Save DC: 15   |   Spell Attack Bonus: +7 🌀 Cantrips Booming Blade (Artificer) Mage Hand (Githyanki Psionics – invisible) Mending 🔥 1st-Level Spells Absorb Elements, Detect Magic, Disguise Self, Feather Fall, Heroism, Identify, Jump, Shield 💨 2nd-Level Spells Misty Step (Githyanki Psionics – 1/long rest) ⚙️ Class Features 🧪 Artificer – Battle Smith Magical Tinkering: Imbue small objects with sound, light, message, or static image (4 active at once). Infuse Item: Imbue 2 nonmagical items after each long rest with a chosen magical effect. Steel Defender: Custom-built companion with force damage, reaction defense, and repair utility. The Right Tool for the Job: Conjure artisan tools during rest periods. Battle Ready: Use INT for magic weapon attack and damage rolls. 🛡️ Fighter – 2024 UA Fighting Style – Dueling: +2 damage with 1H melee weapons while wielding no other weapons. Second Wind (2x): Heal 1d10+2 as a bonus action. Can use for Tactical Mind instead. Action Surge: Take an extra action once per short rest (non-magic only). Weapon Mastery: Sap (Longsword & Spear), Graze (Greatsword). Tactical Mind: Roll 1d10 to add to failed ability checks using Second Wind. 🤖 Steel Defender AC: 15   |   HP: 21   |   Speed: 40 ft Damage Immunities: Poison Condition Immunities: Charmed, Exhaustion, Poisoned Senses: Darkvision 60 ft, Passive Perception 16 Traits: Can’t be surprised (Vigilant) Force Rend: +7 to hit, 1d8+3 force damage Repair (3/day): Restore 2d8+3 HP to self or adjacent construct Deflect Attack (Reaction): Impose Disadvantage on one attack vs. nearby ally 🧬 Githyanki Traits Astral Knowledge: Temporary proficiency in one skill and one tool or weapon per long rest Psionics: Mage Hand (invisible), Jump (3rd level), Misty Step (5th level) – 1x per long rest Psychic Resilience: Resistance to psychic damage Speed: 30 ft 📘 Feats & Notes 🛡️ Dueling: +2 damage with a single melee weapon (Fighter feature) 📚 Skilled (Scribe): Proficiencies in History, Religion, Survival 💸 Debt: Owes 122 gold to Rigg after overspending at the merchant camp 🎭 Role in the Party Dino is the team’s engineer, tactician, and magical powerhouse. Quiet, intense, and driven by survival, he brings devastating battlefield coordination between sword and spell. While not talkative, he’s dependable—especially when saving lives or disabling threats with a well-timed reaction or infusion. NPC's 🔥 Keshari – The Firespeaker Merchant Race: Fire-touched humanoid (likely Fire Genasi or elemental-blooded) Role: Market vendor Location: Githyanki bazaar Bio: Keshari operates a stall infused with faint embers and heat, selling items touched by elemental flame. He is calm, business-minded, and slightly amused by outsiders. His wares included the Alchemy Jug and a fire-infused candle purchased by Rigg. Though not overtly mysterious, Keshari clearly understands the dangers and politics of the bazaar and seems accustomed to travellers preparing for hazardous journeys. 🧭 Rook – Merchant Guide to the Underdark Race: Unknown (humanoid) Role: Underdark guide / merchant Location: Githyanki prison (formerly), now traveling with the party Bio: Rook is a weary, sharp-tongued trader familiar with routes into the Underdark. He was imprisoned following an altercation with Dwarves, but remained alert and opportunistic even while pretending to be unconscious during his escape. His priorities are simple: his gear, his freedom, and fair payment. Despite his rough circumstances, he is competent and no stranger to danger, making him a valuable—if somewhat reluctant—ally. 🔒 Tc’kt – Githyanki Prison Guard Race: Githyanki Role: Guard at the local prison Location: Githyanki outpost Bio: A stoic Githyanki guard encountered during the attempt to secure Rook’s release. Tc’kt embodies the outpost’s casual, borderline negligent approach to prisoner management. Though not hostile, he is easily distracted, indifferent to bribes, and largely unfazed by adventurer behavior. His presence represents the bureaucratic indifference of the Githyanki facility rather than any real authority. ⚙ Primus – The One and Prime Race: Deity (Mechanus) Role: Supreme Modron intelligence, cosmic arbiter Location: Plane of Mechanus Bio: Primus is the god-machine ruler of Mechanus, embodying ultimate law and cosmic order. When the party was forcibly transported to his presence, he accused them of “consorting with the Illithids” and interrogated their motives. Primus communicates with absolute certainty, viewing mortals as assets or variables rather than individuals. After hearing their explanations, he imposed a divine directive compelling them to “further the task” against the Illithid threat before sending them back to their ship. 📡 Massive Modron Construct (Unidentified Enforcement Unit) Race: Modron construct Role: Enforcement / retrieval automaton Location: Aboard the party’s spelljammer Bio: A towering golden construct that boarded the ship unannounced, issuing commands to cease resistance. Immune or heavily resistant to most spells and physical attacks used against it, the construct enforced Primus’ will by compelling Charisma saves and teleporting each party member away when they failed. Its actions were neither malicious nor violent—merely procedural and unstoppable. Once its task was complete, it disappeared.