Tinkerhouse Games
CREATOR
about 1 year ago

Project Update: 18 - Project updates, meet the Band!

This mid-month update shares some notable works-in-progress, including new art and Dungeons & Dragons 5e character sheets for our winners of the Battle of the Bands. No action required.

Marshall Art

Marshall’s recovered from PAX and is hard at work bringing the creatures of the Vault to life. Or a mockery of life, as the case may be.

Foreshadowing...

Can't you see I'M ROTTING HERE?!

"You've all gathered at the local tavern..."

They say “never meet your heroes”, but we say “but what if youdo? In this very update?” We’ve worked up complete 5th level character sheets for each of the members of the band of heroes the community selected in the Battle of the Bands (Update 16). But before we properly introduce them let’s start with a bit of Boxed Text–in accordance with the Old Ways:

As the tavern's door creaked open, revealing a dimly lit interior hazy with the scent of ale and the sound of boisterous laughter, your eyes are inexplicably drawn to a corner table bathed in an aura of intrigue. At its center sat a curious quartet, each a distinct embodiment of the fantastical world that surrounded them.

Grecken, a female gnome with a mischievous glint in her eye, reclined comfortably on her seat, her dark leather armor accentuating her petite frame. Twin daggers rested within easy reach, one on each hip, their pommels ornate with intricate carvings. Her raven-black hair cascaded like a shadowy waterfall, framing her soft, rounded features.

Next to her, an older human named Remme leaned thoughtfully on his gnarled walking stick, the lines of wisdom etched deep into his face. He wore robes of earthy green, attuned to the rhythms of the natural world, a stark contrast to the bustling tavern around him. Salt-and-pepper hair crowned his head, and his dark skin bore the wisdom of countless seasons.

Votun, the towering warforged, radiated an imposing presence. Gleaming plate armor encased his formidable frame, while a massive sword rested against his chair, its blade polished to a mirror-like sheen. A round shield leaned against the table, bearing the scars of past battles. His glowing blue eyes, unblinking and vigilant, surveyed the room, a silent guardian in the midst of revelry.

Seated opposite Votun was Elora, a striking tiefling with crimson skin, whose formidable horns twisted majestically from her brow. Her red and black robes whispered of arcane power, and a skull-tipped staff stood by her side, exuding an aura of ominous mystique. An eyepatch concealed one of her eyes, lending an air of enigma to her presence.

The quartet appeared deeply engrossed in conversation, their voices blending with the tavern's din. Grecken's hands animatedly gestured as she spoke, her eyes twinkling with wily humor. Remme's expression was one of thoughtful concern, his weathered hand resting on his walking stick. Votun maintained a stoic vigilance, occasionally nodding in agreement. Elora, her single eye focused intently, punctuated their discourse with cryptic insights.

Amidst the mirth and merry-making of the tavern's patrons, this unusual group exuded an air of purpose, as though they were bound together by a shared quest or destiny, their presence a testament to the extraordinary tapestry of the world they inhabited.

Remme, Grecken, Votun 967, & Elora Damn-ed


Grecken, gnome rogue (Assassin)
https://www.dndbeyond.com/characters/107033609/NiITbv

One fateful day, while exploring a hidden underground chamber, Grecken stumbled upon an inert warforged, its metallic form devoid of life. The innate curiosity that drove her rogue's heart led her to tirelessly tinker and restore the warforged, whom she affectionately named Votun 967. Whether it was a spark of gratitude from the rekindled construct, a latent sense of loyalty in its programming, or perhaps even an unspoken friendship that bound them, Votun 967 chose to follow Grecken as she ventured forth into the world. 

Curious about her enigmatic companion's origins, Grecken sought out a sometime-client/sometime-customer named Remme who was renowned for possessing knowledge beyond the borders of civilization. To her surprise, she found Remme accompanied by a fellow foundling, Elora. Recognizing the strength that came from pooling their talents and resources, the two pairs decided to unite their fates and embark on a shared adventure, determined to unravel the mysteries surrounding their wards and to explore the endless opportunities that lay ahead.

Grecken does not suffer fools, dispute her understanding that she's the only person on the planet that doesn't qualify as such. She never saw much distinction between plundering an ancient tomb or plundering a pristine mansion, and over the years recognized that it's healthier and more lucrative to serve as middleman for the goods procured by like-minded entrepreneurs. Her bond with Votun 967 and growing friendship with Remme have recently caused her to re-think her priorities.

Travelling with Grecken means travelling with a nonstop litany of foul-mouthed observations about the world. The constant patter is seemingly an odd character trait for a rogue, but she has the ability to hold her tongue and switch to an internal monologue for brief periods of time. Her Assassin skills are more about maximizing efficiency than indulging in bloodthirsty headhunting. Her rough exterior does not hide a heart of gold; Grecken is every bit the irritable opportunist she presents as. The sole exceptions for her ire are her traveling companions. She's fascinated by and protective of Votun, respects Remme's commitment, and knows that whatever's going with Elora, it'll be BIG.


Voyun 967, warforged fighter (Battle Master)
https://www.dndbeyond.com/characters/107040372/mQj76E
Votun 967 has only vague memories of his past life serving as an archaeologist's research assistant and bodyguard. Which is ironic, since his inert form was unearthed by Grecken in the ruins of an ancient tomb complex. Votun 967 took an instant liking to his rescuer--even though she initially wanted to sell him as parts--and his reliably optimistic demeanor is a necessary counter to her dour moods. He dutifully follows her lead in day-to-day matters, though he often has to step in to softly smooth things over when the grouchy gnome's sharp tongue lands the group in hot water. In matters of battle the dynamic switches, and his booming voice commands the entire group.

Votun 967 likes to begin each day by inspiring his allies with a recounting of a heroic myth (spending Superiority dice on Rally), then planning a route to their next destination while the others make breakfast and handle other morning biological functions (take a Short Rest to recover Superiority dice). His towering bulk and gleaming armor help him impress his will over social obstacles (Commanding Presence maneuver). In battle he interposes his armored form to protect his band (Interception style) and knocks foes to the ground (Trip maneuver) to make them easier for Grecken and the rest of his band to dispatch.

Remme, human druid (Circle of the Shepherd)
https://www.dndbeyond.com/characters/107044450/zV88EV
Remme's upbringing was an unconventional one, shaped by the rugged wilderness where he was born as an outlander. From a young age, he immersed himself in the teachings of the Old Ways, absorbing the ancient druidic traditions that connected him intimately with the natural world. While charisma might not have been his strong suit, Remme's wisdom shone brightly, earning him the role of emissary when his tribe required interaction with the outside world for trade. It was during one of these expeditions that he first crossed paths with Grecken, a gnome rogue with a sharp wit and a knack for surviving in the urban jungle. She was abrasive, but also seemed to be the one "civilized" person who was completely honest with herself. For her part, she seemed to appreciate his unfettered viewpoints and complete lack of desire for material wealth. Over the years, a deep and unspoken bond formed between them, and each found themselves looking forward to the time when the changing of the seasons caused their paths to cross. 

But fate took a cruel turn when Remme was plagued by nightmarish visions foretelling disaster. Returning from one such trade mission, he arrived to find his tribe and home reduced to ruins, leaving him in a desolate wilderness of grief. Remme wandered aimlessly for weeks, drowning his sorrows in drink, until a twist of fate intervened. It was in his bleakest moment that he stumbled upon Elora, a mysterious tiefling, in dire need of his protection. Rescuing her from imminent danger breathed new life into Remme's weary spirit, igniting a renewed sense of purpose. 

Recognizing that the Archfey sending a Tiefling agent into the world right at this time could be no coincidence, Remme reached out to his trusted friend Grecken for advice only to discover that she, too, had taken a foundling under her wing. United by their shared commitment to unraveling the mysteries surrounding their respective wards Grecken and Remme set out on a quest to identify the looming threat and, with any luck, thwart the dark future that continued to haunt the druid's sleep.

Remme actively tries to balance his nightmarish evenings by with with a positive attitude during the day. He makes an effort to be kind and generous, and set a good example for his sometimes amoral companions, desperately hoping that these efforts will push back against his dark visions. He leans heavily on Grecken, who for her part tries to save Remme from negativity by collecting it all onto herself. Remme is fascinated by Votun, as it's indisputably alive and yet indisputably artificial. And Elora, representing her lost human family, her found fey family, and her unique tiefling self, has firmly taken the place of his lost tribe. The weary druid shepherds them all toward an uncertain future, yet he's confident their tight bond will see them through. In combat the druid used Create Bonfire and Thornwhip to shape the battlefield to Votun's liking, and to pull enemies away from Grecken or Elora if they get pinned. Out of combat Remme enjoys using his druid powers to explore the area, confound enemies, and bolster allies.

Elora Damn-ed, tiefling warlock (Archfey pact)
www.dndbeyond.com/characters/107056753/RlCNeC 
Elora Damn-ed's origins are shrouded in mystery, beginning with her abduction as an infant by capricious fey creatures who were initially fascinated by her otherworldly tiefling heritage. Raised as a captivating enigma within the ethereal realms of the Feywild, she yearned for a connection that transcended her mere existence as a curiosity. It was this profound longing that led her to seek communion with the Archfey, a being of boundless power and whimsy. The Archfey, intrigued by Elora's unique lineage and her yearning for true purpose, saw an opportunity for their own amusement and granted her the pact of warlockhood, thus intertwining their fates in a dance of mutual intrigue and mischief.

Her adventure in the Prime Material plane almost ended as soon as it began, when she sought refuge in a borderlands village as a bewildered newcomer from the Feywild. It was there that a group of suspicious villagers, mistrustful of her exotic appearance and far-fetched origin, surrounded Elora with palpable hostility. Just when violence seemed imminent, Remme emerged from a nearby outfitter's shop and quickly used his druidic powers to diffuse the tension and shield her from harm. Sensing in Elora a vulnerable soul in need of guidance and kinship, he offered his hand in friendship as a guide to the perils of the mundane realm.

Elora is amused and delighted to take on the role of the lost sheep for Remme. She joyfully allows him to ramble on about local flora and fauna, teases him about her personal connection to the wild (in the form of the Archfey), laughs at his "dad jokes," and genuinely appreciates it when he tries (and usually fails) to show her how to care about other people. She picked the "Damn-ed" title herself, and gleefully introduces herself as such just to see the reaction it inspires.


Now that you’ve properly met we can get to the community-participation part: coming up with a name for the band! Post your ideas in the Comments, and we’ll run a poll for the next update.

Oh and to pre-empt an FAQ: why are we doing this? Because Pathfinder, D&D, Pokemon, and Magic have shown the wisdom of creating Iconic characters for a setting or product. Even BattleTech has the Locust, Marauder, Warhammer, Atlas, and Mad Cat (Timber Wolf). These are ours, chosen by the community and built by the resident Tinker with the lifelong passion for D&D (and no technical or artistic skills to contribute to development). We’ll be taking these folks on a bit of an adventure in future updates. Stay tuned!

Onward,

Mike, Lane, Chris, and Marshall.


user avatar image for Mike Hayes
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