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{{Infobox_character|affilliation=N/A|name={{PAGENAME}}|image=Image 2024-07-01 145826313.png|caption=Valdos|playerName=Connor Schroll|languages=Abyssal, Common, Deep Speech, Infernal|marital=Single|species=Tiefling|gender=Male|height=5' 10"|weight=167 lbs.|eyes=Purple}}
{{Infobox_character|affilliation=N/A|name={{PAGENAME}}|image=Image 2024-07-01 145826313.png|caption=Valdos|playerName=Connor Schroll / doublecheese247|languages=Abyssal, Common, Deep Speech, Infernal|marital=Single|species=Tiefling|gender=Male|height=5' 10"|weight=167 lbs.|eyes=Purple}}


'''{{PAGENAME}} '''is a tiefling researcher/investigator on events pertaining to the eldritch nature. He has recently become a warlock himself after following a rumor that led him to an eldritch contract with an unkown patron.
'''{{PAGENAME}} '''is a tiefling researcher/investigator on events pertaining to the eldritch nature. He has recently become a warlock himself after following a rumor that led him to an eldritch contract with an unkown patron.
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== Hopes and Goals ==
== Hopes and Goals ==
Valdos is hoping that his time helping the Tempest Brothers group will allow him to eventually open avenues for him to become a legitimate researcher in all things eldritch as he has always been interested in the powers and beings that are not natural for Quelmar.
Valdos is hoping that his time helping the Tempest Brothers group will allow him to eventually open avenues for him to become a legitimate researcher in all things eldritch as he has always been interested in the powers and beings that are not natural for Quelmar.
== Adventures ==
=== Markster Farmstead Investigation: ===
Valdos was selected with five others to go and investigate the Markster Farmstead as they have reported some strange happenings in the area. Valdos along with Nokori, Coryn, [[Ghargux]], Hummer, and [[Finnegan (Finny) Warbler|Finny]] went and traveled to the Farmstead with the two gentlemen that run the farm. The two farmers told us that there have been cases of finding dead animals in the forrest and that some of their animals have gone missing. They also reported that their barn was broken into and some goats were eaten.
We arrive at the farmstead and meet the two families. In particular, we meet a little girl who has a very active imagination according to the parents. The little girl keeps mentioning this "imaginary friend" that she calls "Hopper". In the evening, Hummer talks to the little girl and discovers that she posseses a shield guardian. The shield guardian was in the shape of a dog and would stay in the forrest unless told otherwise. Hopper also apparently delivered himself to the little girl.
Hummer and I took first watch, I was posted up on top of the barn, I heard some howls from the forrest, but nothing else of note happened. During second watch, Coryn and Ghargux saw some floating blue orbs in the forrest. They thought it could have been the guardian. Nokori and Finny took the last watch. They found some weird indentations in the ground out in the farm field. They also noticed three figures moving through the farm field, Finny shot one of them with an eldritch blast, they then ran away into the forrest.
The following morning, our group then went and followed the tracks into the forrest to try and track down the three things that were going through the field. After a while, we came across a stone building with a locked door that had no visible way of opening it. We found that it had an arcane lock on it, requiring us to use the "knock" spell to open it, none of us had the spell, so we physically knocked on the door.
We were eventually greeted by a voice asking why we were there, we explained, and the person opened the door. The man turned out to be an artificer of sorts who enjoys living alone and just wants to help the local farmers. He has been making these automs (scarecrows and harvest reapers) and has been sending them over to the farmers property in secret to help them out. This could likely explain the dead creatures in the forrest. It also explains the weird tracks and indents in the ground that our group followed to his house. We also found out that he could be allergic to magic as when Finny casted presidigitation to clean the guy up, he accidentally released a blinding light in all directions. He is either alergic, or gets spooked very easily and is part wild magic sorcerer.
We talk to the artificer and explain what is going on and then convince him to begin communications with the family to explain that the automs will not harm them, but help them with security and farming and will follow their commands. He also offers the family shelter if anything goes wrong. With that, we left his place and went back to the farm with the scarecrows and harvest reapers in tow. We deliver them to the farmers and explain the situation to them before leaving back for the waystation.
=== Lost in Transit: ===
Valdos was recruited with five others to go and investigate some missing cargo that was being delivered from the town of Ymbtrymman. Valdos, Esperanza, Karma, [[Lysvan]], [[Twilsby Pendergras|Twilsby]], and Slog The Bonk all set out together and took a teleportation circle to arrive at Ymbtrymman. There we talked to the town leader who explained the situation and that they stopped receiving sendings from the caravan group the other day and that they are worried about the town leaders son who was leading the caravan. We then met Gumptor Flynn who was going to guide us on the path that the caravan took.
Gumptor Flynn then lead us on an extended forced march through the jungle until we happened across a broken caravan wagon. We found some trails left by what we could only assume were some large jungle cats. We followed the tracks until we got ambushed by 10 jaguars. Karma tried speaking with the jaguars and was hit with a hivemind answer of "food...". Combat then ensued, however, these jaguars were not normal as when some of them died, they dissipated and their essence was fed into the remaining jaguars making them stronger. The fight ended after our group killed the remaining two jaguars in rapid succession. Immediately after killing the last of the jaguars, Valdos went over to where they died and casted Detect Magic to try and figure out what was going on. Valdos could not accurately pick up what the magic was, but it had traces of transmutation magic.
After that, we continued following the tracks after a short rest. We eventually came across a tunnel going into the bottom of a cliff face. Twilsby's grandfather spirit scouted the tunnels for us and relayed the layout. (tunnel went forward and split into a left and right tunnel. Right tunnel lead to a storage room of sorts with what appeared to be the caravan supplies and then a metal door at the back of the room. In that room, there were a bunch of prison cells. Down the left tunnel, was what appeared to be a lab of some kind with a couple tables surrounding a teleportation circle in the middle of the room, at the far end of the room, there was a curtain that was blocking a small tunnel that lead to a door. Behind the door, there was the residents abode.
Slog and Karma went ahead and scouted the room more thouroughly than Twilsbys grandfather. The rest of the group then followed. After entering the room, Valdos went and casted detect magic again to see if he found any of the same magic that was found earlier. Instead of that happening though, a Mindflayer was discovered to be hiding at the ceiling invisibly. After being discovered, the Mindflayer blasted all of us with a stunning psychic/psionic blast. It then floated down and grabed a metal clock in the shape of a heart and then vanished. We were unsure of how it got away, but we swiftly destroyed the teleportation circle so that it couldnt teleport back in and surprise us agian. We then went and looted the place. Valdos grabbed hold of a magic compass of some kind (tbd). After clearing the lab and the living space, we went to the storage area and then into the cell chamber. In the last cell, we found the son of the town leader and one other. We freed them and then left the tunnel system and began the march back to Ymbtrymman.

Revision as of 19:38, 2 July 2024

Valdos
Valdos
Player Name Connor Schroll / doublecheese247
Languages Abyssal, Common, Deep Speech, Infernal
Affiliations N/A
Marital Status Single
Species Tiefling
Gender Male
Height 5' 10"
Weight 167 lbs.
Eye Color Purple


Valdos is a tiefling researcher/investigator on events pertaining to the eldritch nature. He has recently become a warlock himself after following a rumor that led him to an eldritch contract with an unkown patron.

Physical Appearance

Valdos is 5'10" tall, 6' if you include his horns that curl above his head. Valdos has a smaller frame and is rather skinny and doesnt have a lot to him with his weight coming in at 167 lbs. He has an inquisitive set of purple eyes that are shielded by his black frame glasses that have been hastily repaired many times with adhesives (tape). He wears his longer length hair back in a pony tail to keep it out of his face while performing research and now performing battle. His hair is black with purple tips that all converge at the end of the pony tail. Similar to his hair, his horns are also mainly black with some purple accents. His horns go up and back after coming out of his forehead. You will find him wearing his standard set of leather adventuring gear under his lab coat. His lab coat is torn and dirty in some places while clean and fresh in others due to recently learning the mending cantrip after becoming a warlock. You will also see him carrying around a book everywhere he goes. The book has a dark red color face and back, and is bound by a black cord that wraps around the book multiple times ending in a simple clasp.

Personality

Valdos enjoys spending his time in libraries a little too much as he is always trying to find more/new information regarding eldritch powers that are entirely unnatural.

History

A brief history of your character's life.

Languages

Abyssal, Common, Deep Speech, Infernal, (has Comprehend Language as a spell)

Powers and Abilities

Valdos has a pretty simple combat session.

Step 1: Move outside of melee range. Step 2: Hex a target. Step 3: Eldritch Blast said target. Step 4: Repeat Steps 1 and 3 until target is taken care of. Step 5: Select new target and repeat Steps 1-4.

Disclaimer for fellow adventurers: Valdos's actions may vary depending on circumstance. Valdos is not guarnteed to hit targets and may require assistance.

Attacks and Weapons 

Preferred method of self defense includes but is not limited to eldritch blasting a hexed target while outside of melee range.

Hopes and Goals

Valdos is hoping that his time helping the Tempest Brothers group will allow him to eventually open avenues for him to become a legitimate researcher in all things eldritch as he has always been interested in the powers and beings that are not natural for Quelmar.

Adventures

Markster Farmstead Investigation:

Valdos was selected with five others to go and investigate the Markster Farmstead as they have reported some strange happenings in the area. Valdos along with Nokori, Coryn, Ghargux, Hummer, and Finny went and traveled to the Farmstead with the two gentlemen that run the farm. The two farmers told us that there have been cases of finding dead animals in the forrest and that some of their animals have gone missing. They also reported that their barn was broken into and some goats were eaten.

We arrive at the farmstead and meet the two families. In particular, we meet a little girl who has a very active imagination according to the parents. The little girl keeps mentioning this "imaginary friend" that she calls "Hopper". In the evening, Hummer talks to the little girl and discovers that she posseses a shield guardian. The shield guardian was in the shape of a dog and would stay in the forrest unless told otherwise. Hopper also apparently delivered himself to the little girl.

Hummer and I took first watch, I was posted up on top of the barn, I heard some howls from the forrest, but nothing else of note happened. During second watch, Coryn and Ghargux saw some floating blue orbs in the forrest. They thought it could have been the guardian. Nokori and Finny took the last watch. They found some weird indentations in the ground out in the farm field. They also noticed three figures moving through the farm field, Finny shot one of them with an eldritch blast, they then ran away into the forrest.

The following morning, our group then went and followed the tracks into the forrest to try and track down the three things that were going through the field. After a while, we came across a stone building with a locked door that had no visible way of opening it. We found that it had an arcane lock on it, requiring us to use the "knock" spell to open it, none of us had the spell, so we physically knocked on the door.

We were eventually greeted by a voice asking why we were there, we explained, and the person opened the door. The man turned out to be an artificer of sorts who enjoys living alone and just wants to help the local farmers. He has been making these automs (scarecrows and harvest reapers) and has been sending them over to the farmers property in secret to help them out. This could likely explain the dead creatures in the forrest. It also explains the weird tracks and indents in the ground that our group followed to his house. We also found out that he could be allergic to magic as when Finny casted presidigitation to clean the guy up, he accidentally released a blinding light in all directions. He is either alergic, or gets spooked very easily and is part wild magic sorcerer.

We talk to the artificer and explain what is going on and then convince him to begin communications with the family to explain that the automs will not harm them, but help them with security and farming and will follow their commands. He also offers the family shelter if anything goes wrong. With that, we left his place and went back to the farm with the scarecrows and harvest reapers in tow. We deliver them to the farmers and explain the situation to them before leaving back for the waystation.

Lost in Transit:

Valdos was recruited with five others to go and investigate some missing cargo that was being delivered from the town of Ymbtrymman. Valdos, Esperanza, Karma, Lysvan, Twilsby, and Slog The Bonk all set out together and took a teleportation circle to arrive at Ymbtrymman. There we talked to the town leader who explained the situation and that they stopped receiving sendings from the caravan group the other day and that they are worried about the town leaders son who was leading the caravan. We then met Gumptor Flynn who was going to guide us on the path that the caravan took.

Gumptor Flynn then lead us on an extended forced march through the jungle until we happened across a broken caravan wagon. We found some trails left by what we could only assume were some large jungle cats. We followed the tracks until we got ambushed by 10 jaguars. Karma tried speaking with the jaguars and was hit with a hivemind answer of "food...". Combat then ensued, however, these jaguars were not normal as when some of them died, they dissipated and their essence was fed into the remaining jaguars making them stronger. The fight ended after our group killed the remaining two jaguars in rapid succession. Immediately after killing the last of the jaguars, Valdos went over to where they died and casted Detect Magic to try and figure out what was going on. Valdos could not accurately pick up what the magic was, but it had traces of transmutation magic.

After that, we continued following the tracks after a short rest. We eventually came across a tunnel going into the bottom of a cliff face. Twilsby's grandfather spirit scouted the tunnels for us and relayed the layout. (tunnel went forward and split into a left and right tunnel. Right tunnel lead to a storage room of sorts with what appeared to be the caravan supplies and then a metal door at the back of the room. In that room, there were a bunch of prison cells. Down the left tunnel, was what appeared to be a lab of some kind with a couple tables surrounding a teleportation circle in the middle of the room, at the far end of the room, there was a curtain that was blocking a small tunnel that lead to a door. Behind the door, there was the residents abode.

Slog and Karma went ahead and scouted the room more thouroughly than Twilsbys grandfather. The rest of the group then followed. After entering the room, Valdos went and casted detect magic again to see if he found any of the same magic that was found earlier. Instead of that happening though, a Mindflayer was discovered to be hiding at the ceiling invisibly. After being discovered, the Mindflayer blasted all of us with a stunning psychic/psionic blast. It then floated down and grabed a metal clock in the shape of a heart and then vanished. We were unsure of how it got away, but we swiftly destroyed the teleportation circle so that it couldnt teleport back in and surprise us agian. We then went and looted the place. Valdos grabbed hold of a magic compass of some kind (tbd). After clearing the lab and the living space, we went to the storage area and then into the cell chamber. In the last cell, we found the son of the town leader and one other. We freed them and then left the tunnel system and began the march back to Ymbtrymman.

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