City of Splendors & Horrors
A scion of the Waterdhavian house Thann attempting to conceal a dark secret.
Adelina, level 7
Build: Chaos Sorcerer
Spell Source Option: Wild Magic
Human Power Selection Option: Heroic Effort
Waterdeep (Waterdeep Benefit)
Theme: Devil’s Pawn
FINAL ABILITY SCORES
STR 10, CON 12, DEX 18, INT 16, WIS 13, CHA 21
STARTING ABILITY SCORES
STR 10, CON 12, DEX 17, INT 16, WIS 13, CHA 18
AC: 19 Fort: 18 Ref: 21 Will: 24
HP: 54 Surges: 7 Surge Value: 13
Arcana +13, Bluff +13, Diplomacy +15, History +13, Insight +9
Acrobatics +7, Athletics +3, Dungeoneering +4, Endurance +4, Heal +4, Intimidate +8, Nature +4, Perception +4, Religion +6, Stealth +7, Streetwise +8, Thievery +7
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Devil’s Pawn Attack: Hellfire and Brimstone
Human Racial Power: Heroic Effort
Sorcerer Attack 1: Chaos Bolt
Sorcerer Attack 1: Blazing Starfall
Sorcerer Attack 1: Familiar Fires
Sorcerer Attack 1: Dazzling Ray
Sorcerer Utility 2: Focused Chaos
Sorcerer Attack 3: Flame Entanglement
Sorcerer Attack 5: Acidic Implantation
Sorcerer Utility 6: Sudden Scales
Sorcerer Attack 7: Thunder Wyrm’s Jaws
Level 1: Staff Expertise
Level 1: Improved Defenses
Level 1: Arcane Familiar
Level 2: Distant Advantage
Level 4: Ritual Caster
Level 6: Superior Implement Training (Accurate staff)
Summoned Cloth Armor (Basic Clothing) +2
Defensive Accurate staff +2
Cape of the Mountebank +1
Ritual Book: Comprehend Language, Silence, Fastidiousness, Explorer’s Fire, Alarm, Delver’s Fire, Continual Light, Explosive Runes, Pyrotechnics, Battlefield Elocution, Dark Light, Enchant Magic Item, Knock, Transfer Enchantment, Object Reading, Wizard’s Escape, Sending, Phantom Steed, Disenchant Magic Item, Familiar Mount
Adelina is petite, standing barely 5’ in height, with a well-proportioned feminine build. She has bright green eyes, fair skin, and wavy auburn hair that falls past her shoulders. She prefers to dress in bright colors and lush fabrics, and tends wear her wealth in the form of gold jewelry and precious stones.
The downward slide in prominence of many noble Waterdhavian Houses has been just one of the many consequences of the Spellplague. Though once powerful and influential, House Thann and House Wands had both slowly diminished in status since the initial outbreak in 1385, the Year of Blue Fire. Determined to reverse this decrease in standing, Rhammas Thann III and Marcina Wands saw a union between their houses as an ideal beginning to restore their previous prominence.
The result of the union? Adelina Cassandra Thann – her parents’ best hope for the future of their bloodlines.
From an early age Adelina showed her proclivity towards arcane magic, perhaps a result of both sides of her lineage breeding true. She was tutored briefly by her cousins in House Wands before they abruptly canceled the lessons, stating that Adelina was “too stubborn” to be taught. She lasted even less time at the fabled Blackstaff Tower, where she was dismissed within a week for being “too unsuited to a life of quiet study and scholarship.” Though the apple of Rhammas’ eye, her father was livid upon learning that Adelina was discharged from the very school of magic created by her many times great-grandfather, Khelben Arunsun.
Upon reaching her majority at the age of sixteen, Adelina was granted several vineyards in the South to control and maintain. Meant as a way for her to prove herself worthy of managing the family business, she considers the job tedious and prefers to delegate the work to others. Paying only enough attention to be able to take a controlling hand when things go badly, she has charmed her bailiff and steward into performing all the menial, though necessary, day-to-day management duties. Adelina is only known to visit her holdings when her quarterly percentage of profits is due, which she promptly fritters away in the typical spendthrift ways associated with young nobles. This attitude towards work and money had gotten Adelina through most of her teenage years and into her early twenties, right up until she met Renaer.
When not slumming it at the taverns and festhalls in the Dock Ward with other bored young nobles, Adelina can often be found at Tymora’s Fancy, a gambling establishment in the North Ward. It was there that she first laid eyes on Renaer Neverember, the son of the Open Lord of Waterdeep. Though Renaer has only spoken to her once or twice, Adelina harbors a secret crush on him and is jealous of his relationship with Laraelra Harsard. In an effort to draw his attention towards her and away from Laraelra, Adelina accepted an invitation to join the “Disciples of Darkness,” a group of indolent noble scions who claim to supplicate devils for their own petty ends. In reality, the false cult laughed their way through pseudo-religious rituals around smoky braziers before degenerating into bouts of excessive drinking and partying, customarily held on the first of each month.
On the first of Flamerule, Adelina was held late supervising a meeting of vintners at one of House Thann’s warehouses in the Trades Ward. When she arrived at the meeting of the Disciples of Darkness, it was to discover a ritual chamber covered in blood and gore. Her fellow cultists had been brutally dismembered and the pieces appeared ravaged by claws and fangs. As Adelina surveyed the room in shock, the central brazier blazed up, radiating a malevolent crimson hue. Drawn towards the light like a moth to a flame, she approached the brazier only to have a searing pain drive into her chest like a lance.
When Adelina woke the next day, it was in her own bed in House Thann’s villa. She was about to dismiss the horrible memory as a nightmare until she felt an echo of the searing pain from the prior evening emanating from her chest. Ripping open her bedrobe, Adelina could only stare in shock at the crimson mark of Asmodeus branded into her flesh. Raising her eyes slowly to the mirror across the room, she was further shocked to discover a book imp grinning maliciously at her from atop the furnishing. Confused and scared out of her mind, she threw on the nearest clothes to hand and rushed out of the house, only stopping when she made it to one of the seedy establishments in the Dock Ward. Tossing a handful of gold at the proprietor, she ran up the stairs to the first vacant room and locked the door behind her, only to hear a voice squeak out in a language she didn’t know but she could understand, “We can do this alllll day!”
Adelina spun around, her hands covering her mouth in surprise. The imp had followed her! And it was speaking! As the enormity of what had happened the previous night slowly sunk in, Adelina knew her life would never be the same.
Adelina has been acting oddly after attending a meeting of vintners at one of House Thann’s warehouses in the Trades Ward on the first day of Flamerule. She seems continually distracted by something, and those around her may occasionally catch a whiff of smoke. Those watching her for an extended period of time may notice her gesticulating frantically at the air around her, or speaking to herself in an odd language.
She was quick to answer the call put out by Dagult Neverember and was all too glad to get out of the city. The closer the adventuring party gets to returning to Waterdeep, the more fidgety she becomes.