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Delilah Avery

Delilah Avery

Would like to go out back of the Material Plane and have a "word" with Fate. After charming the secrets out (and pants off) of a very powerful individual, being thrown under the proverbial bus by her own parents, and going on the run, Delilah Avery is convinced the answer to all her problems would be to find a way into the Feywild and kick the girl whose life she got handed out of what is rightfully her chair. So into the woods to grandmother's toadstool ring we go......

Physical Description

General Physical Condition

Curves in all the right places

Facial Features

Slightly....off. Hard to keep track of. Bright red smile. Pointy chin.

Identifying Characteristics

One pointed ear.

Mental characteristics

Personal history

When Delilah was three years old she made a game of switching the colour of her eyes, leading her parents to conclude, unmistakably, that she was not their daughter.   The changeling known as Delilah Avery was left as a replacement when the actual daughter of Laverna and Eldred, owners and operators of an exclusive house of pleasure, was taken to the Feywild for an unknown purpose. Rather than walking Delilah to the nearest hollow tree and demanding her child back, Laverna Avery saw potential greatness in her "daughter's" gift for altering her appearance, and so began teaching her all she knew about singing sweetly, dragging your neckline down just so, and sizing up a man or woman to determine the size of their purse, their heart's desire, and any buried secrets that might be put to good use. When Delilah was old enough, her mother would often point out some patron sitting alone at a table in the spacious parlor, show her a small portrait or sketch, and send her over with a few instructions whispered in her ear. It was Delilah's favourite game to play: Make yourself look enough like someone's daughter, or baby sister, or childhood sweetheart, that they soften up and start telling you things, things they really shouldn't. Then take those back to Mama...   Laverna always said that Delilah doing her "party trick" brought more coin to The Rambling Rose than two of her more ordinary employees plying their trade taken together. That is, until Delilah's talents landed her in hot water with the local patrician. When a leaked scandal was traced back to their doorstep, Delilah was shocked to realize that her adoptive parents had a hard limit to their affection for her.   Taking to the wilderness, earning some money by performing in roadside inns and village squares, Delilah resolved to focus her energy on one thing: Finding a path back to where she came from. So far portals to the Feywild have proven elusive, but a new continent with a mysterious red meteor pointing straight at it? That seems like a good place to look next.

Social

Family Ties

  • Her "mother" Laverna Avery, proprietress of The Rambling Rose
  • Her "father" Eldred Avery, accountant at The Rambling Rose
  • The true Delilah Avery (lost)
  • Her true parents (Fey)

A ranger touched by the Fey.

View Character Profile
Age
looks about 25...no, 30. wait, 21. something like that anyway.
Birthplace
The Rambling Rose (an exclusive pleasure house)
Children
Current Residence
Under that tree over there
Gender
Female (most of the time)
Height
5'8''
Known Languages
Common, Elvish, Sylvan

Session 1: Runak's Point
16th April

The Vacation Viscounts (Horatio the Goliath Paladin, Delilah the Changeling Ranger, Wrenn the Gnome Fighter, Narmer the Dragonborn Monk, and Tiernan the Firbolg Cleric, Charlotte DMing) set out from the Vanguard Outpost on April 16th to explore the peninsula to the southwest.   With vacation-worthy weather and a view of the ocean, our party is making good time, until we spot a stall by the side of the track, about a days’ travel out of town. The stall is selling “Hooman Lemonad” for 500 gp a glass. Its proprietor, “Gor’Don”, is clearly a goblin impersonating a human (semi-competently), but doesn’t seem threatening. Tiernan the Cleric purchases a glass of “lemonade” at a steep discount (only 1 gp!) and drinks it, causing pink bubbles to stream from his mouth. At swordpoint Gor’Don admits to using the lemonade ruse (strong word) to test his potions of dubious quality, brewed at his house nearby. Apparently he wants to set up a business at the Outpost. Since Tiernan is suffering no ill effects and enthusiastically thumbs-upping, we let the goblin go, who immediately books it into the grasslands. Get excited for Gor’Don’s Poshed-shions, coming soon to a Hooman town near YOU!   On the second day of travel south, a large fallen tree blocks our path. Narmer and Delilah decipher the words carved into it in archaic Draconic and Sylvan: ‘You are entering the territory of The Collector. Bring gifts or prepare to grovel accordingly.’ Although the tree fell long ago, the writing is only a few years old. There seems to be sentient life on this continent after all. Later that day, we make camp on the beach. Horatio has a lovely time fishing. Before dawn Delilah the Ranger hears something shifting in the dunes, but fails to apprehend the small hooded figure carrying a shovel before it flees towards the southwest.   We continue following the coast south, the landscape turning to grassy dunes. Suddenly we spot what looks like a barrel lying by the side of the track, made of glass and locked with a padlock. Inside is a fox, who tells Tiernan that he was trapped by an orc, accompanied by creatures with long ears and dogs, but that his barrel rolled off the cart they were using. After many failed attempt at punching/picking/stabbing the padlock, Tiernan frees the fox, which promptly runs away. There are indeed wagon tracks heading southeast to the coast: we follow them to a sandy ridge. Behind it we hear digging noises, and voices speaking Sylvan. Delilah’s curiosity is piqued, so she tries to peer over the top of the ridge; she spectacularly fails the stealth check, as well as the persuasion check to try and convince one of the dogs not to rat us out. It starts barking. Bloody combat against the grimlock excavation party led by an orc ensues. A horse dies. Dogs are punched in the face. None of us feel great about this. Delilah casts Hunter’s Mark on the orc before he flees, and we search the cart. The orc and co. were gathering animals to take back down the peninsula. The hole they were digging up appears to be a grave. We rebury the mummified elf it contained and Tiernan speaks a blessing (we do take some grave gold with us). As a sort of penance for all the animal cruelty we also free the creatures on the cart, except for one: A fairy in a jar (Aladriel), whom Delilah pockets. Tracking the orc goes swimmingly, and we make camp on the beach. Horatio the Paladin catches more fish and cooks everyone a lovely dinner. That night, a bright red meteor streaks across the sky and strikes the mountains far to the north, which Tiernan pronounces to be a blessing from the Dawn god.   The following day we continue tracking the orc, who is heading south veering slightly inland. We slowly stop seeing or hearing any animal larger than a cricket. On our fifth day of traveling we arrive at the point of the peninsula where a ruined tower with a huge brazier at its top stands. Horatio the Paladin senses objects of fiendish origin inside. The old lighthouse has a single entrance, but there are seemingly no other security measures. Since vegetation and cover are sparse we decide against sneaking up to the building and simply walk up to the door, which is marked ‘The Collector’. While the rest of the party hide, Tiernan knocks and poses as a postal worker delivering a gift from the new settlement. The door is answered by a large fey creature covered in white fur, the Collector. They notice the rest of the party immediately and seem intrigued by Delilah speaking Sylvan. Tiernan has them sign for their gift (the jarred fairy) and they invite us in. To our surprise, they have a lovely home on the ground floor of the lighthouse. We even meet a familiar face: The orc we tracked, relaxing in a bathtub in the Collector’s living room. The Collector offers us tea, which we decline. Then they invite us to look at something in the basement. Of course we all go. Surely nothing bad will happen down there. The Collector takes us to a long room containing a large trapdoor, several cages, and workbenches covered in bones and scientific equipment. The really interesting bit, however, is the 9 foot tall giant wired up and chained on a podium at the back of the room. This is Runak, a fey giant who can control lightning, a power which the Collector is hoping to harness. Runak recognizes Delilah as a fellow fey being, but before he can say more, the Collector reveals their knowledge of our horse-murder (:c) and compels the giant to attack us. Runak immediately grabs Wrenn and Horatio and lifts them into the air. Narmer tries to break the Collector’s control over the giant by attacking the cable that is shocking Runak into a frenzy. Horatio commands the giant to drop him and Wrenn, and the Collector hides in one of the cages, still holding the cable. By now, Runak has moved squarely onto the trapdoor in the centre of the floor. Under his weight and a well-placed hit from Horatio, the door gives way. Runak and the Collector, connected by the cable, plummet into the depths beyond. The hole the trapdoor was covering is approximately 6 by 6 feet. Its walls are covered in strange flora. It gives off a distinct fey vibe. We search the rest of the tower without issue, the orc having made a quick exit (naked?) in the meantime. We return to the Outpost 5 days later. We will refer to the old lighthouse as The Collector’s Folly, and to the tip of the peninsula on which it stands as Runak’s Point.

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