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About This Game

Welcome to "Sunset Over the Citadel," a 5th Edition Dungeons & Dragons campaign set in Eberron's Mournland, based on the Classic module the "Sunless Citadel" and enhanced with a broader scope and an overarching plot.

Game System

D&D 5e

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05/31/2024

Detailed Description

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Game Overview

System: 5th Edition D&D
Themes: Western, Noire, Sword & Sorcery, Horror, Comedy
Starting Level: 2nd Level
Player Count: 4 - 5

 



Welcome to "Sunset Over the Citadel", a 5th Edition Dungeons & Dragon's campaign set in a modified version of Eberron's Mournland. This campaign is based on the classic "Sunless Citadel" module and has been modified and expanded with many potential side quests and avenues for exploration beyond the original scope. Due to the new setting, expect heavy influences from spaghetti westerns, pulp noir, and a general turn-of-the-century aesthetic that aim to make for a unique twist on an old favorite.

In this game, you can expect:

  • Genre Blend: Experience a thrilling fusion of spaghetti western, pulp noir, horror, and humor, all within the grim and (mostly) desolate landscape of the Mournland.
  • Remixed Citadel: Delve into a classic adventure module reimagined with Eberron twists, where the horrors of the Mourning intertwine with forgotten secrets and lost technology.
  • Danger & Intrigue: Encounter mutated creatures, remnants of warforged, desperate survivors, plainsfolk, tribal lizardken, cults, and more!
  • Expanded Hubtown: Engage in bounty hunting, uncover hidden treasures, and embark In side quests that delve into the local color, lore, and mysteries in this peculiar pocket of the Mournland.
  • Grim IC, (Sometimes) Silly OOC: I can't help but add amusing elements, odd creatures, and sometimes downright ridiculous encounters for the sake of a gag, my personal amusement, or to escalate/deescalate tense moments. Expect a bit of light humor throughout! I encourage you to play it straight but chuckle behind the character sheet! Or give a giggle both ways, whatever!


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Setting Vignette

The 'Gigantic', a leviathan of polished brass and shimmering glass, cut a graceful path through the bruised twilight of the sky. Within its opulent belly, laughter and the clinking of crystal echoed, a symphony of extravagance played out against the morose backdrop of the Mournland. From their celestial perch, the passengers adorned in silks and finery observed the desolate landscape below with detached curiosity...

Beneath them, the Sunless Citadel — a legendary landmark; a monument to times long gone — rose from the ashen plains like a skeletal finger cursing the heavens. Its shattered towers, gnawed by the relentless teeth of time and touched by the Mournings decay, whispered tales of forgotten grandeur and mysteries still-buried. Wind whistled through its hidden halls carrying with it the scent of dust, grime, and despair.

Further Eastward, nestled within a surprisingly verdant grove of trees, lay Oakhurst, a tenacious weed amongst the empty plains, a tenacious ember of civilization flickering against the relentless whip of the dusty wind. From the airship's lofty perspective, the town resembled a child's forgotten plaything, its inhabitants mere ants scurrying amidst the ruins of a broken world.

Beyond the town, Westward, the land buckled and contorted, forming what was colloquially known as the Red Scale Canyons. Their rust and red clay walls deeply scarred by the Mourning's touch, and by battles fought centuries ago — remnants of which still remain hidden in their crevices, beneath their rivers, and within the depths of their labyrinthine caves.

Directly below, a lone ribbon of winding, electric steel, the Lightning Rail, winding through a series of bombed-out craters in the planes, splitting the difference between the Canyons and Oakhurst, leading one-way towards Sharn, the City of Towers.

 



Where are we in the Mournlands?:

  • A small, mostly stabilized region just beyond the mists near Lake Cyre. Oakhurst, the game's hub town, is one of the only pockets of true-blue civilization currently around. Founded only a decade ago, as a product of industrial and magical ingenuity, in an effort to stake claim on the haunted realm, Oakhurst has its share of quirks and problems but is, for the most part, a bustling center for adventurers and entrepreneurs alike to launch their endeavors. A busy frontier town with (unusual) frontier problems, basically.

What about all the spooky stuff?:

  • Fret not, it's still there. Beyond Oakhurst, the land is just as uncivilized, unpredictable, and unwelcoming! Things go bump in the night; temporal, magic, and monstrous anomalies are abound; and, looming over it all is an ancient Citadel seething with darkness.

Warforged? Shifters? Changelings!:

  • Absolutely. Listen for the heavy foot-falls, looks for animalistic traits, and memorize your party member's faces! Not all are friends, not all are foes, but it's better safe than sorry...

Cowboys, Zombies, Robots, and Magic! Also, why is it always dark and raining?:

  • While it won't always be dark and raining, do expect this game to use the desired themes and genres very liberally. We're going for pulp style and flair!

 


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Applications

Deadline: May 31st, 12:00PM (CST)

Character Creation Guidelines:

  • We're starting at 2nd Level
  • Stats are the typical 4d6 drop the lowest. You may roll twice. If you dislike both arrays, use Standard.
  • HP can be rolled for or averaged out.
  • All races EXCEPT Human Variant (or Custom) get a free Feat. You may choose any starting Feat EXCEPT Lucky.
  • Take Starting Equipment.

Available Resources:

  • All official, 1st-party material is acceptable. Some official 3rd-party may be acceptable (ie, that on D&D Beyond, backed by WoTC, etc.)
  • No homebrew.

Process:

  • Create a thread with in the Applications section of the game forum with the following format: CHARACTER NAME, RACE, CLASS
  • Roll your stats in the same thread.
  • Use the provided template to fill out your application.


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Final Notes

Content Warning (PG-13): Violence, Blood & Gore, Fantasy Racism (No real-world parallels), Slavery, Body Horror, Kidnapping, etc.

Player Buy-In: Eberron, the Mournlands, and especially these themes require a good bit of player buy-in to really sell and make work. Be able to work with the established setting not against it, and try to lean in to all those heavy themes we're looking to establish. Moreover, don't be afraid or resistant to the unusual or unexpected!

Expectations:

  • A bare-minimum post rate of twice a week. Personally, I will be aiming for that and then some!
  • Long-term commitment. This WAS a short little module jaunt. Now it's something much bigger and more grand in scale.
  • Players who can add to the story in meaningful ways, either through conceptualization, interaction, and/or a general interest in the setting and game
  • Be able to adapt to a posting format and stick to it, please. If we establish bold text is dialogue, please don't use italics — it just gets confusing and bogs down an already slow format with unnecessary questions.

House Rules:

  • Stealth Outside of Combat: Players make (Dexterity) Stealth rolls only when someone is in a position to see or hear them.
  • Multiclassing: To avoid powergaming, anytime you seek to multiclass it must be granted approval by me. There needs to be a backstory-specific reason for your multiclassing, too. No Paladin multiclassing unless that is already your main class. That means a Paladin may not take more than 3 levels in another class.

 

  1. What's new in this game
  2. Being last to join, 1 application out of 34, and Rakash is a comic relief character with a long history of not getting picked ... it's not like I had high hopes =)
  3. That and the GM who made the ad forgetting to update the overview
  4. Rekunaar Half-Orc Faction Agent Ranger AC: 15 ( Leather, +4 Dex) | HP: 20/20 | Speed: 30 ft. Senses: passive Perception 17, Insight 15, Investigation 14 Str: 15 (+2) | Dex: 19 (+4) | Con: 15 (+2) | Int: 14 (+2) | Wis: 17 (+3) | Cha: 9 (-1) Languages: You can speak, read, and write Common, Deep Speech, Elvish, Infernal, Orc Spell Slots: 2/2 “My words,” Rekunaar said. | ‘My thoughts’ Rekunaar thought. | My actions . . . Rekunaar dozes in his cushioned chair, swaying to the rhythm of the train's movement. His empty teacup rattles on it's saucer quietly but is overshadowed by the sound of the train and the droning of the conversations still taking place around him. His light sleep is interrupted by the sound of someone running up the aisle. Rekunaar rouses and takes a look around but closes them again when he's satisfied that it presents no danger to him. He listens to those talking around him, his eyes closed. He's about to doze off again when the pampered woman who had cried earlier speaks of 'Scholars' and 'Treasures'. This peaks his interest and one of his eyes opens to track the woman and listen. OOC
  5. Well - it's half that, half the other. I didn't notice there was something called announcements until you mentioned it, and even if I had, I propably wouldn't have read it, because .... I know it's just me, right, but I kinda expect the deadline to posted in the overview - not something you have to scout around for. Right? How silly of me.
  6. Atslah 'Rogue' Zsusunel | Divine Soul Sorcerer 2 | Lawful Evil HP 12/12 | AC 12 | Speed 30 | Spell Attack +7| Spell Save DC 15 StrengthModifier: -1 Save: -1 Athletics: -1 8 | DexterityModifier: +2 Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2 14 | ConstitutionModifier: +1 Save: +3 12 | IntelligenceModifier: +3 Save: +3 Arcana: +3 History: +5 Investigation: +3 Nature: +3 Religion: +3 17 | WisdomModifier: +2 Save: +2 Animal Handling: +2 Insight: +4 Medicine: +2 Perception: +2 Survival: +2 15 | CharismaModifier: +5 Save: +7 Deception: +7 Intimidation: +5 Performance: +5 Persuasion: +7 20 Features | Feats | Actions | Equipment CantripsFire Bolt Mind Sliver Minor Illusion Poison Spray Prestidigitation | 1Absorb Elements Animal Friendship Command [Fey Touched] Shield Silvery Barbs Inflict Wounds | 2Misty Step | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Metamagic The relief she feels when she casts a distasteful look towards the wretched creature stealing across the floor of the train cabin at knee height is akin tonfinally taking a breath of fresh air after being submerged for too long. All of the negative emotions she has suppressed during this trip are poured into the look of disgust as she pulls herself away from thr Goblin. The fact she limits herself to simply expressing this through body language is a shocking display of willpower on her behalf. Atslah looks off to the side, focusing instead on the window and placing a hand over the small pouch containing her valuables. Letting the mask once more fall into place, she looks at the colorful Elf. "Real treausre is rarely gained easily. I too seek survivors, though playing hero is not my intention, the Gigantic, carried with it scholars who I would be very interested in speaking with" Digging through rubble for baubles and loose coins, scavenging for treasures. The shame it would bring upon her was unfathomable. Her eyes trail over to the members of house Cannith who had all seemed to.find themselves locked in conversation. "Our friends from house Cannith would know all about the real treasures in the Mournlands. I understand Cyre has great cultural meaning to their kind" OOC To whom it may concern ,
  7. Mark of Making Human House Agent Artificer IC: “My words,” Liam said. | ‘My thoughts,’ Liam thought. | My actions . . . Liam also blinked as he saw a silver tray just run through, not having seen clearly what was carrying it. Still, he watched Lucille take some poses, as if she was showing off her clothes, when the focus seemed to be on her hands. "Of course not. In fact, you have quite the beautiful pair of hands. Soft and supple yet very dexterous and-" He stopped as he realized where his fellow Cannith's gaze went and actually blushed as he glanced at Adelaide. "Oh! It was you she was talking to! Sorry! But I don't see how her hands make you uncomfortable. After all, you have beautiful hands too. Graceful and nimble, yet strong and agile." The artificer's face turned redder as he realized he was digging himself deeper. This exchange had made him aware of a fact that he not paid much attention before, that he was conversing with the opposite gender. "I believe I will shut up now." Liam did as he said and completely downed his refilled drink in one go. It was a good thing he never asked for alcohol, due to this habit of his when he get nervous or makes a fool of himself. OOC To Whom It May Concern . . . N/A
  8. Appearance Age 21 | Height 5' 7" (1.70m) | Weight 107 lbs. (48kg) | Hair Red | Eyes Deep Blue | Complexion Pale | Special Marks Least Mark of Making on left shoulder, extensive rose - and thorn vine tattoo on right shoulder, hairstyle that is only achievable by means of magic, excessive make-up Description Lucille is a young artist, who is her own subject and creation, Lucille is meticulously styled, pushing the boundaries of societal norm. Her blazing red hair is magically shaped to resemble a flowing river, dramatic pale make-up with cherry red lipstick and dark blue eyes are contrasted symbols darkened symbols of the of the Silver Flame in variations and colorations that remind of Blood of Vol symbolism. That also includes her spellcasting focus, an onyx rosary. Lucille is no longer a follower of the Silver Flame, but she will forever honour her parents, who were true believers. Aside from the Least Mark of Making on her left shoulder, she promotes extensive magical tattoos on her right shoulder, ankles and, in intimate situations, lower belly. A simple black vinyl dress complements her. Given her aggressive self-display and her reserved attitude, she can seem arrogant, which couldn't be further from the truth. She cares deeply about others, particularly warforged. Her self-display is as much expression of her critical views of the privileged class (including herself) as it is the forward defense of a very vulnerable person. Statblock Sheet | Alignment Chaotic good | Type medium humanoid (human) | Classes Wizard (Transmutation) 2 | Background House Agent Init +3 | AC 13 (none) | Passive Insight 9; Investigation 15; Perception 9 | Saves Str -1, Dex +3, Con +2, Int +5, Wis +1, Cha +1 Languages Common, Draconic HD d6 ☐☐ | HP 14/14 | Spellsmith ☐ | Arcane Recovers ☐ | Spell Slots I: ☐☐☐ Underscored: Replenish on long rest | Italic : Replenish on short or long rest. | Numbers count available resources, not used resources. | "☐" indicates an available resource, "☒" used resource. Status - | Effects - | Concentrating on Owl's Wisdom | Hands Main Arcane Focus (Rosary), Off - Durations in rds. denote the remaining rounds after the current one. Lucille smirked: "You're right. I happen to be very generous with the money of the house when I think I can plausible claim it." She shrugged. "As for my own money, that'd be tricky. I am a tattoo artist; I could pay you in pretty tattoos if that's your thing; doesn't hurt as much when I do it with magic. Even though I am wealthy due to Cannith's support, I am not personally rich." Lucille listened to Adelaide and grimaced at the realisation that she had mistaken the charming woman for a full-blooded elf, when in fact she was a half-elf. At the notion of hands, Lucille blinked a couple of times looked down at her hands, and then looked up as she slowly began to realise what Adelaide meant. "Oh, that. Well, I was only 11 years old when I left Cyre for a Boarding School of the Silver Flame. High in the Mountains, in Thrane. At the Day of Mourning, I was still there, cut off from the world. So... let's just say I never fully adopted the customs of grown-ups in Cyre, and I am extremely critical with regards to established norms anyway. I prefer to create my own." She posed, raising one arm above her head, a turned around in three steps, like a fashion model. "I hope my bare hands do not make you feel uncomfortable?" Folks were sometimes taken aback by Lucille's aggressive self-display. That the problems were her bare hands would be a first though. She blinked a couple of times as a goblin with a silver tray ran through; she wasn't entirely sure whether her mind started playing tricks on her or that really happened.
  9. You only read the overview, you didn't read the announcements.
  10. Really? I thought I read somewhere it was the 31st. No matter. Rakash never get's chosen anyways =D
  11. Picture. Included. Name. See above Character Concept. He's just a thief. No shanigans, no humbug. Lineage, Background, Planned-Subclass Class. Thief. Description. Rakash is small for a goblin, and dressed in 2nd hand gear. Basically, while he ran away from his burning home, he came across a human noble, and took - and adjusted - his gear. His dagger is the point of the nobleman's spear. His 'armor' is the nobleman's cloak. Your Character’s Plothook. You will be traveling to Oakhurst from Sharn for one or more of the following reasons: The Mournlands are a dangerous and unpredictable place. The Lightning Rail that travels to and fro within is specially equipped and boasts a significant security presence. Rakash stowed away, on the run from the Fuzz. He's been unable to find his way back to Sharn for awhile, riding random trains to and fro. If he would only read the departure sheets, but he finds those highly suspicious. Past is Prologue. See above. Include at least two of the following in your application: Loyalties. Rakash is desperately lonely, and want's friends almost more than anything. If anyone shows him loyalty, he'll follow them like a puppy. Is Might Right? No, but rights of property is highly negotiable. And by 'negotiable' I mean the negotiation is the time from I steal your stuff 'til I make my get-away. Rakash would never, ever, steal from a friend. Deity. Rakash believes in a largely nameless pantheon of Terrible Powers of the Dark Below. Music. Goblin music is highly chaotic. While some refrains are standards, it's highly improvised - basically, it's a jam session meets a dance-off meets a rap battle. Any Other Images. None yet.
  12. Or double-click the image. Brings up the same menu. As far as I can tell =)
  13. This close to the deadline, that's all you get for now. But the sheet is complete, and I know his background by heart. I've made this character a dozen time, but no one wants to play with him =(
  14. Rakash is a colorful individual. Being a goblin, he views goblins as good, and the traditional enemies of goblins as evil. Since the 'traditional enemies' of goblins are damn-near everyone, Rakash is afraid of everyone, all the time. But elves most of all. Rakash is a thief, and while he's an exceptionally skilled liar about most things, he's surprisingly honest about this. Quite possibly because he has no shame about it. He considered personal property to be defined by what you can keep - what you cannot keep never really belonged to you anyways. Rakash is the last survivor of his old tribe. Forced by hunger, his tribe assaulted a small dwarfhold - and miraculuously won. But the retreating dwarves fled to the nearby human king, and enlisted his aid. The resulting counterinvasion, a couple of years later, wiped out everyone except Rakash, who was just a child at the time. With nowhere else to go, the small goblin went to Sharn, to make his fortune there. Rakash dreams of eventually claiming a ruined tower as his person lair, and filling it with deadly traps, heaps of plunder, and dozens of little gnoblins (gnome/goblin halfbreeds). He imagines his own little guild, running rampart across the city and carrying off it's various richess, barely guarded and there for anyone to take. His dreams also include marrying a sweet gnome girl, to become 'respectable' - having a string of legitimate business. Gold smiths, perhaps.
  15. Rakash As polite conversation is made among the various passengers, there's suddenly a disturbance: The rapid pitter-patter of small feet running with great speed and urgency, followed by the heavier stomp of a much larger creature. This, accompanied by a panicked yell: ....... aaaaaaaa-AAAAAAAAAAAA-aaaaaaaaa ...... Increasing in volume, then dropping away again as a very small goblin pelts by, going full tilt while also - miraculously - carrying a tray of food over his head. Hot on his heels are two burly men in train conductor uniforms, yelling STOP - THIEF and other things to similar effect. Eventually, order and quiet is once again restored. Conversation returns - except, after a few minutes, another sound. A scrabbling, interspersed with grunts of Urgh, Hep, Yah ... and so on. Then, a gentle tapping on the window. Outside, clinging desperately to the outside of the train somehow, all the while chewing happily on bread and sausage. 'lease - the goblin mutters around a mouthful of food - 'et me in! He smiles, propably going for 'disarming' - but showing entirely too many tiny, sharp teeth for most races to be comfortable with. And also some bits of food.
  16. 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Adelaide Liniel Blueford Wood Elf Monk 2 HP: 17/17 HD: 2/2d8 AC: 16 Ki: 2/2 SR Monk Save DC: 13 Status: Normal and Healthy Statblock and Rolls Statblock Female Elf Monk 2 Lawful Good Noble STR: 10/0 DEX: 16/+3 CON: 14/+2 INT: 8/-1 WIS: 16/+3 CHA: 10/0 Proficiency Bonus: +2 Saves: Strength, Dexterity INIT: +3 Speed: 45 AC: 16 HD: 2d8 Passive Perception: 15 Languages: Common, Elf Proficiencies: Smithing Tools, Tailoring Tools, Viol Background Feature: Position of PrivilegeThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Abilities and Features Martial Arts (1d4)Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama) Unarmored DefenseWhile you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. KiStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Dedicated Weapon2nd-level monk optional feature You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria: The weapon must be a simple or martial weapon. You must be proficient with it. It must lack the heavy and special properties. Unarmored Movement (+15)Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk table. Extra Feat - Fighting Initiate - DuelingPrerequisite: Proficiency with a martial weapon Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of FootYour base walking speed increases to 35 feet. Mask of the WildYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Background Feature - WandererYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Combat Initiative:1d20+3z Longsword:1d20+5;1d8+5 Shortsword:1d20+5;1d6+5 Unarmed Strikes:1d20+5;1d4+3 Dart:1d20+5;1d4+3 Hit Dice:1d8+2 Saves STR Save:1d20+2 DEX Save:1d20+5 CON Save:1d20+2 INT Save:1d20-1 WIS Save:1d20+3 CHA Save:1d20z Skills Acrobatics (Dex):1d20+5 Animal Handling (Wis):1d20+3 Arcana (Int):1d20-1 Athletics (Str):1d20+2 Deception (Cha):1d20 History (Int):1d20-1 Insight (Wis):1d20+5 Intimidation (Cha):1d20 Investigation (Int):1d20-1 Medicine (Wis):1d20+3 Nature (Int):1d20-1z Perception (Wis):1d20+5 Performance (Cha):1d20 Persuasion (Cha):1d20 Religion (Int):1d20-1 Sleight of Hand (Dex):1d20+3 Stealth (Dex):1d20+5 Survival (Wis):1d20+3 Equipment Longsword Shortsword Explorer's Pack 10 darts A set of fine clothes A signet ring A scroll of pedigree "A pleasure Miss Lucille. Adelaide Liniel Blueford, at your service" says the young woman with a light but perfectly executed curtsy. She lets her eyes take in the lady before her... of course, she had noticed her on the way inside. The exuberant expression of her personal presentation made it clear the woman was intent on making impressions. Then again, considering her own colored cape bearing the emblem of her family and the amulet of her lost nation, later on Adelaide would not help herself but to think perhaps that is the nature of Cyran women, to some extent. As for her next words... Adelaide has to take a little breath as she feels echoes of her own pain in those words. Her eyes are drawn again to the window and the mists outside, as her melancholy washes over her again. That bittersweet feeling she can certainly empathize with. She's drawn like a magnet to her homeland, to the merry and dear memories that make the core of her being. Yet... to see the stark contrast with the desolation, to see the void where once so much beauty and life dwelt... to see the very wrongness of the mists, of intensely hostile magic and whatever else it may be poisoning the air and corrupting the very earth of once beautiful Cyre "This is a pain I know well..." Then, however, came the offers to help her find lodging. And quite extravagantly at that. A good change of mood, as she can't help but to smile "That's extremely generous of you to offer, Miss, Mister. Specially given that you don't know whenever I can be of any use to you yet" she says with some humor, putting a hand to her sheathed blade "There's more people who carry blades that don't know the first thing of how to wield them. Specially among young nobles, most of which only have a vague idea of which side you point at dangerous things. Nonetheless... we shall see. I don't intend to impose on your generosity but I may take you up on the offer depending on how things go" Then... came a question that hit a somewhat sensitive point for Adelaide. Yet, it was a type of query she was used to receiving. For as long as she bore her face and features and specially, for as long as she did not cut her ears... it is what people will think off when they see her. Not that they are wrong but... still, given their kindness she responds in kind "I can, but very rarely. My mother is an elf and it seems I take after her quite heavily. Most nights I 'trance'... or you may call it meditate. My father is human, though... I wish I took more after him, since he's the person I admire the most. I guess the biologists would call me Khoravar but I never identified with that term. They are after all, their own people and culture. Despite what I look like, I was born and raised in a human household and I intend to continue carrying the Blueford name and customs" says the young woman who literally is carrying their emblem on her back "Ah, but don't worry about your question... I have the body that I do after all. My mother did teach me what I needed of my elven lineage, so if you have any questions I don't mind answering them" That said, recognizing again that Lucille is Cyran she looks at her in a lightly new light... and despite the showiness of her appearance, it is her bare hands that now catch Adelaide's eye. She averts her eyes from them then with a very light sense of embarrassment and once again, admires the boldness of the Artificer. She's quite used by now of seeing bare hands, yet given the Cyran custom of hiding them away in gloves she feels that's an extra spice in the woman's presentation. At Liam's use of her nation's motto, she can't help but to smile... House Cannith certainly bears heavy roots to Cyre and its spirit. She lifts her glass at it "Well said"
  17. Mark of Making Human House Agent Artificer IC: “My words,” Liam said. | ‘My thoughts,’ Liam thought. | My actions . . . "Despite being from the same house, this rail ride is the first time Lucille and I first met. I think you saw me talking to her earlier on your way to the bar." Liam added as Lucille joined the two on where they were seated. "Lucille, this is Adelaide. I'll let her explain her reasoning for going to Oakhurst if she wants. Still, this means you made two connections for the same destination. In case you and I go our separate ways but you manage to meet up with Lucille, you'll be in good company. And viceversa. Although I wouldn't mind the rare chance that the three of us manage to partner up together in Oakhurst when we arrive. As I said earlier, there is no telling what the future holds for us when we arrive. ...What our dreams imagine, our hands create." The artificer raised his glass at the last sentence, directly and while not loudly, it wasn't quietly either, saying the national motto of Cyre. OOC To Whom It May Concern . . . N/A
  18. Appearance Age 21 | Height 5' 7" (1.70m) | Weight 107 lbs. (48kg) | Hair Red | Eyes Deep Blue | Complexion Pale | Special Marks Least Mark of Making on left shoulder, extensive rose - and thorn vine tattoo on right shoulder, hairstyle that is only achievable by means of magic, excessive make-up Description Lucille is a young artist, who is her own subject and creation, Lucille is meticulously styled, pushing the boundaries of societal norm. Her blazing red hair is magically shaped to resemble a flowing river, dramatic pale make-up with cherry red lipstick and dark blue eyes are contrasted symbols darkened symbols of the of the Silver Flame in variations and colorations that remind of Blood of Vol symbolism. That also includes her spellcasting focus, an onyx rosary. Lucille is no longer a follower of the Silver Flame, but she will forever honour her parents, who were true believers. Aside from the Least Mark of Making on her left shoulder, she promotes extensive magical tattoos on her right shoulder, ankles and, in intimate situations, lower belly. A simple black vinyl dress complements her. Given her aggressive self-display and her reserved attitude, she can seem arrogant, which couldn't be further from the truth. She cares deeply about others, particularly warforged. Her self-display is as much expression of her critical views of the privileged class (including herself) as it is the forward defense of a very vulnerable person. Statblock Sheet | Alignment Chaotic good | Type medium humanoid (human) | Classes Wizard (Transmutation) 2 | Background House Agent Init +3 | AC 13 (none) | Passive Insight 9; Investigation 15; Perception 9 | Saves Str -1, Dex +3, Con +2, Int +5, Wis +1, Cha +1 Languages Common, Draconic HD d6 ☐☐ | HP 14/14 | Spellsmith ☐ | Arcane Recovers ☐ | Spell Slots I: ☐☐☐ Underscored: Replenish on long rest | Italic : Replenish on short or long rest. | Numbers count available resources, not used resources. | "☐" indicates an available resource, "☒" used resource. Status - | Effects - | Concentrating on Owl's Wisdom | Hands Main Arcane Focus (Rosary), Off - Durations in rds. denote the remaining rounds after the current one. Lucille responded with an honest warm smile to Liam's wave and approached him and the young lady in his company. "Good day, miss." She greeted Adelaide. "Liam does have a way finding charming company. I would love to take that as a compliment to my own person as well, but I guess I am just the lucky one. I am Lucille." She indicated a playful curtsey and displayed a rather cheeky than lady-like smile, but she didn't say her last name, as she didn't like stating the obvious. "This place out there," she nodded to the windows and the sinister shapes forming up in the mist; Lucille was fully awake, or whether some of the nightmares from her sleep had lingered. "It frightens me as much as I long to return... to whatever is left. Should you have a problem finding a place, let Liam or me know. The two of us have little to worry about, House Cannith takes care of its own, however reclkess it may be in other regards. We can share a workshop and magical laboratory, and if we claim you were our assistant, they'll find you a place to sleep." Lucille preferred breaking the rules, she didn't have a high opinion of the upper class, even though she was aware that the lifestyle that allowed her to have such opinion depended on her being part of the upper class. It wasn't that she was disloyal to House Cannith, she merely preferred to do things her own way. She drew from her cigarette, regarded Adelaide curiously and exhaled sideways, to keep the smoke away from Liam and Adelaide. "Do you sleep?" She blushed a little and had to momentarily avert her gaze. "I am sorry, but I heard this about elves - as opposed to Khoravar - and I was never quite sure whether to believe it."
  19. 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Adelaide Liniel Blueford Wood Elf Monk 2 HP: 17/17 HD: 2/2d8 AC: 16 Ki: 2/2 SR Monk Save DC: 13 Status: Normal and Healthy Statblock and Rolls Statblock Female Elf Monk 2 Lawful Good Noble STR: 10/0 DEX: 16/+3 CON: 14/+2 INT: 8/-1 WIS: 16/+3 CHA: 10/0 Proficiency Bonus: +2 Saves: Strength, Dexterity INIT: +3 Speed: 45 AC: 16 HD: 2d8 Passive Perception: 15 Languages: Common, Elf Proficiencies: Smithing Tools, Tailoring Tools, Viol Background Feature: Position of PrivilegeThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Abilities and Features Martial Arts (1d4)Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama) Unarmored DefenseWhile you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. KiStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Dedicated Weapon2nd-level monk optional feature You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria: The weapon must be a simple or martial weapon. You must be proficient with it. It must lack the heavy and special properties. Unarmored Movement (+15)Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk table. Extra Feat - Fighting Initiate - DuelingPrerequisite: Proficiency with a martial weapon Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of FootYour base walking speed increases to 35 feet. Mask of the WildYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Background Feature - WandererYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Combat Initiative:1d20+3z Longsword:1d20+5;1d8+5 Shortsword:1d20+5;1d6+5 Unarmed Strikes:1d20+5;1d4+3 Dart:1d20+5;1d4+3 Hit Dice:1d8+2 Saves STR Save:1d20+2 DEX Save:1d20+5 CON Save:1d20+2 INT Save:1d20-1 WIS Save:1d20+3 CHA Save:1d20z Skills Acrobatics (Dex):1d20+5 Animal Handling (Wis):1d20+3 Arcana (Int):1d20-1 Athletics (Str):1d20+2 Deception (Cha):1d20 History (Int):1d20-1 Insight (Wis):1d20+5 Intimidation (Cha):1d20 Investigation (Int):1d20-1 Medicine (Wis):1d20+3 Nature (Int):1d20-1z Perception (Wis):1d20+5 Performance (Cha):1d20 Persuasion (Cha):1d20 Religion (Int):1d20-1 Sleight of Hand (Dex):1d20+3 Stealth (Dex):1d20+5 Survival (Wis):1d20+3 Equipment Longsword Shortsword Explorer's Pack 10 darts A set of fine clothes A signet ring A scroll of pedigree "Indeed, much will depend on conditions once we reach the site" Says the young woman. She is actually quite inclined to assist in the endeavor the young Cannith man proposes, yet she cannot commit to anything until she verifies the situation in Oakhurst. What is it like in this town that promises itself the entrance to the Mournlands... but in truth, is the entrance to Cyre itself? Then again, that it comes as a light surprise that the man says the first order of priority be to find lodging. So logical and normal and yet, her circumstances on the last few years have so demanded that she be light on her feet, that she only carry with her the barest necessities. Only whatever she could haul on her slim back would she be able to keep... and more than a few nights she has spent sitting holding her blade with her back against a wall. She lets out a little chuckle at herself, remembering the noble young lady she was but a handful of years ago, who took for granted her lodging in always comfortable and neat environments "Indeed, finding lodging is logically what one should first do when reaching a new place. Moreso I imagine for an Artificer. I can only imagine how many tools and materials you may need to find a place for"
  20. Mark of Making Human House Agent Artificer IC: “My words,” Liam said. | ‘My thoughts,’ Liam thought. | My actions . . . "Agreed. I'd start with getting lodgings first of all once arriving, as a suggestion." Liam said as he watched Lucille finally move away from where he had left her and come to the bar for a refill. From what he remembered earlier, she preferred lemonade for her drink and gave a slight wave to his fellow Cannith before she moved away and he switched his focus back to Adelaide. "Either way, I hope we both reach our goals in Oakhurst and the Mournlands. I would be glad if we were able to partner together, but there is no telling what the future holds for us when we arrive." The artificer added before finishing his drink. OOC To Whom It May Concern . . . N/A
  21. Appearance Age 21 | Height 5' 7" (1.70m) | Weight 107 lbs. (48kg) | Hair Red | Eyes Deep Blue | Complexion Pale | Special Marks Least Mark of Making on left shoulder, extensive rose - and thorn vine tattoo on right shoulder, hairstyle that is only achievable by means of magic, excessive make-up Description Lucille is a young artist, who is her own subject and creation, Lucille is meticulously styled, pushing the boundaries of societal norm. Her blazing red hair is magically shaped to resemble a flowing river, dramatic pale make-up with cherry red lipstick and dark blue eyes are contrasted symbols darkened symbols of the of the Silver Flame in variations and colorations that remind of Blood of Vol symbolism. That also includes her spellcasting focus, an onyx rosary. Lucille is no longer a follower of the Silver Flame, but she will forever honour her parents, who were true believers. Aside from the Least Mark of Making on her left shoulder, she promotes extensive magical tattoos on her right shoulder, ankles and, in intimate situations, lower belly. A simple black vinyl dress complements her. Given her aggressive self-display and her reserved attitude, she can seem arrogant, which couldn't be further from the truth. She cares deeply about others, particularly warforged. Her self-display is as much expression of her critical views of the privileged class (including herself) as it is the forward defense of a very vulnerable person. Statblock Sheet | Alignment Chaotic good | Type medium humanoid (human) | Classes Wizard (Transmutation) 2 | Background House Agent Init +3 | AC 13 (none) | Passive Insight 9; Investigation 15; Perception 9 | Saves Str -1, Dex +3, Con +2, Int +5, Wis +1, Cha +1 Languages Common, Draconic HD d6 ☐☐ | HP 14/14 | Spellsmith ☐ | Arcane Recovers ☐ | Spell Slots I: ☐☐☐ Underscored: Replenish on long rest | Italic : Replenish on short or long rest. | Numbers count available resources, not used resources. | "☐" indicates an available resource, "☒" used resource. Status - | Effects - | Concentrating on Owl's Wisdom | Hands Main Arcane Focus (Rosary), Off - Durations in rds. denote the remaining rounds after the current one. Lucille rocked softly with the motion of the car in her leather armchair until she suddenly winced. 'How did I get into this chair? What happened to Blondie and the charm spell?' She blinked and looked around in embarrassment, trying to make sense of the situation. On her lap was her open spellbook, displaying the page on a charm spell. She must have been reviewing her own ethical remarks in the margins. She slipped it back into her bag. At that she accidentally pushed the glass she was still holding in her left without realising it over the edge of the armrest. The wizardess grimaced rose to her feet trying to shake the sleep off, and ordered her unseen servant - it was still around from earlier, so she couldn't have been dozing that long - to pick up the pieces. All of them. In single neat bundle, the levitated into her cupped hands. She briefly examined shards. 'Absinth. That might explain it.' She carried the shards to the bar, mumbled a few words, and put the mended glass onto the polished bar. Her dragonmark flared up briefly. "Could you make lemonade? And not too much sugar, please. Sour and bitter would be most welcome right now. I'll cool it myself." When Bellbey put the drink in front of her she picked it up in the same motion as she refreshed her prestidigitation spell the glass was suddenly steamed up as she set her lips to the straw and looked around. Liam had chatted up the cutest lass ever, and Lucille wasn't going to interfere. She pulled out a bar stool to assume a pose with a bit of attitude while she scanned the area to communicate that she was interested in being chatted up. Where did that fluffy tiger guy go? Was the warforged lass with the porcelain face still around, or had she been part of Lucille's imagination? She lightened a cigarette and alternatively inhaled from the holder and sipped from her lemonade.
  22. 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Adelaide Liniel Blueford Wood Elf Monk 2 HP: 17/17 HD: 2/2d8 AC: 16 Ki: 2/2 SR Monk Save DC: 13 Status: Normal and Healthy Statblock and Rolls Statblock Female Elf Monk 2 Lawful Good Noble STR: 10/0 DEX: 16/+3 CON: 14/+2 INT: 8/-1 WIS: 16/+3 CHA: 10/0 Proficiency Bonus: +2 Saves: Strength, Dexterity INIT: +3 Speed: 45 AC: 16 HD: 2d8 Passive Perception: 15 Languages: Common, Elf Proficiencies: Smithing Tools, Tailoring Tools, Viol Background Feature: Position of PrivilegeThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Abilities and Features Martial Arts (1d4)Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama) Unarmored DefenseWhile you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. KiStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Dedicated Weapon2nd-level monk optional feature You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria: The weapon must be a simple or martial weapon. You must be proficient with it. It must lack the heavy and special properties. Unarmored Movement (+15)Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk table. Extra Feat - Fighting Initiate - DuelingPrerequisite: Proficiency with a martial weapon Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of FootYour base walking speed increases to 35 feet. Mask of the WildYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Background Feature - WandererYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Combat Initiative:1d20+3z Longsword:1d20+5;1d8+5 Shortsword:1d20+5;1d6+5 Unarmed Strikes:1d20+5;1d4+3 Dart:1d20+5;1d4+3 Hit Dice:1d8+2 Saves STR Save:1d20+2 DEX Save:1d20+5 CON Save:1d20+2 INT Save:1d20-1 WIS Save:1d20+3 CHA Save:1d20z Skills Acrobatics (Dex):1d20+5 Animal Handling (Wis):1d20+3 Arcana (Int):1d20-1 Athletics (Str):1d20+2 Deception (Cha):1d20 History (Int):1d20-1 Insight (Wis):1d20+5 Intimidation (Cha):1d20 Investigation (Int):1d20-1 Medicine (Wis):1d20+3 Nature (Int):1d20-1z Perception (Wis):1d20+5 Performance (Cha):1d20 Persuasion (Cha):1d20 Religion (Int):1d20-1 Sleight of Hand (Dex):1d20+3 Stealth (Dex):1d20+5 Survival (Wis):1d20+3 Equipment Longsword Shortsword Explorer's Pack 10 darts A set of fine clothes A signet ring A scroll of pedigree "Indeed, there is much I need to learn of that place. If one is going to go into the Mournlands, I can hardly imagine a better place to gather intelligence and supplies, as well as to make headway into them" says Adelaide, though she does not elaborate into what she needs to learn of Oakhurst.
  23. Mark of Making Human House Agent Artificer IC: “My words,” Liam said. | ‘My thoughts,’ Liam thought. | My actions . . . "Ah, so that's the name. That poem has always stuck to me since the day I learned to read." Liam replied. But when Adelaide asked him about what he knew of Oakhurst, he had to think for a moment. "From what I learned about Oakhurst, it's a frontier town, one of the few pockets of civilization near Lake Cyre. It's the place to gather for anyone wishing to enter the Mournlands for their own reasons. We've already shared with each other our reasons. And I imagine other people on this rail are going for similar reasons themselves. Still, it would make a good base and should have places for resupplying." OOC To Whom It May Concern . . . N/A
  24. Nyx Nyx sighs, and shrugs. "Why not. I'm also going to the Gigantic, but not as a hireling; if you want to go as friends, that's fine with me," she comments, to Rogue, and incidentally to Bovik. "I'm not looking for riches, but wouldn't complain if some fell in my lap. I suspect there will be more looking to steal from the dead, than to rescue the living. My focus is on the latter." OOC Current appearance: Elven-form woman. Half of her hair is deep, dark purple, half a cascading rainbow. Pale skin with black tiger-stripes. Dark black eyes, without whites or obvious iris. Clearly a changeling. To Whom It May Concern . . . Put Player mention tags, and any particular notes in here.
  25. 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Adelaide Liniel Blueford Wood Elf Monk 2 HP: 17/17 HD: 2/2d8 AC: 16 Ki: 2/2 SR Monk Save DC: 13 Status: Normal and Healthy Statblock and Rolls Statblock Female Elf Monk 2 Lawful Good Noble STR: 10/0 DEX: 16/+3 CON: 14/+2 INT: 8/-1 WIS: 16/+3 CHA: 10/0 Proficiency Bonus: +2 Saves: Strength, Dexterity INIT: +3 Speed: 45 AC: 16 HD: 2d8 Passive Perception: 15 Languages: Common, Elf Proficiencies: Smithing Tools, Tailoring Tools, Viol Background Feature: Position of PrivilegeThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Abilities and Features Martial Arts (1d4)Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama) Unarmored DefenseWhile you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. KiStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Dedicated Weapon2nd-level monk optional feature You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria: The weapon must be a simple or martial weapon. You must be proficient with it. It must lack the heavy and special properties. Unarmored Movement (+15)Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk table. Extra Feat - Fighting Initiate - DuelingPrerequisite: Proficiency with a martial weapon Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of FootYour base walking speed increases to 35 feet. Mask of the WildYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Background Feature - WandererYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Combat Initiative:1d20+3z Longsword:1d20+5;1d8+5 Shortsword:1d20+5;1d6+5 Unarmed Strikes:1d20+5;1d4+3 Dart:1d20+5;1d4+3 Hit Dice:1d8+2 Saves STR Save:1d20+2 DEX Save:1d20+5 CON Save:1d20+2 INT Save:1d20-1 WIS Save:1d20+3 CHA Save:1d20z Skills Acrobatics (Dex):1d20+5 Animal Handling (Wis):1d20+3 Arcana (Int):1d20-1 Athletics (Str):1d20+2 Deception (Cha):1d20 History (Int):1d20-1 Insight (Wis):1d20+5 Intimidation (Cha):1d20 Investigation (Int):1d20-1 Medicine (Wis):1d20+3 Nature (Int):1d20-1z Perception (Wis):1d20+5 Performance (Cha):1d20 Persuasion (Cha):1d20 Religion (Int):1d20-1 Sleight of Hand (Dex):1d20+3 Stealth (Dex):1d20+5 Survival (Wis):1d20+3 Equipment Longsword Shortsword Explorer's Pack 10 darts A set of fine clothes A signet ring A scroll of pedigree Adelaide nods her head, savoring the drink and his words. She has mixed sentiments hearing such a poem come from the young Cannith Artificer, yet she chooses to accept his sincerity and attempts to bond. That she is getting a light taste of home is due to his generosity and interest to connect despite her cape marking her as an undesirable clinging on to a memory that is most convenient to the modern nations to ignore and sweep under the rug. "Tomorrow in Cyre, my good Maker. Our people were ever artists and visionaries. Even if the words are painted in melancholy, I am not surprised that such forlorn beauty came from one of our brave soldiers in their last moments" she goes, before her next words shift the topic... or maybe, simply build upon it "What have you hear of Oakhurst? What type of place is it?"
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