Jump to content

About This Game

Sunrise glitters upon the surface of the river, dazzling gold upon white-flecked waves. Bird cries fill the morning breeze. The nearby forest comes alive with a cacophony of chirps and hoots, grunts and growls, cracking tree branches, rustling leaves. Grass rolls in emerald waves in the fields across the river. A sleepy town wakes up and sets about the morning fishing on the river, harvesting in the woods, and crafting a new day's fortune. They work blissfully unaware of destiny lying buried amid the green-stained ruins, sunken in the lakes, hidden in the potential of its people. Greet the sunrise. Breathe in the breath of the wild. Adventure awaits.

Game System

Pathfinder 2e

Detailed Description

This game of Pathfinder Second Edition takes place in a quiet corner of the world. It is an immersive game beginning in a small fishing town that lies in the shadow of fallen kingdoms. Ruins and remains litter the fields to the north. Dangerous things inhabit the vast forest to the south. West, along the river, lie trackways steadily falling into disrepair, threatened by bandits and worse things. Eastward, the countryside steadily marches past field and forest to meet the mountains, which form an impassable barrier to the experience of most in Sunrise. Beyond the mountain-wall lie lands where rumors and myth are just as "real" as the truth itself...at least, to the people in this one little town.

 

What exists outside the immediate area is yours to discover. The remnants of half-forgotten legends lie within dungeons, cairns, veiled woods, and stranger places. The opportunity for challenge and reward beyond measure awaits in the wilds. Danger also lurks in the monster-haunted ruins. Heroes must rise to face it.

Theme: Legacies of Magic

Rising from humble beginnings to become an epic adventure with the very balance of the world at stake, this story centers on legacy. Sunrise sits within the remnants of two ancient kingdoms that collapsed more than a thousand years ago. Life is quiet, but mysteries lie slumbering in the green hills and the haunted forests, awaiting the turning of the cycle to rise again. Your characters are part of that cycle, and unknown to them, bear the legacies of wars fought and lives lived an age or more ago.

 

Perhaps now is the time for one cycle to end and another to begin. In the shadow of what was lost an age ago, now the sunrise illuminates...

 

Legacies of a Lost Era

  1. What's new in this game
  2. Human • Maestro • Bard 1 Medium • Neutral Good • Humanoid AC: 16 | HP 17/17 | Fort +4 Ref +5 Will +7 | Resistance: None | Speed 25 feet | Class DC 14 Shortbow +5 1d6 P, Shortsword +5 1d6 P/S Deception +7, Diplomacy +7, Medicine +6, Nature + 5Natural Medicine: You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination. , Occultism +3, Performance +7, Society 3, Stealth +5, Survival +6, Thievery +2, Lore +3 Mehri can't help but laugh after Jack's comments, "Aww, I'm disappointed. But dancing's not for everyone, I get that. I learned because it feels nice to move around more fluidly when I'm not just walking everywhere and having to kneel down to grab whatever herbs or plants for whatever salve or tincture we must make." As they coast away and out of earshot for Jeht and his goons, Mehri sighs, "Gods above, I did not expect them to act like that. Apparently they are not particularly good at taking the hint that I am not interested in them. Genuinely everyone here is like family to me, and I could never imagine someone like Jeht." She shakes her head as she groans. Mehri had big dreams - dreams that Jeht simply wasn't a part of. Mehri looks at Jack, "We can get something to eat after meeting with my dad. I wouldn't mind a small drink after all of that. I don't normally drink, but I need something to relax given that I'm feeling so tense. What about you, Jack? Do you have any plans for the night?" She walks, keeping an eye on her bag of herbs and medicinal plants. Despite everything and despite her saying she was tense, Mehri kept a fairly upbeat personality and tone, barely showing any disruption. Actions:
  3. Salva Duvraine Human (Drommar)• Farmhand • Monk 1 Medium • Lawful Good • Humanoid AC: 19 | HP 20/20 | Fort +7 Ref +9 Will +6 | Resistance: None | Speed 25 feet | Class DC 14 Hearing the word Tusks, Salva scowls but doesn't move towards Jeht. Keep it to yourself Salva. Punching him would only make things worse. Didn't make leaving him be any easier though. She just had to hope this kind of attitude wasn't going to be more common among the other townsfolk. Otherwise it would be a short stay inside the village. She kept a wary eye on him thought as she leaned against a post. Actions:
  4. Irven Capercaillie and the Book of Grievances AC: 17 | HP: 16/16 |Fortitude: +5 | Reflex: +5 | Will: +6 | Perception: +4 Irven finished his labors, and began carefully putting everything back away in its proper place. It was a complicated process, especially as he was standing and couldn't set anything down, but he did it with the precision of someone long used to such labors. Evidently he frequently had cause to scribble things down, and had developed a routine. Even the horrible bird helped, dipping down to take the quill from him at just the right moment, though if Dendrik was the observant sort he might have noticed the Raven glowering at him as it did so. It didn't answer him when he inquired about its name, its eyes bulging in indignation at the impertinence. "Hmmmpph. Fine, let's walk around and ask about." The other gnome let his irritation be known, scowling as he worked, and eventually everything was back where it had started. He rested a hand protectively on the satchel, and then looked about the crowd. He'd not even gone a step before he was pointing his gnarled fingers at someone else, "You there, are you a local? I'm looking for a local lass. Fair skinned, brown haired, likes putting her big nose where it doesn't belong and wrecking other people's things. Has an owl. You seen her poking about?" By that point, he was making enough noise that plenty of the folk around might have been able to hear him. OOC Conditions: Mystic ArmorConcentrate Manipulate Duration until your next daily preparations You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC. Heightened (4th) You gain a +1 item bonus to saving throws. Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws. Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws. Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws. Currently harassing , totally up to , , and the others if you overhear him. , was that my raven you were mentioning eating? I've sadly lost track.
  5. Dendrick | HP 20/20 | AC 16 | Fort +7 | Ref +6 | Will +6 | Speed: 25 | Perception: +4 Hero Points: 1/3 | Focus Points: 1/1 | Conditions: None | Effects: N/A Dendrick seems a bit uneasy answering Irven's question. He doesn't really want to bother his Aunt, nor reveal that he's talking to strangers from outside of town. "It's possible, but you might be just as likely to see who you're looking for by walking around, Mr. Capercaillie. There are a lot of folk around, but if this girl has an owl with her, I'm sure she'll stand out. Especially if her owl is as... spirited as your raven." He looks back in the direction of his Aunt Kessra in the market area. Anyone who knows them both would know it's impossible that they're directly related by blood, but the bond of family is still strong. Dendrick loves and respects his adoptive parents, and the townsfolk know the feeling is mutual, even if his Uncle Torrun sometimes acts a bit standoffish toward the boy. "I could try to help you find her, if you'd like. My friend Skog can help, too. Oh, and does your bird friend have a name?" Skog | AC 17 | Fort +8 | Ref +5 | Will +6 | Speed: 25 | Perception: +4 OOC & Actions I nearly forgot that Dendrick has the 'Animal Elocutionist' feat, so he can likely tell what Irven's raven has been cawing about this whole time, even when not speaking common. Of course, it doesn't matter given that the familiar is apparently hostile to anyone but Irven, and is, of course, a familiar rather than a normal animal. 😄 Pinging you, as you requested!
  6. Alba Thompson the cooper's daughter Description: average height, athletic; fin-like ears, scales and gills on her neck; deep blue eyes, shortish white hair with flecks of blue and green Dress: clean beige linen work shirt; heavily worn brown duck pants; scuffed black leather boots Weaponry: none Alba turns white with embarrassment and nearly chokes as she stifles an awkward laugh. Keeping her eyes locked on the group in front of them, she leans in towards her friend and whispers, "I didn't mean like that!" But she decides to double down. Straightening her gait, she crosses her arms defiantly and clears her throat. "Wonder how that crow's gonna taste come mess call," she mumbles, just loud enough for the sneering one to hear. Her eyes dart playfully towards Mina, a smile creeping onto her face. Character Vitals Will populate this as needed.
  7. Shayla Shayla - Human (Skilled) - Cultist Witch 1 | Neutral Good | Female | The Dusk Mother Shayla slaps Jeht's hand as he drops the insult, giving him a rather withering gaze. "Manners, Jeht, or do you plan to spoil our afternoon so easily? Come. A dance, I was promised, and a dance I shall have." She says, her scowl turning into a beatific smile, as she gestures for him to lead the way. "Unless... you wouldn't disappoint me, would you, Jeht?" She says. "I'm not certain my delicate heart could take that. After all, you're such a fine looking man, with muscles like yours. Any woman would surely be lucky to have you and I am, after all, just the poor witch who lives outside of town." Mechanics Going to roll "Deception" here to see if she can't convince Jeht she's genuinely interested in more than just mooching off him for the afternoon xD
  8. Human (Duskwalker) • Printer• Thaumaturge 1 Medium • Neutral Good • Humanoid AC: 16 | HP 16/16 | Fort +4 Ref +4 Will +4 | Resistance: None | Speed 25 feet | Class DC 16 Swordcane +4 1d6+1 P, Hand Crossbow +4 1d6 P Arcana +4, Deception +6, Diplomacy +6, Intimidation +6, Medicine +2, Nature +2 , Occultism +4, Society 4, Stealth +2, Lore (scribing) +4, Lore (Esoteric) +6, Lore (The Bone Fields) +4 Thia finds his attention caught by the drama unfolding at the high striker and he wanders over to watch. Actions:
  9. Jeht seems shocked that the so-called witch took him up on his offer. He covers it well, but Shayla can easily see that moment of hesitation—an eternity of heartbeats. Exchanging some smirks with his friends, he opens his mouth to say something— A whistled tune cuts off whatever triumphant remark Jeht can come up with. Perhaps he had something charming to say. When Salva appears, instead he grunts something. The word "Tusks" is audible enough. "Bad timing." Mina laughs and nearly trips over herself getting into line. "Alright, alright! I'll do it for you. Don't worry!" She eyes the three young men who seem to worry Alba, and the crowd. "You know, we don't have to do this." Then she speaks loudly: "Besides, I don't think they'll be much of a challenge!" As the three men turn and see who is calling them out, nearby people scatter, opening up the space and drastically shortening the line. Most just want to see the contest. Some are cheering or laughing at the prospect. "See about that," says one, possibly the ringleader, with a hawk nose and a stupid sneer. "Your dad, sure. I don't think you look all that tough!"
  10. Human (Duskwalker) • Printer• Thaumaturge 1 Medium • Neutral Good • Humanoid AC: 16 | HP 16/16 | Fort +4 Ref +4 Will +4 | Resistance: None | Speed 25 feet | Class DC 16 Swordcane +4 1d6+1 P, Hand Crossbow +4 1d6 P Arcana +4, Deception +6, Diplomacy +6, Intimidation +6, Medicine +2, Nature +2 , Occultism +4, Society 4, Stealth +2, Lore (scribing) +4, Lore (Esoteric) +6, Lore (The Bone Fields) +4 Thia grimaces as he realizes that he's completely lost track of what's been going on in the festival. This 'reporter' business is harder than anticipated; printing at least is relatively simple. He finally just gives up on reporting and sets to trying to enjoy himself. Actions:
  11. "You had be at the word treat." Jack said to Mehri, following her, wondering a bit, what Shayla was planning for Jeht. It was a bit sad, that he would probably miss the outcome, but being told the story after the act was the second best thing he could hope for. "I have to warn you, Mehri. I am not much of a dancer. Chances are people will call for a doctor, when they see me dance, thinking I got some spasm. So I might go for a treat that goes down my belly."
  12. Human • Maestro • Bard 1 Medium • Neutral Good • Humanoid AC: 16 | HP 17/17 | Fort +4 Ref +5 Will +7 | Resistance: None | Speed 25 feet | Class DC 14 Shortbow +5 1d6 P, Shortsword +5 1d6 P/S Deception +7, Diplomacy +7, Medicine +6, Nature + 5Natural Medicine: You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination. , Occultism +3, Performance +7, Society 3, Stealth +5, Survival +6, Thievery +2, Lore +3 Mehri felt rather uncomfortable being looked up and down by folks who she had made it clear to that she had no interest in. Almost all the folks here were more like siblings or cousins to her that she had to look after rather than someone she wanted to spend her life with. Keeping her more vulgar thoughts to herself, Mehri turns to Jack, "You know Jack, maybe I'll take you and your siblings up on potentially learning to climb trees quickly If I can learn to climb a tree before the count of three, I might be able to find a strong man in one. In the meantime though, would you care to accompany me to the first aid tent? I need to deliver these herbs Vharak left here to my dad. Then maybe we can go have a treat or maybe treat ourselves to some dancing." She laughs happily at the idea as she picks up the small bundle of herbs. Mehri moves to whisper into Shayla's ear, "I'm sure you can handle yourself, but if they give you any trouble, don't be afraid to find us. We can get his dad to set his britches on fire." She states with a wink before heading toward the first aid tent - hoping Jack would follow just to have someone to talk to. Actions:
  13. Salva Duvraine Human (Drommar)• Farmhand • Monk 1 Medium • Lawful Good • Humanoid AC: 19 | HP 20/20 | Fort +7 Ref +9 Will +6 | Resistance: None | Speed 25 feet | Class DC 14 Having spent the last few minutes sparring, Salva is a fair bit out of breath when she makes her way back to where the rest of the fair is, gingerly feeling under one of her eyes. Was that going to bruise? Possibly. Probably. Now her parents were going to spend all day worrying about the other townsfolk no matter what she said. Whistling a tune, she walked over to where Shayla was, raising a hand in greeting as she got closer. Bunch more strangers she didn't recognize over there. Actions:
  14. Irven Capercaillie and the Book of Grievances AC: 15 | HP: 16/16 |Fortitude: +5 | Reflex: +5 | Will: +6 | Perception: +4 That seemed to settle it, and the grey haired Gnome reached for his tome, the locks that held it bound within his satchel releasing with an extremely satisfying "clunk." He balanced the book in one hand, and with another dexterously rested a small pot of ink upon it after uncorking it with his teeth. The cork went into a pocket, and out came a small quill, razor sharp and the color of blood. This he dipped into the now open ink well, and began writing furiously in the book while staring intently at the young Gnome. "Acck, now you've done it!" Croaked the Raven on his shoulder, dancing back and forth where it stood and hissing at him. The Gnome muttered under his breath as he worked, blowing on the ink once he was done scribbling and reversing the complicated order of operations that had let him start scribing in the first place. It was honestly an impressive balancing act, and one that he performed rote, as if he'd done so a thousand times before. Given how thick the book was, and how many pages he'd turned too in order to start writing, he just as well might have. "That's Mister..." He started to say, then noted that the young Dendrick had in fact already used the honorific. Muttering furiously now, he took a cloth from his pocket, spit on it, and wiped one of his furious scribbles into a blocky mess on the vellum. "… Capercaillie, yes Mister Ivern Capercaillie. Is your Auntie around Dendrik? Maybe she'll know of whom I speak." He made a face as he said it, though given how many faces he made it was more difficult to discern exactly what sort of mood the face was meant to convey. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Action 1: Action 2: Action 3: ACTIONS SPELL DC 17, SPELL ATTACK +7 SPELL SLOTS Focus- 1/1 1st - 2/2 Familiar of Ongoing MiseryYour familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as "1 round" or "until the end of your next turn") and doesn't prevent conditions from being removed by other means. Void WarpCantrip Concentrate Manipulate Void Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. PC1 30' basic fort vs 2d4 void Needle DartsAttack Cantrip Concentrate Manipulate Metal Range 60 feet; Targets 1 creature Defense AC You shape needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack . Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. 60' strike for 3d4 piercing, 1 bleed on crit Evil EyeUncommon Cantrip Curse Hex Manipulate Witch Range 30 feet; Targets 1 creature Defense Will; Duration sustained up to 1 minute Your patron's resentment manifests in a baleful, envious gaze. The target becomes sickened 1 if it fails a Will save (or sickened 2 on a critical failure). This condition value can't be reduced below 1 while the spell is active and you can see the target. 30' basic will vs sickened 1 Patron's PuppetUncommon Focus Hex Witch Trigger Your turn begins. At your unspoken plea, your patron temporarily assumes control over your familiar. You Command your familiar, allowing it to take its normal actions this turn. Your Command does not have the auditory or concentrate traits; your patron simply moves its agent directly. patron commands the familiar FearConcentrate Emotion Fear Manipulate Mental Range 30 feet; Targets 1 creature Defense Will; Duration varies You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures. 30' basic will to fear Biting WordsAttack Auditory Evocation Linguistic Sonic Cast somatic, verbal Duration 1 minute You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit). Heightened (+1) The damage increases by 2d6. SoM 30' strike for 2d6 sonic, recast as for 2 more turns
  15. Dendrick | HP 20/20 | AC 16 | Fort +7 | Ref +6 | Will +6 | Speed: 25 | Perception: +4 Hero Points: 1/3 | Focus Points: 1/1 | Conditions: None | Effects: N/A The young gnome tilts his head slightly as he responds to the strange, older gnome. "Sir, you approached me, and I don't know you. Besides, my auntie told me it's not a good idea to give my name to strangers, least of all if they didn't give their's to you first." He looks around, seeing that the girl who offered her confection seems to have vanished into the crowd. He frowns, then turns back to the older gnome. "Afraid I can't be of much help, though. Do you know how many nosy, brown-hair tall-folk are here for the festival? It's like looking for a specific acorn on the branches of an ancient oak tree! An owl that's out this time of day, though, that might be easier to find. Now... to risk upsetting my auntie... I'm Dendrick. And your name, Mr...?" Skog | AC 17 | Fort +8 | Ref +5 | Will +6 | Speed: 25 | Perception: +4 OOC & Actions Dendrick may be a nervous talker, but he's honestly not that shy. Certainly not afraid to call out Irven's quirk.
  16. Alba Thompson the cooper's daughter Description: average height, athletic; fin-like ears, scales and gills on her neck; deep blue eyes, shortish white hair with flecks of blue and green Dress: clean beige linen work shirt; heavily worn brown duck pants; scuffed black leather boots Weaponry: none When Mina makes her request, Alba pauses. Looking over at the line of people at the high striker, she half-feigns a sigh. “Yeah, okay. I promise.” She gives a sidelong grin, her gills parting slightly. “But you first!” Still clenching Mina’s hand, Alba starts moving towards the line with renewed excitement. ”As long as I get to see those three get their sheets in a tangle when you show them up!” Once the two girls arrive at the end of the line, behind the three boasting young men, Alba’s demeanor stifles slightly. She looks nervous—slightly uncomfortable, even; her eyes flit across the knots of people around her. Crowding in close to Mina, she sighs once more, this time with a certain weariness. Character Vitals Will populate this as needed.
  17. Shayla Shayla - Human (Skilled) - Cultist Witch 1 | Neutral Good | Female | The Dusk Mother Shayla continues to pet the owl, looking Jeht up and down with an appraising eye. "Fine." She says, giving a friendly smile. "A dance, then?" She asks. "Such is the traditional thing to do, yes? Surely you can show me how?" She says, stepping out from behind the booth. She holds her hand up, and the owl flutters back into the sky. Shayla is, of course, dressed quite simply--she does not look the part of a hero or adventurer at all--and she lets her simple woollen cape fall over her shoulders as she folds her hands before herself, waiting for Jeht to offer his arm, simply continuing to stare at him with a very slight smile.
  18. Been real busy lately but going to try and make a return to this, IC post tonight or tomorrow hopefully.
  19. Mina laughs. "Don't doubt him! Papa will break out the bullhorn to ask you to pass the salt. I think his hearing is getting worse. Too many years hammering." Mina flashes a youthful grin and points at her ear. Feeling brave, she adds: "And too many years yammering!" The girl nearly doubles over giggling. Alba's enthusiasm is infectious. "Okay, okay! I'll give it a try." She grabs Alba's hands, her eyes lighting up like the morning sky. "But you have to try it, too! Promise me?" Mina's exuberance sharply contrasts with her father's stern demeanor. Jeht stares daggers at Jack. His jaw clenches and unclenches as Jack sees wheels turning: does he say something? Threaten the little halfling? Does it make him look more like the fool or less? Jeht settles for trying to cover, breaking into a forced smile and an equally forced chuckle. "Nice one, halfling." The young man—whose knucklehead companions can't stop staring at Mehri—sizes up the comely witch. Once again, the wheels turn. Does he say what the rumors are? "It doesn't matter, does it? Just stupid people flapping their lips. I don't care if they say you're a witch. People say that about women who live alone outside town all the time, right? So what do you say?" He must play his hand or come away looking more foolish than he already has. "There's a festival on. Let me show you why life inside the walls is better." He beams his most charming smile, which sets to giggling the girls who watch the guards practice.
  20. Irven Capercaillie and the Book of Grievances AC: 17 | HP: 16/16 |Fortitude: +5 | Reflex: +5 | Will: +6 | Perception: +4 Irven scowled even more fiercly, an impressive feat considering how deeply he'd been scowling before. "Don't they teach the youth these days to introduce themselves properly anymore?" He criticized, ignoring the fact that he'd yet to introduce himself, and had called the other gnome "sonny." He started to reach for the prodigious grimoire held firmly on his hip within a belted satchel, but seemed to think better of it. The enormous black raven perched on his shoulder started screaming and hissing at the boy instead, though eventually it quieted down enough for Irven to get in another few words edgewise. "I'm looking for one of the Tall folk here. A human lass, brown haired, likes sticking her nose where it don't belong, keeps a filthy owl with her." His own bird didn't look to be a paragon of cleanliness either, so he was one to talk. OOC Conditions: Mystic ArmorConcentrate Manipulate Duration until your next daily preparations You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC. Heightened (4th) You gain a +1 item bonus to saving throws. Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws. Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws. Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.
  21. Two things to celebrate in one day! 😁 Welcome back, !
  22. 💓 Thank you! I'll catch up tonight and get a post in, if it's needed.
  23. As far as we're concerned, you never left! And there is the cause for celebration, as I divined with my vast psychic powers, folks. As a celebration, let's really go all-out! Hmmm.... The currents of magic long-submerged flow through your dreams. You sleep, and yet your soul wanders into hazy recollections of a time long past, when pure magic held castles in the sky and great beings shaped the land around them. The same land now lies dormant beneath your feet—but the earth still remembers the time of magic and myth. Your feet may not, but your dreams know that you walk the same paths as the legends of the ancient past. Benefit: Everyone gains an additional level 1 class feat!
  24.  
×
×
  • Create New...