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About This Game

Hey Yall! Please take a look around and feel free to throw an application in if the setting and story interest you!

Game System

D&D 5e

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03/16/2023

Detailed Description

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Introduction (The Basics)

Rules System: D&D 5e
Theme: High Fantasy Epic, War, Saga, Politics
Starting Level: 3rd

 


The Story Thus Far

 

For the past two months, you have been plagued with the same cryptic and disturbing nightmare. Sleep has become a burden, had someone put a curse upon you? Have the gods decided to torture you for some slight you dealt them? Either way no matter what you have tried the same vision comes to you when you rest.

An unfamiliar smoke-choked sky is lit ablaze with cinder, every breath burns at your lungs and sears your throat. You are unable to stand just like every time before, blood fills your vision and you can feel your strength and life leaving your body. The roar of battle and blood-curdling screams fill the air, and the usual drumming of heavy footsteps moves closer to you. Above you like every night before you see a massive beast of muscle, fangs, claws, and steel stand over you preparing to deal the finishing blow. As it moves to do so you prepare yourself but something is different. 

The sky splits open, a ray of light splitting the darkness, vaporizing the beast that has tormented your dreams for the last two months. The silhouette of a person can be seen between the rays of light so bright that you can not make out much more than that. "You must find me before this becomes a reality." The man says in a voice so strained that they are barely recognizable as words at all. "The Serene turns to Smolder and the World to ruin. I am trapped, Halaea.." The man's voice falters and a long pause is followed by the ash clouds beginning to overtake the man and his light.

From where the man floated he is replaced with a blazing yellow eye whose mere gaze seems to sear your skin. The next words are what shock you back to the conscious world, sending a shiver up your spine and a cold sweat across your body.

"You shall be the final one to die." The voice this time is warped, sounding like two voices overlapping one another.

Heart still beating in your chest you pack your things and head for the Serene Holds, and further to Halaea. Neither prepared nor ignorant of what lies ahead, you find yourself aboard a ship sailing towards a place called Baromenes.


 

 

  1. What's new in this game
  2. Ditto! You created a marvelous and novel campaign setting and rounded up some excellent players. If you come back and want to start this up again, please let me know!
  3. Yeah its true that the longer it goes on the harder it is to come back, still i hope that they do.
  4. Yes, agreed. On top of that, as time goes on, it feels odder to pick up an ad-hoc conversation... erk! I've had a good time though and miss the game!   If @TheWordWeaver drops in, I just want to say thanks! The story has been great and the world is fantastic, if you do pick this game up again (or start another one) I'd be up for it! 🙂
  5. If you're up for it, we can start the scene with all the PCs present and players can participate as much or as little as they want. But when we're done, we can at least know that all the PCs were present and Dae doesn't have to repeat her secret/personal backstory stuff.
  6. *shrugs* I'm fine with it, don't really think it's all that weird.   I'm willing to be patient for Word, I feel like you guys are too. I'll just be over here with my fingers crossed.
  7. This has been super fun even when rolling poorly. Word has been offline since June started and no notice. Not a great sign. Probably ran into some capacity issues after moving, he was responding pretty quickly to everyone. Might have been a bit much.
  8. Would it be weird if we did a "Downtime Under Campfire Light" scene where Dae explains whatever it is that she told Lu she would share when the whole group had gathered. If not that, maybe some other scene that could occur in abstraction--in other words, after we've already talked about everything else that we would talk about (like Billie's pit match, divine visitation, assassins in libraries...).
  9. Me three! I also wanted to see what Mags' punishment would be if Billie lost the match (because of his interference).
  10. Me too! Ideally significantly more than that.
  11. As far as going forward... we've decided to stay in the library and look for more info right? We have found "Age of the Corruptor" and "The Spear of Varaxis and the Battle of Eternal Fires"
  12. I hope this game isn't done for... I'd like to see how Billie's fisticuffs turns out! 🙂
  13. Damaia Hazil AC: 17Armour: 14 Dexterity: +1 Shield: +2| HP: 36 (1Abjuration Ward; When casting an Abjuration Spell of 1st level or higher. Gain Wizard level x2+Int mod as a Ward. Whenever you cast Abjuration magic - even if the ward is at 0 - add a number of hit points equal to twice the level of the spell.) | Proficiency: +2 | Initiative: +1 | Passive Perception: 12 | Speed: 30ft Saves: Str +4 | Dex +1 | Con +4 | Int +5 | Wis +0 | Cha +0 | Resistances: Fire, Necrotic, Radiant Special Abilities: Cloak of StarsEffect: Disadvantage on attacks against you for 1 minute. As an action, you wrap yourself in a starry cloak, appearing like a silhouette forms of the night sky. When you doe, attack rolls have disadvantage against you. This cloak lasts for 1 minute, until you doff it (no action), or until you die. Once you use this trait, you can't use it again until you finish a long rest., Second WindOn turn, bonus action to regain 1d10+Fighter Level HP. Once per short/long rest., Darkvision60ft Thanks to your Infernal heritage, 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. Attacks: Long Sword [+6 | 1d8+6 Slashing. (Versatile. 1d10+6)] | Long Bow [+3 | 1d8+1. 150/600] Spells; DC: 15. Attack +7. Spells Prepared 7. | Cantrips: Prestidigitation, Mage Hand, Green-Flame Blade, Thaumaturgy Level 1 [▣ ▣ □ ] | Magic Missile, Shield, Burning Hands, Grease, Absorb Elements, False Life, Frost Fingers _____________________________________________________________________________________________________________ "I'm fine" she waves her hand, her long black nails tracing symbols through the air. A little prestidigitation makes faint crimson trails from her fingertips show the magical symbols she is tracing float in the air "I have a little magic trick that keeps blades away from me. Unfortunately its mostly run its course but it kept me safe." She sets her hand on Dae's shoulder "Everything is fine.. We'll just casually leave and meet up with the others and let them know what happened. Then we can decide what to do next."           Mechanics Main Hand: Long sword Off Hand: - Movement: Reaction: Action: Equipment on hand; Long sword (At hand, Acts as spell casting focus) Spellshard (acts as spellbook) Longbow (Packed)  
  14. Dae  AC: 13 | HP: 9/27 | Spells: 2/4, 0/2 | Sorrowful fate: 1/1 | Protection from good/evil 0/1 | Inspiration: 0/4 | Passive Perception: 14 | Condition: Normal Dae was flummoxed. She'd been shown more care and consideration by these two womain in a single hour, than she'd seen in uncountable days. However, she felt somewhat uncomfortable with it and tried to play down her injuries. "Lulani, I'll be ok, I can heal myself a little bit, if I need to. And, I don't think Damaia is hurt?" She looks to the battle mage for confirmation. "However, if we can simply rest here an hour, it might allow me to recover enough." She looked to the librarian, Veroth. "I... do we need to involve the city guards? If it's safe enough for a short period, then we can be on our way. Perhaps... there is a back door?" Dae looked very sheepish in the moment. She didn't know how she was going to extracate herself and not put everyone in danger. "I suppose, if the guards could escort us back to our inn?" Dae wasn't convinced it was a good idea, but her primary goal at the moment was to get Lulani and Damaia safely reunited with Mags and Billie. After that, it didn't matter much.   OOC Bonus action: n/a Action: n/a Movement: n/a Main hand: dagger Off hand: shortbow  
  15. Mags Kategaris - Itinerant Hedge Wizard  AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks) "The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest." | Passive Perception: 17 | Spell Slots 0/2 (1st) "Though I must say, it's a bold claim you're making there." Mags shook his head. "Nah, I oversold it. Sorry. She doesn't fancy me or anything like that. I'm the only male in our otherwise all-female adventuring group. And Billie... I think she just likes to stir the pot." "That seems to be a common trait among those who've seen their fair share of battles. The world does have a way of shaping people." Mags turned to the old warrior, catching a brief glimpse of his past and his efforts to overcome it. Dordin spoke from deeply personal experience, having been shaped for decades of his life before battling to reshape himself into something better. The young oracle discerned the old warrior's unspoken wisdom with eyes that betrayed his divine gift. "That it does." "May the gods have mercy on anyone who crosses her path. Let's see what she's made of, eh?" Mags only nodded, his eyes back on Billie. The other spectators had cut back on the taunting and cheering, so Mags followed suit--certain that anything he said would bother Billie. When he'd first sat down to watch her fight, he was in a mood to bother the girl, but now... Well, Billie wasn't fighting as well as she'd fought early that day. He felt bad for her. And somehow, he'd lost the desire to bother her. And if she was going to lose, he hoped she could at least give a good account of herself before the battle's end. Mechanics Main Hand:  Off Hand: -- Bonus Action: Action:  Free Action(?):  Note 1: Current spells active: Mage Armor, Mage Hand.   Statblock Male Human (Varient) Rogue (Arcane Trickster) 3 Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community. StrSave +0 Athletics +0 10 DexSave +6* Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E) 18 ConSave +2 No skills associated. 14 IntSave +4 Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2 14 WisSave +3 Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3 16 ChaSave +0 Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0 11 ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Armors: Light Bonus +2 Saving Throws Dex, Int Speed 30 (60 w/Cunning Action Dash) Actions Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60) Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60) Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120) Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light Bonus Actions Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: >You can stow one object the hand is holding in a container worn or carried by another creature. >You can retrieve an object in a container worn or carried by another creature. >You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.) Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Reactions Silvery Barbs1st-level enchantment Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw Range: 60 feet Components: V Duration: Instantaneous You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time. Opportunity Attack (with additional Sneak Attack) Other/Free Actions Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest. Spell Save DC: 12 | Spell Attack Mod: +4 Cantrips Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). | Mage HandConjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. | MessageTransmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. | Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: >You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. >You instantaneously light or snuff out a candle, a torch, or a small campfire. >You instantaneously clean or soil an object no larger than 1 cubic foot. >You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. >You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. >You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.  Spells Disguise Self1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | Find FamiliarCasting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Additional animal form choices may be available at the DM's discretion. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. | Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Silvery Barbs1st-level enchantment Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw Range: 60 feet Components: V Duration: Instantaneous You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time. Rituals Augury2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: >Weal, for good results >Woe, for bad results >Weal and woe, for both good and bad results >Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 
  16. no worries, understood. didn't really feel like pressure
  17. Sorry if it felt like pressure! I was just nervous the game was sputtering. 🥲
  18.   Lulani Zenar'inan - Shadar Kai Hexblade Warlock of the Tome   AC: 14 | HP: 21/22 | Initiative: +3 | Passive Perception: 13 Lulani reaches out to Enia to look out for a person running away from the library. She thinks about running after them, staying behind enough to not be spotted, but she looks at the other two and thinks better of it. Her eyebrows furrow slightly in frustration, how dare they do this and get away!? She lets out a sigh, they will likely see them again. Hopefully Enia can follow them to where they are holding up...   She goes up to the nearest librarian, "Where might we find someone with healing capabilities or potions? Are there any available at this hour?" Info   Used: Spell Slots: 1/2 Blessings of the Raven Queen 1/2 Hexblade's curse dies when grey-skinned man dies. Lu gains no healing and can not use it again until she finishes a short or long rest. Dark shard amulet on prestidigitation to clean herself from yucky.     Map. PW: Serene
  19. I was waiting on the DM, but admittedly don't really need to wait. It's not gonna make much of a difference, Lu is gonna do 1 of 2 things (stay and look for more info or look for healer for the other two). I'll try and get a post up so IC we can hammer out what we are doing.
  20. Ok, sounds like we have a plan!. Although I think there's only one attacker... he was just good... or we were bad. Hhehe.   I'm not sure how to proceed? @fenrirlokison Do you have enough to post with or should @TheWordWeaver take us forward a bit and get us unstuck? Perhaps to the point where Lu/Enia gets to the door and sees what she can see?
  21. sounds good to me. considering Dae and Dam look injured, it wouldn't take much to convince Lu that they shouldn't go running off after the attackers. I can even have it as she thinks it herself.   If Enia does see them, they will follow the attackers for as long as they can.
  22. Ok then, how about a small compromise on #1 for Lu? Lu (and Dam?) go to the door where the man left. Maybe Enia can do a short flight outside and see if they can confirm the direction he's fled... maybe even get a parting shot at him if he's still within range 🙂   If that doesn't take long, research could also be done on: Oracle Thiovanya - his life, alliances, death and prophecies The Corruptor's faction, The Ebony Legion - what happened to them, any hints of them being active in years since the Battle of Eternal Fires   Dae (and Dam?) will rest (and attune, unless anyone thinks that's a bad idea)   @fenrirlokison and @Neopopulas?
  23.  
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