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About This Game

When Our Mortal Bodies Lie in Death is a D&D 5e roleplaying game of horror/dark fantasy for 4-6 3rd level players set in a homebrew world. It will be 80% writing and roleplaying and 20% dice-rolling. Successful applicants will demonstrate a commitment to strong writing and characters with a great deal of depth. As heroes, you have answered the summons of a mage who tells you of a lost amulet imbued with the power to communicate beyond this realm. As men and women, you have come shouldering the burdens of a sinful past. Some of you are weighed down by shame and grief. Others have cast off their guilt, believing it is only the deeds of tomorrow that will scrub clean the guilt of yesterday. Still others are scarred, within and without, perhaps dodging the law, perhaps fleeing from a scorned family, or perhaps seeking sanctuary from the wrath of an angered god. But you have come. The mage tasks you with retrieving the amulet of black and gold, which, according to his thaumaturgical scryings, he believes to be somewhere within the remote village of Hethton, tucked away in the Kaikros Valley. Upon your arrival, however, you'll find a village preoccupied with its own machinations of passionate love and deepest betrayal, of dark ambition and cruel seduction, and of all that lies beneath. It soon becomes all too clear that your quest will be more complicated than you ever imagined.

Game System

D&D 5e

Advertising

05/08/2023

Detailed Description

When Our Mortal Bodies Lie in Death

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(Art Credit: "Funeral in Carpathia" by ImTdeviantarts on deviantart.com)

"Long is the way and hard, that out of hell leads up to light."
~John Milton

The Game

When Our Mortal Bodies Lie in Death (D&D 5E) is a mature, horror / dark fantasy themed role-playing game of love and betrayal, dark ambition and cruel seduction, and of all that lies beneath. This game will feature tight cast in a small, remote village. Player characters will be newcomers to town but will quickly find themselves ingratiated into local politics and drama.

This game will  be 80% roleplaying, and only 20% dice-rolling. Combat will  be significant and plot-driven rather than random and inconsequential. If you are looking for a dungeon crawl this will not be the game for you. But if you are interested in writing, in co-creating a story with your DM and fellow PCs, in giving birth to a character with a past they'd prefer stay hidden, then read on my friend.

Application Deadline: 11:59 AM: May 8, 2023.

 

Let Me Tell You a Tale

Burgundy leaves carpeted the ground beneath the majestic maples. The earth had begun to grow firm in the crisper air of autumn. Golden leaves drifted down from the mingled aspens, waiting to be accepted in the quiet embrace of the dying red below. A wind, chilled but still kind, flirted insistently with the canopy. Amber sunlight filtered down bringing only a whisper of warmth to the forest outside the village of Hethton, cradled in the Kaikros Valley. It was from there the lovers came to satisfy both their driving passion and their need for seclusion. It was autumn in Hethton, the time when all things that one day might be reborn must needs first die. Such things were far from the minds of the lovers, however. But not from all.

In the shadows of the trees, a perfect distance from where the lovers created their own heat, a figure shuddered in the breeze. The warm, brown cloak wrapped around their small frame doing little to keep out the deepening cold, but it mattered not. For the scene playing out before them was the material evidence that would put flesh to rumor, and set righteous tongues ablaze with cries of moral turpitude. Uriah will hear of this.

The figure, not above a bit of casual voyeurism, waited until the couple finished. It watched as they parted, and delayed until a decent time had passed before rising to return. It made its way almost silently through the wood, crunching few leaves and breaking no twigs. Twilight had fallen now and the light was growing dim. Only a bit more to go. Just as the torchlight from the village peeked around the trunks of the trees the hairs on the back of the voyeur’s neck rose in warning. It turned to see a dark shadow fill the space behind and above it. “Uriah will not hear of this,” the shadow said. Something moved quickly before the voyeur and they felt warmth before the pain. But the pain did not last long. Somehow they were on the ground now, and they reflected that what issued forth from their opened neck almost perfectly matched the color of the fallen maple leaves.

 

Your GM

Allow Me to Introduce Myself

My name is whitleyrr and I will be your host for this little adventure. I'm a experienced GM both here and in real life and I really enjoy writing and creating a story with my players. It has been a long time since I have played on MW (10 years!), however, and I'm excited to try out the new site; growing pains will ensue, no doubt. Recently, as I've been getting back into D&D, I've thought again of the wonderful stories I've been a part of here at MW and wondered about playing anew.  Actually, I've been laying awake at night thinking of a hidden village in a sequestered valley, where the foeter of infidelity clouds all thought, and the idyllic is far from what it seems.

 

The World of Glammer

Glammer

This story takes place in the Empire of Glammer, a homebrew setting for D&D 5e of my own design. It is a medieval world on the cusp of a cumbersome and dirty industrial revolution existing in the gray shades of morality. It is the same setting in which I've run my previous MW games. For the purposes of this game, the politics of the wider empire are unimportant. I only present the Pantheon here as it may have impact on your character creation and in the story.

The Pantheon

In the world of Glammer there are nine deities, all divine siblings in a very dysfunctional family, and each roughly corresponding to the nine principle alignments. Just because a particular deity roughly corresponds with a particular alignment does not mean his or her followers must be of that same alignment. The general D&D rule is that they cannot be more than one step away on the Law/Chaos axis or the Good/Evil axis and that does provide a good starting point, but doesn't have to be adhered to explicitly. Paladins, for example, are still required to be Lawful Good, and this would mean they would need to follow a deity that was at most one step removed from the "Lawful Good Deity" on the axes; so that, a Paladin may follow the Lawful Good, the Lawful Neutral, the Neutral Good, or the True Neutral deity. Those deities on the chaotic axis would not have paladins, the whole idea being unorthodox in their way of thinking. And the Lawful Evil and Neutral Evil deities have what we may call, for ease of discussion, Fallen Paladins.

In terms of selecting a deity, please strongly consider doing so. This does not mean you are a zealot or even a particularly strong adherent, but at least you would have an ethos. Atheistic characters would not easily find a place in the world and would generally be regarded as incomplete in some way. All that being said, let me list out the deities and describe them briefly. Each deity has a proper name, but is more commonly known in the world by their title. I will put the alignment to which they roughly correspond in parentheses.

Genero - The Maker - (Lawful Good) Though all the gods had a hand in the creation of the world, Genero is considered to be the chief architect and dreamer. The world, therefore, is basically a good creation where the function of evil is not so much an absence of good, but rather a misuse of it in some way. His followers tend to be righteous, even zealous at times, good-hearted, and law abiding people. He won the fight with his brother Hassatan over who would have primacy of place during the creation, but was left scarred by their conflict.

Nulemti - The Sealer - (Lawful Neutral) The voice of reason above all things, Nulemti presided over the binding of the world into a sense of balance. Her followers tend to use law and order to best benefit the situation (situational ethics) rather than best benefiting society as a whole or the individual.

Zkazit - The Corrupter - (Lawful Evil) Taking the creation of the world and bending, but not breaking it to his own whims, Zkazit and his followers find themselves at odds with almost everyone, except of course, those who are willing to bribe or be bribed to accomplish their own ends in a highly organized and structured way wherein they aim to wrap evil in law as an attempt to make it seem good.

Mosheach - The Redeemer - (Neutral Good) He is the usher of the departed into the realms of the afterlife and is the sanctifier of all just dealing and right action, particularly as it relates to food, trade, and commerce. He takes special care to watch over those society has forgotten or let slip through the cracks while his followers work both within and outside governments and law to accomplish this. He and his followers seek the ultimate redemption of those who have been lost to Hassatan.

Sune - The Lover - (True Neutral) As the goddess of love, which can create, destroy, unsettle, amuse, bind, release, bring happiness or anguish, tempt or forego, fulfill or leave wanting, it is fitting that she sits in the center of her divine brethren with a hand on each of their shoulders.

Kavaltaa - The Betrayer - (Neutral Evil) He, perhaps the most despised of the gods, will do anything to advance his own agenda and at any cost. Yet, he, more than any of the gods, is paradoxically the most attractive to a broken world populated by hurting people. His followers learn quickly that their god's attentions are fickle and temporary at best.

Teekond - The Longwalker - (Chaotic Good) Eschewing the organized civilizations populated by the makers of rule and code, Teekond is perhaps the essence of journey personified. He agreed with his brother Genero that the world was and needed to be a good place in its very nature, but he's never seen eye to eye with him on the issue of governance. Teekond's followers tend not to stay in one place very long and do not align themselves with organizations nor do they acquire many personal possessions, seeing them as a prisoner sees his chains.

Jaeger - The Hunter - (Chaotic Neutral) Maybe the most misunderstood of all his siblings, Jaeger is solitary like his brother Teekond, but for very different reasons. His followers tend to obey above all else their primal urges, seeing them as what actually orders the world underneath all the pretense of civilization. While not necessarily evil, Jaeger and his followers are as often on the "wrong" side of what more civilized persons would refer to as morality as they are on the "right" side. But notions of "right" and "wrong" are as alien to Jaeger as anything.

Hassatan - The Destroyer - (Chaotic Evil) During the foundation of the world, Hassatan and Genero, the two oldest and most powerful of all the 9, were at odds over the how and the why of creation. Genero, the oldest, was slightly more powerful, but only just, and therefore he won the disagreement but at a high price. Whereas before the argument, Genero and Hassatan were bonded by a mutual love and respect for one another, that was the selfsame cost of Genero's victory. Now Hassatan lives and breathes for the destruction of the world, which, though he had a hand in its forging, he hates with an unrivaled passion. His followers are ruthless, yet creative, and unrelenting in their pursuit of discord.

 

Domains and Favored Weapons

Genero - (Longsword) Life

Nulemti - (War Hammer) Knowledge

Zkazit - (Hand Crossbow) Trickery

Mosheach - (Scythe) Light

Sune - (Shortbow) Knowledge

Kavaltaa - (Double-bladed Batte Axe) War

Teekond - (Quarterstaff) Tempest

Jaeger - (Longbow) Nature

Hassatan - (Flail) War

 

Character Creation

I'll be accepting 4-6 players for this game. Posting expectations are once per weekday; weekend posting in a bonus if you're able. This applies to both you and me!
Spelling doesn't count against you too much. Bad grammar does. Again, I am seeking writers willing to co-create a wonderful narrative with me. Character Sheets are not necessary for application.


Here is what I am looking for in an application:

Name:
Race:
Class:
Alignment:
Appearance: (pictures not necessary; they neither help nor hinder)
Personality:
Personal History: (This needs to include a bit about your past. Why did you answer the summons of the mage who was seeking adventurers to find his lost amulet? Please include a story about an event in your character's past of which they are ashamed. 4-6 paragraphs ought to do.)

Relationships: (optional) NPCs in town of your own design with whom you have a relationship of some kind. No more than 3.

Information for Character Creation

Level: 3, with max starting health for levels 1 and 2, and rolling for level 3.
Stats: 4d6, drop the lowest (can do this twice), or 32-point buy.
Starting Gold: 3,000
Races: Imperial Human, Native Human (think northern native American, including Inuit - minus 1 to STR, plus 1 to CON, otherwise as Human), Elf, Half-Elf, Halfling, Gnome, Dwarf, Half-Orc, Tiefling, Dragonborn.
Classes: 5e PHB classes only.
Background: Select a background from 5e PHB
.
Restrictions: No psionics.

 

Questions?

I am happy to answer any and all questions you may have - save those that have to do with race and class that I have already addressed. I am really looking forward to running this game for you and I think it is going to be a wonderful experience! I look forward to reading your applications and playing with you! And please be patient with me as I both relearn MW and learn BALDR. Good luck!

 

"Eternally that stifling reek arises,
Blotting the dome with smoky, terrible towers,
Black, strangling trees, whispering obscene things
Amongst their branches, clutching with maimed hands,
Or oozing slowly, like blind tentacles
Up to the gates; higher than that heaped brick
Man piled to smite the sun. And all around
Are devils."

~Stephen Vincent Benet

  1. What's new in this game
  2. The trinity of companions, overheated, exhausted, bruised and beaten, resolutely marched forward. The trust they placed in skill and steel bolstering their courage if not assuaging their doubt. Courage and doubt often danced together, though, as any veteran would tell you if they were telling the truth. Fear has little to do with right action; one may precede the other, but in the courageous, it is not a determinant of future action. When Dalin shoved at the door it opened on greased hinges, eerily quiet, and thudded softly against the vestibule wall. The layout of the manse was an open one, with a central outdoor courtyard and two stories of outdoor hallways punctuated by doors surrounding it on all sides. In the center of the courtyard was a fountain, but the pool was dry save for a disturbing red stain in one area, and the fountain itself was broken. It was lined with red and yellow tiles featuring beautiful geometric patterns. Some were broken but most were intact; wealth had once resided here, whatever such may mean in this infernal place of dust and stone and ash. The dust itself was churned up, as if recently a large company had gone from here. Looking around, the courtyard could have held over a hundred, but likely not much more, not comfortably. The ground floor had three doors in each of the side hallways, and two on the hallway on the opposite side of the fountain. Four stairwells provided access to the upper story in each corner, which layout was the same. In the back of their minds niggled the thought: this whole thing, this house, this realm, it didn’t…fit. Something here was not right. Or was it them? Was all of this as it should be and they were the ones who made it not right? Anxiety crept in like melting snow in a warm blanket.
  3. Oh, poor Alban, the pampered life not suite for the trials of the road!
  4. Closer to hundreds. But you’re right on with the mind trick. How much of this is as it seems. No worries, I’m in the same boat after some travel last week and catch up this week! Yes, now you’re there “overnight”.
  5. Another quick question... I assume we've been in here more than 8 hours, so Ren's "Aid" spell is done?
  6. - Human Shadow Sorcerer AC: 14 | HP: 38/38 | Initiative: +4 | Passive Perception: 11 (Darkvision 120ft) | HD: 5/5 | Inspiration 0/1 Exhaustion: 1 | Concentrating: Physically exhausted though he is, stained with dust and ash, Alban's spirit was not cowed. "We are bound in this dark business by experience, magick and blood," he intoned, "drawn by greater fate than some mere trick. I have come to believe this business will be finished together, stand or fall." He would make sure he was standing. "Come, delay only serves to let Vadim - and whatever he has wrought - fester." He drew himself upright, brushed the dust from his robes and exerted his power to make them flare briefly. "You will lead Dalin, with axe and shield. I will stand behind the former, and you will take her left flank Jozelle, to offer the shield bite of its own." Alban knew little other than tricks and deception, finding his way by with honeyed words rather than direct force, but he was outmatched by Vadim King in this. He could only hope their coterie would provide sufficient cover. "This is a land of destruction, let us guide its natural path." OOC Stat Block Imperial (variant) Human Sorcerer 5 Languages Common, Elven Background Noble 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. StrSave +0 Athletics +0 11 DexSave +4 Acrobatics +4 | Sleight of Hand +4 | Stealth +7* 18 ConSave +6* No skills associated. 16 IntSave +1 Arcana +4* | History +4* | Investigation +1 | Nature +1 | Religion +1 12 WisSave +1 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +1 12 ChaSave +8* Deception +8* | Intimidation +5 | Performance +5 | Persuasion +11** 20 Proficiency Bonus +3 Saving Throws Con, Cha Speed 30 Tools Calligrapher's Tools Spell Attack Bonus +8 | Spell Save DC 16 | Spell Slots L1 4/4 ; L2 3/3 ; L3 2/2 Sorcery PointsSubtle Spell - 1 point Extended Spell - 1 point Magical Guidance - 1 point When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. 5/5 | ShadowTouched L1 0/1 ; L2 1/1 Actions Dagger +7 to hit for [1d4+4] piercing damage | Light, Finesse, Thrown 20/60 Light Crossbow +7 to hit for [1d8+4] piercing damage | Loading, Two-handed, 80/320 Mind Sliver DC16 INT Sv for [2d6] psychic damage | V, one creature, 60ft | -1d4 next saving throw Frostbite DC16 CON Sv for [2d6] cold damage | VS, one creature, 60ft | disadvantage next weapon attack roll Chill Touch +8 to hit for [2d8] necrotic damage | VS, one creature, 120ft | can't regain hitpoints until the start of your next turn, if undead disadvantage on attacks targeting you Bonus Actions Reactions ShieldAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. [Hit by an attack / targeted by Magic Missile]
  7. - Human (Rogue/Monk) AC: 16 | HP: 39/39 | Initiative: +9 | Passive Perception: 13 Jozelle's posture is as immaculate as ever. Despite the temperature and the long march, she remains focused. That focus is direct at being very troubled at the sight before them. "We passed the mage's test by facing our fears, our... regrets. Can we do so again?" She says the last question with uncertainty, unsure if she can face it. "I... would prefer to go together. There is a time for stealth and swiftness, and a time for... someone to catch us should I fall." The last sentence is a slip, switching from 'catch us' to 'should I fall' enough to give away her own doubts and trepidation. Mechanics Main Hand: Rapier Off Hand: Torch Action: - Bonus Action: - Move: - Manipulate: - HD: 4/4d8
  8. I've a suddenly even more hectic week coming up next week, so probably won't be able to make any proper IC posts till Tuesday 21st - sorry. I may be able to squeeze a short one in but don't count on it.
  9. Dalin Ghillison (Barbarian, 5th level) AC: 14 | HP: (70+5=75)/70 | Rages: 3/3 | Passive Perception: 12 The dwarf was distracted, or at least, trying to distract herself. She was studying the ground, the tracks they'd been following. She looked at the house then lifted a hand to damply scrub at her eyes. "Yah, mind games... I hate to say it, but doesn't this all feel a bit like heading into that mage's house? What was his name... Krusty? There was something twitchy about that place and I got the same feeling here. What if this whole thing started with a lie... a hollow promise of reward?" The thoughts were runnning deeper than she wanted them to. Her body was resolute, but her mind was tiring. She shook her head as if she could shake the thoughts loose. She looked up directly at her companions. "So, what's the plan? Head straight in? Knock on the door? Sneak around the back?" Perhaps if they talked about it a bit, she could summon the courage to actually step forward.
  10. Excellent question. I'd somewhat imagined some lovecraftian perspective trick, where an army wide trail somehow perfectly fits into a pair of double doors. Though I guess it could be a mundanely large pair of double doors that the devils just marched two abreast out of - there were 10s, rather than hundreds, at hethton right?
  11. Just to clarify... we've been following, more or less, the trail of the passing army? Does it somehow directly come from the house, or did it kind of peeter out to a more focused trail of a single person (or few persons)? Or... is it a kind of blurry magic going on and it would hard for Dalin to say?
  12. - Human Shadow Sorcerer AC: 14 | HP: 38/38 | Initiative: +4 | Passive Perception: 11 (Darkvision 120ft) | HD: 5/5 | Inspiration 0/1 Exhaustion: 1 | Concentrating: As they strode on through the incalescent night, the ruddy light that offered no respite, Alban's limbs grew increasingly leaden - each thought and action fighting the stifling pressure around them. Still his demand for satisfaction drove him onward, until at the very edges of his sight he caught a glimpse of some uncanny manse, all at once familiar and strange. "More mind games," he cursed, "though we shall see if they have the taste of our patron or Vadim King's own enchantments. Perhaps they are yet one and the same." He wiped sweat and ash from his brow, leaving grey streaks in a mockery of the Redeemers mark of absolution. Grit had worked its way into his robes and boots alike, scratching incessantly and contributing to his dishevelment. Even within the confines of the grave he had not appeared so undone. "Whatever is within we will see the end of this business soon I believe. Do not forget the strength and sacrifices that bought us to this point. We are not doomed to the past. We cannot be." So he dragged himself forward, resolute in this land of ruination. Gods, Men and Devils be damned, he would have what he deserved. OOC Stat Block Imperial (variant) Human Sorcerer 5 Languages Common, Elven Background Noble 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. StrSave +0 Athletics +0 11 DexSave +4 Acrobatics +4 | Sleight of Hand +4 | Stealth +7* 18 ConSave +6* No skills associated. 16 IntSave +1 Arcana +4* | History +4* | Investigation +1 | Nature +1 | Religion +1 12 WisSave +1 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +1 12 ChaSave +8* Deception +8* | Intimidation +5 | Performance +5 | Persuasion +11** 20 Proficiency Bonus +3 Saving Throws Con, Cha Speed 30 Tools Calligrapher's Tools Spell Attack Bonus +8 | Spell Save DC 16 | Spell Slots L1 4/4 ; L2 3/3 ; L3 2/2 Sorcery PointsSubtle Spell - 1 point Extended Spell - 1 point Magical Guidance - 1 point When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. 5/5 | ShadowTouched L1 0/1 ; L2 1/1 Actions Dagger +7 to hit for [1d4+4] piercing damage | Light, Finesse, Thrown 20/60 Light Crossbow +7 to hit for [1d8+4] piercing damage | Loading, Two-handed, 80/320 Mind Sliver DC16 INT Sv for [2d6] psychic damage | V, one creature, 60ft | -1d4 next saving throw Frostbite DC16 CON Sv for [2d6] cold damage | VS, one creature, 60ft | disadvantage next weapon attack roll Chill Touch +8 to hit for [2d8] necrotic damage | VS, one creature, 120ft | can't regain hitpoints until the start of your next turn, if undead disadvantage on attacks targeting you Bonus Actions Reactions ShieldAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. [Hit by an attack / targeted by Magic Missile]
  13. Exhaustion (DC10) Not so much our noble it seems, clearly used to slightly finer life and different constitutional challenges (like too much wine)!
  14. Dalin's CON save... Edit: The wee bear is ok!
  15. The party pressed on, despite the heat, despite their weariness, despite the odd nightfall. But it was not long before their persistence was rewarded. In the distance, at first a speck in the rusted twilight of this infernal plane, then growing into a shape they recognized was a house. Nay, a manse of sorts. It was incongruent with the landscape in strange ways. Dalin saw elements of her old trader’s lounge in it; Alban saw echoes of Vincent’s house; Jozelle thought the architecture was reminiscent of the lordling’s hall where she had danced the night away before slipping Midnight’s Tears into his cup. They all agreed it was a mansion and they all agreed on what it looked like. But the details seemed at once personal and…off, and familiar to all. The house grew from a slight rise in a hillside, and behind it burned the mountains. Darkness hung like a pall, as dark as this place could get it seemed. The gate to the manse was unguarded, though windows looked down from a second story on the entranceway. Aside from the distant rumble of violent mountains, it was eerily silent. Naturally, the trail led to the front door.
  16. Everyone, please make a CON saving throw, DC 10, or be inflicted with Level 1 EXHAUSTION, meaning you take disadvantage on ability checks until the condition is removed.
  17. In the event they do not show back up, we’ll just go with the idea that Ren stayed behind in the village to help the fight.
  18. Dalin Ghillison (Barbarian, 5th level) AC: 14 | HP: (70+5=75)/70 | Rages: 3/3 | Passive Perception: 12 Dalin eyed her companions thoughtfully, focusing on them was helping her ignore the terrible terrain. She was sure there wasn't a single square of flesh on her body that wasn't flooded with sweat. Wet tendrils of damp hair clung to her temples. She pulled a waterskin from her pack and passed it around. "Just a mouthful or two, we gotta make it last." "Aye, it's getting cooler now, probably good to push on. No good place to stop anyway. I say though, if we do come across a safe-ish place to rest or if we're still moving when the heat comes back... we stop for proper down time. Won't do no good if we come across Vadim and we can't lift our arms." She looked to Jozelle. "Alban and I can see... so maybe stay between us if it gets much darker?" She was, after all, a traveller, a caravaneer, and if nothing else, she would help get these people get to where they wanted to go.
  19. Given last time we saw her she had summoned a flock of holy spirits and waded into battle, to me it makes most sense that she just stayed with the village defence force instead of coming through the portal with us. Gods know they need a little miracle to survive. Although they did visit within the last 24hrs so maybe just a busy time? since in the Rime of Frostmaiden they (also) let people know they were withdrawing. Would be good to know either way
  20. It looks like tbgg dropped their other games, so likely this one too. If that's the case will Rin be NPCed or should we act as if she got separated and didn't make it into the portal?
  21. - Human Shadow Sorcerer AC: 14 | HP: 38/38 | Initiative: +4 | Passive Perception: 11 (Darkvision 120ft) | HD: 4/4 | Inspiration 0/1 Concentrating: For better or worse, their journey continued. "Do devils sleep?" Alban wondered aloud, eyes combing the horizon. "Whichever the answer, I see no other option than to continue our pursuit." By now the entirety of his clothing was coated in a fine grey dust. "If Vadim sleeps, we will finally have chance to gain on him. If he does not, we cannot afford his lead to lengthen. I know not how time passes here, but if we wish to return to anything more than this blasted hellscape we cannot tarry. Nor could we survive doing so." His tongue snaked over chapped lips, thick and heavy in his mouth. "I have seen no trace of water yet, and whilst you are admirably prepared Dalin I presume your supplies are not endless." For now, his body could endure the demands of his desires, but at some point it would fall short and stumble despite his enhanced blood. He prayed that it would not be in hell. OOC Stat Block Imperial (variant) Human Sorcerer 5 Languages Common, Elven Background Noble 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. StrSave +0 Athletics +0 11 DexSave +4 Acrobatics +4 | Sleight of Hand +4 | Stealth +7* 18 ConSave +6* No skills associated. 16 IntSave +1 Arcana +4* | History +4* | Investigation +1 | Nature +1 | Religion +1 12 WisSave +1 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +1 12 ChaSave +8* Deception +8* | Intimidation +5 | Performance +5 | Persuasion +11** 20 Proficiency Bonus +3 Saving Throws Con, Cha Speed 30 Tools Calligrapher's Tools Spell Attack Bonus +8 | Spell Save DC 16 | Spell Slots L1 4/4 ; L2 3/3 ; L3 2/2 Sorcery PointsSubtle Spell - 1 point Extended Spell - 1 point Magical Guidance - 1 point When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. 5/5 | ShadowTouched L1 0/1 ; L2 1/1 Actions Dagger +7 to hit for [1d4+4] piercing damage | Light, Finesse, Thrown 20/60 Light Crossbow +7 to hit for [1d8+4] piercing damage | Loading, Two-handed, 80/320 Mind Sliver DC16 INT Sv for [2d6] psychic damage | V, one creature, 60ft | -1d4 next saving throw Frostbite DC16 CON Sv for [2d6] cold damage | VS, one creature, 60ft | disadvantage next weapon attack roll Chill Touch +8 to hit for [2d8] necrotic damage | VS, one creature, 120ft | can't regain hitpoints until the start of your next turn, if undead disadvantage on attacks targeting you Bonus Actions Reactions ShieldAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. [Hit by an attack / targeted by Magic Missile]
  22. - Human (Rogue/Monk) AC: 16 | HP: 39/39 | Initiative: +9 | Passive Perception: 13 Jozelle says very little. Though he expression remains calm and collected, no amount of mental fortitude or dissonance can keep the body from showing signs of weakness. Her her is far messier, her pale skin flush red from the heat. It is a good thing she travels light, else she may not have been able to keep up. Finally she speaks "That Vadim retreats in their moment of victory gives hope that following him matters. That he eludes us is... frustrating." The poetic language ends with the last word. "Do we rest? Do we press on?" Mechanics Main Hand: Rapier Off Hand: Torch Action: - Bonus Action: - Move: - Manipulate: - HD: 4/4d8
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