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About This Game

Home Brew PbP-style multi-thread 5e campaign

Game System

D&D 5e
  1. What's new in this game
  2. Dempsey followed the relayed directions from Inez to Strom to the driver himself. He slid the carriage into a slot along the street across from the dressmaker's storefront. Findelathra's Finery sat prominently at the top of The Grapeway, only three blocks from the Embassy District gates. Taking up three full storefronts, the massive business was mostly window space, featuring spectacular examples of the merchant's wares. A steady stream of day-dreaming window-gawkers walked back and forth along the length. Strom and Rob each took a flanking position on the carriage and walked out into oncoming traffic blithely, halting the flow and providing a window for the ladies to cross easily. The men followed a few paces behind, backs straight and hands at their sides. Their scuffed boots and worn armor still looked mightily out of place and they seemed comfortable staying outside on the street rather than traipsing through a dress shop. Inside, pink dominated the eye. The walls were draped in it, in varying shades and swathes. Most shelving along the walls was covered in the color in various materials. A prominent corner of the store contained a literal rainbow of other colors, from red to indigo; examples of the options and the materials available. Three girls a few winters younger than Penny, escorted by an older woman and a much older dame were speaking with two half-elven women wearing a Findie's Sash over their outfits. Inez knew Fifi was familiar with procedure, but she explained for Geneva, Penny and Mathhilda's benefit. "So, look for someone fashionably dressed, wearing one of those red and white 'Findie's' sashes. Those are the store reps. They'll help us." Seeing a handbell on a nearby stand, Fifi took a step closer and rang the bell lightly before returning it to the stand. All of the women in the other group looked up and one of the be-sashed women raised a hand in acknowledgement before returning to speaking with the young girls. She scribbled on a slate board and handed one from a stack she carried to each of the young girls. Swanning out of the back of the store came a tall half-elf woman of Lai-nu heritage. Though she herself was already almost six feet tall, she piled on an additional two feet of hair-do, a waterfall of glossy black locks braided and combed and pinned in a tower of some weight. She wore a dress in gold and green silks, fanning out behind her in a luxurious train nearly four feet long itself. It was pinned and draped around her artfully and with purpose. She was gorgeous. "Your Grace, My lady Inez! Most welcome is your party today! Tell me, no! Let me guess... these are friends? Or is this for business only?" Findie glanced at Mathhilda, holding herself to Geneva's side and carrying her lady's purse-and-train, with a big smile. Squatting down closer to eye level with 'Tilda, Finde said, "I'm gonna dress you in daisies, and it'll be airy, and flowy, and with a bow... there!" Findie's hand shot out to Tild'as rib in a tickle the fascinated girl had not anticipated. She squealed a laugh as Findie relinquished and rose back to standing, all smiles. The half elf woman paused and stared at Geneva and Penny, and a bit at Tilda, too. She quirked her mouth up and leaned back, posing. Her eyes roamed across both women before her for some time. While she was quiet, a pair of young girls in sashes came from where Findie had come from, carrying a low table and a tray of drinks. They set the table with the tray and directed the group to each take a glass of what appeared to be sparkling wine before retreating. Findie finally spoke. "Those boots under the dress are fine work. That's real Parcian reed-stitching there. I'd say it was Generia, or maybe one of her younger cousins. They're too worn to be her grandson's. And there's few enough I know who wear boots that well-made outside of cavalry officers and boot fetishists. And Gaultans. That would make you 'Neva?" She let Geneva affirm her guess and Findie turned on Penny. "Slight frame, hell-hued, 'cared-for' seamstress-work, spectacles and barely big girl yet. Can't be else but young Penny." Findie said something in a language Penny recognized with a start, though the others understood not a word of their exchange. Findie explained herself. "I've magics for speaking the native tongue of most anyone. Penny here prefers her mother-tongue still for easiest communication, so I switched there. She's too shy for that pretty! We can't keep hiding the pretty, so we'll have to list that shy! Now, what can Findie do for you today, ladies?" OoCFindie recognizes the work of the boot-maker Generia of Parciae, the 'capital' of Gaulta. Generia is famous in Gaulta as the finest bootmaker there. Few people know about Generia unless they happen to be a boot fanatic, a horseman or, a Gaultan. Hell-hued is a polite covers-all reference to tielfings and their various colors of skin. Both Fifi and Inez have talked about their friends with Findie before. She recognizes them from stories told to her about 'the confident Gaultan noble lady' and 'the tiefling scholar/young girl'. Both Fifi and Inez alone are important enough to get the owner's full attention and special service. Both together with friends? Break out the champagne...
  3. The Gornrog people are spread across the vast plains of their namesake grasslands, a barbarian people, mostly nomadic, following vast herds and travelling with the seasons. They are a tall, broad people, towering over most humans they encounter, such as the native Lisezians and Pidduppi-Hammaddi peoples, as well as the various folk of Lai-Not. The Average Gornrog stands at nearly 7' tall for males and females only slightly shorter at 6'6". They are muscular and densely-packed muscle lends them power beyond even what their larger size and mass would equal. The Gornrog people feature hair of every natural shade from red-head to blonde to brunette. They are a universally pale-skinned people but growing up in the open soon darkens their natural coloring to the burnished tan more often associated with them. Men grow prodigious, nearly dwarven levels of body hair, though many shave their hair and extremities. Both women and men feature intricate braiding of head hair, and men of facial hair. Now found in cities and towns across the continent and still the dominant folk of their namesake plains, the Gornrog people are non-native humans who hail from an ancient and generally unknown event in the history of the world. One tied to the deepest levels of elven secrecy and the natality of the WitchQueen Carmen. Over thousands of years they have fallen far from their origins. Originally, the Gornrog were a star-faring race...
  4. Dogma of the Cat Cat is a capricious deity, simultaneously male and female, alive and a spirit, in the real world and in the dream. Cat is dedicated to self determination. He will do what he will do. Her affections are surprising and genuine; she does not suffer cruelty but he does like to play with its prey. Servants of the Cat are as varied as cats themselves. Tenets: Curiosity is natural; investigate anything. But, curiosity kills. Be wary and ready to jump away. While you are not responsible for other kittens, to guide them is honorable. Each one should teach one, to pass on what is known. Suffer no indignity in silence. Tell your story, and loudly. With your enemies, be fierce and show no mercy; with your prey, leave room for play, but control the game. The Dream is Cat's demesne. All cats are welcome, all must defend it when threatened. You are a sovereign. Act like one.
  5. Fifi knew that everything was changing. She know knew that she was, and had been for some time, touched by the Cat. It explained so much of her prior life troubles. She wasn’t completely crazy… a bit skewed by her distorted version of “reality”, maybe… but not crazy. This “Spider” was her guide… her tether, maybe? Always with the advise and the stories... And now, nightmares... It would become clear in time, she hoped. This knowledge had made her rethink everything. She now just had to figure out her purpose. She decided to follow the distractions, as any good cat would, and it would lead her to something... She was excited to rob a casino. She didn't know it was on her bucket list. She was also excited about shopping. Shopping was healthier than drinking. She was sobering up a bit, so a plan needed to be made. Running off half-cocked never left a lady satisfied. "So, we need disguises? Tickets shouldn't be an issue. We're gonna need an exit strategy, at least."
  6. What the Duke is Committing: 650 soldiers, almost all sappers and rangers w/tunnel experience (Cordoba is very mountainous, so lots of caves) 25 Knights, and their personal cohorts totaling another 300 or so men, about half of which are fighting men and the other half are specialists/personal servants Command Team of about 3 dozen officers, led by a Colonel, the 3rd in Command of the army itself and his foremost field officer, Nigel of Lothgraeham (Fretania) 1,000,000 sp annually and 10 months to three years of occupation. A small fortress will be erected as a permanent bastion of the Duke's power and a seat of his own forces, should he need to marshal troops there. A permanent garrison of approximately 250 is planned. Smaller than Thabo's fortress, but a firm position. What the Zanithars field: approximately 900-1,200 goblins, equivalent to levies and the least trained troops (most of these are more loyal to Cher than Boris) a company (150) of hardened hobgoblin soldiers (most, but not all, are loyal to Boris and Sanjeet; 1 in 5 are more loyal to Cher) 2 platoons (60) of bugbear scout-rangers (these guys mostly follow Sanjeet; about a dozen total follow Cher and another 1/2 dozen are closer to Boris specifically) a coterie of 2 dozen doppelganger spies/assassins (under Kostkoh's leadership; outwardly there are only about a half dozen, but most are masquerading as hobgoblins or bugbears, spying on these factions and both Boris and Sanjeet) 5 beast handlers and their beasts (amphiptere x3, these are mini-wyverns; 1 bukavac, giant horned frog w/thunder-croak/gore/bite/claws/sticky-tongue; carrion beetlex2; dogmole juggernaut x2; 1 gbahali, huge 'chameleon' crocodile variant adapted to the Underdark; serpopard x2, serpent-leopards) (beast handlers are loyal to their beasts first, themselves second and then the Zanithars) That slave trade angle with the Illithid might work. That makes sense to them. Enforcing taxes might be hard, but if Thabo concedes some things to the illithid, he might be able to use them as an 'example' of how to take in taxation. They pay without a fuss, and help others accept this is a new norm, and Thabo gives them something like the first pick of slaves idea, or better still, give them the entire prison dump for their own feeding/sale. It's a solid lever to use to get Fl'Hur'h on board and to separate from Boris and the Zanithars. He could also use them against Fl'Hur'h: give them to his rivals within the illithid community to bolster them against Fl'Hur'h, endangering his mastery over the slave trade. Cher can help with a goblin labor recruitment. It's also a good lever to use to push her away from the Zanithars. Contracts with Thabo to use her goblin labor effectively pays her. Giving Cher access to Zheng drugs to push, Zheng guards to take her drugs to other Underdark communities, and Zheng coin to keep her goblins employed and kicking up to her is an easy recruitment for Thabo or Bumble. And, built-in labor leader... Cher can also help with getting a Zheng (hob)goblin squad. She can turn him on to the addicts who are reliant on her or who work for her already, as well as who is easiest to turn among those at Skullrock. Same with bugbears. She knows a few he could pull in, and a few who already work for her/are addicts relying on her. Challenging and beating down that lizardman guy is a definite way to make a name for Thabo as a fierce warrior in his own right. Thabo is like 13 levels higher than him, so it's an easy beat down. If he chooses to make it public, like all him out in the gladiator pit, well, that's just free advertising. He can't stay in LowTide and ignore the public challenge, either. If Thabo is magnanimous in a public victory, there's another recruitment opportunity for him to establish some leadership in LowTide beholden to him.
  7. Fifi's family are the rulers of the Duchy of Mendoza, once an independent kingdom folded into the old Lisezian Empire and now comprising one of the great Duchies of the West, the 'Old Empire' as most now call it. Mendoza is a lot like real world Poland, but also encompassing some of the Czech and Slavic states and the ruling family, the Villa-Lopéz Reals, are based on the Magyars of Hungary. There's some mountains as one closes on Fretania and the arctic circle but it's mostly broad plains and random light forests with a couple old-growth stands at the heart of the larger forest spaces. Mendoza is pretty big, too, in terms of size in comparison to the other Duchies. Its top 3 (behind Medecicci and Gaulta), and the largest of the easternmost Original Eight duchies. In terms of being encompassed, Lisezia began in Salacia, and they conquered Medecicci and Gaulta before turning themselves on the rest and calling themselves the Lisezian Empire. Mendoza's addition was bloody, and long. Corbitti's was first, nastier and bloodier. It was capturing Mendoza that secured the rest of the west for the Empire. Mendoza blocked in Fretania and made Cordoba easily threatened. Secessini was a nothing, a quick addition once Cordoba was acquired. Technically, Cordoba 'acquired' Secessini and then it was merged into the Empire as part of Cordoba. Secessini regained their full autonomy during the dissolution of the Empire. The Ruler of Mendoza is Fifi's aunt, her father's older sister. She has a 'consort' who is technically a Count himself, but he has more prestige as the ruler's arm candy than as his own head of House (He is the great nephew of the head, and was groomed for the marriage from an early age). Her aunt has three children, Fifi's cousins. These three and her own father are the four people between Fifi and the Seat (the 'throne' of Mendoza). Mendoza is the breadbasket of the west so it ships a bunch of agricultural goods. Its always been traditionally close to Gaulta politically, as both have similar terrain and traditions and peoples. Cordoba was always focused on the sea, but Gaulta and Mendoza rely on the land. Mendoza has the second highest total population of the Eight Duchies, behind Medeccici (also the largest Duchy). The Villa-Lopéz Real family has ruled Mendoza for the past eight centuries, from a couple centuries before the Empire's collapse through current year. They seized power from the previous ruling family, the Peréz-Hidakoski clan, by exposing the reigning duke to be plotting against the Imperial Throne. The duke and his three children, two brothers and their children and his wife were all executed once exposed. The duke's minor sister was spared and her descendants still hold a grudge to this day against Fifi's family. They are not well-liked in court, but they are still strong, a constant thorn in the side, a pebble in the shoe. In general, Fifi's family are well-liked by both their subjects as well as citizens of other duchies. Mendoza did not foster any rivalries with other duchies, like Cordoba has with Medecicci and Salacia and Corbitti does with Salacia and Fretania does with everyone. Think of Fretania as Germany/Switzerland/Austria/Romania. Mendoza is their one real neighbor. Technically they touch on both Cordoba and Secessini, but both are deep in the mountains and thinly crossed. You can still find orcs in places like those borders, so most traffic to and from Fretania and the East comes through Mendoza And Mendoza reaches the world through Cordoba, mostly. PicturedCenter - Fifi's Aunt, Caterina Red Shirt - Auntie's eldest child, heir to Mendozan Seat Older Girl - Fifi Younger Girl - Cousin Yelena, Auntie's middle child Young Boy - Cousin Eldin, Auntie's youngest child Spectacles - Fifi's dad, Auntie's younger brother, Aruvel Moustache - Auntie's Husband, the Count Red Sash - Auntie's Youngest brother, Eidgar
  8. Fifi has always been a bit of an oddball in her family and in general. When Fifi was a child, she had imaginary friends, like many children do. As she aged, she kept hers longer than most others, well into her childhood. She suddenly stopped talking about them one day and no one questioned it. But then, as she entered puberty, she started to change and her personality morphed into the hedonist and kleptomaniac she now is. Fifi embraced her family's position, and her own within it, and went wild with her studies, her behavior and her antics. She quickly became the 'scandal-monger' of her family when, at the age of 13 she was found drunk in a brothel, 'studying the various forms of copulation' and sketching what she saw. She soon became a 'regular' drunk and by the time she was fifteen she had been sent to three different 'ladies abbeys' to 'recover from fatigue. Really, it was to hide her and try to steer her towards sobriety. Fifi's last 'imaginary friend' was a tomcat named 'Spider' because he looked like he had cobwebs in his whiskers all the time, like he'd been hanging out in duty places full of old cobwebs. One day, when Fifi was by herself, Spider came up and told her secrets, secrets that drove her 'a little mad'. Her dreams became haunted and her rest was deeply interrupted. In her dreams, she was no longer in control. Spider and his secrets invited her to explore the World of Dream, where he 'had a few haunts we can see'. Spider's speech was tempting, and Fifi had followed. What she saw was confusing, and too much for a young mind to fathom. In despair at her predicament, Fifi discovered that blackout drinking skipped dreams, and gave her some rest and relief from Spider. Eventually, she seemed to have escaped him, though Fifi told no one, save her closest friends here in Cordoba, that she still hear Spider's whispered secrets, even when no one , or everyone, was around. Now, Fifi's understanding of those secrets was starting to unfold. The mysteries of the spirit world, the magic of faith and the ingested knowledge of other places and planes of existence are finally coming together, encompassed in the spells and raw knowledge of her world and her place within a deity's plans. Fifi has now become a holy warrior and bastion of faith, and power, under the watchful eye of 'Spider' or an incarnation of him...
  9. Inez waited just long enough for any final comments to follow the elf's departure, then looked at Fifi and Geneva. "Ladies, this soirée sounds like the kind of affair we will need some dress duds for, so why don't we spend the afternoon shopping for... something appropriate. We'll likely need to dress the boys, as well. I'm certain neither of them has ever worn anything fancier than their parade uniforms when they were still soldiering. I'm thinking we should go... covert... with our ensembles. Fi? What do you think?" The Mendozan heiress nodded once and smiled. "Findelathra's Finery. We'll stop there on the way down but really, I think a trip to the Shade Market, or even just the WitchMarket, will also get us a lot of what we'll need." Inez was nodding, but Geneva, and Penny, looked a little lost. Inez explained. "'Neva, do you remember me mentioning that dressmaker I used for the fest-, on Plantpocalypse?" Geneva was nodding at her friend. "With the frills and the living flowers on the hem?" "That's the one. Findie made it. She makes the most beautiful dresses, and she knows how to... give them some kick. I've wanted to introduce you to her, and this seems a perfect opportunity." Fifi butted in to offer her own recommendation. "That Name-Day dress I wore a couple months ago? That's a Findie. That one was a custom fitting, though. Took her almost three months to complete. We'll have to go off-the-rack today. And for the boys... Gus's?" Geneva, Penny and even Mathhilda knew that reference. Gustavo Funderbinder's Fine Sashes and Suits was the premiere tailor in the city. The halfling's whole clan worked in his store, and they were usually booked out for months in advance for custom jobs as well. But every noble and well-heeled fella in Cordoba was wearing, or wishing he was wearing, a 'Gus'. Geneva had already fitted Thabo for several, and they would be ready in only two more weeks. In short order, Inez and Fifi and Geneva had herded Penny and Mathhilda back into the house, gathered up a returning, and slightly confused, Strom and Rob, and scooped up a patiently waiting Dempsey feeding horses to his team in the drive. The ladies were soon loaded into the coach and Dempsey set the team on course for a return Downslope to the Wine District. As they rumbled out the gate and down the street, Inez sat back and said "I wonder, should we upgrade Dempsey's coach? Like the Salcedis? Or at least give him some options? I mean, why don't we get him a centralized location for storing this beast. Then get like three coaches to use. 'Neva, your man Thabo is always into real estate opportunities. Does he have any ideas where we might set up a livery for Dempsey?" "While you're asking, find out if he knows of any office spaces. I need to find something better to do with my time. There haven't been too many answers at the bottom of the bottles. Maybe it's time I took a different tack. There's... more to me lately." Both Inez and Geneva smiled at Fifi. "We know. We can tell." Geneva leaned forward across the seats and hugged Fifi, immediately joined by Inez, Penny and little Mathhilda. All were hugging as the carriage rolled past a group of Watch transporting a disconsolate and bored elf. Show this This conversation is the seed of what will eventually become The Dirnoy Foundation and the orphanage and Dempsey's livery, all in Devil's Ditch. This would be shortly before, timeline-wise, Bumble and Cousinz incorporate CBT. In my head, Kayli and her crew are weeks behind both Our Man Bumble and this thread. At this time, Bumble would be newly working for Thabo and he would be handling the Manyfold War stuff. Thabo would be in Ispep at this time. Thus the rift with Geneva, for instance. When Thabo gets back, he spends roughly 2/3-3/4 of the next two-three months finishing the hunt for Hait and running around the world's dungeons and other locales to find info. Geneva and her crew should be thick in their own adventures during this time, alongside Bumble's crew. I'd like to have them tangentially involved in Bumble's Big Bust-Out, which we will get going as soon as Mark can return to posting. The ladies can do some dress-shopping. LMK if you'd like to 'design' a dress based on some of the example ones we all showcased. Not sure where you found those others, but please let me know. Money shouldn't be an issue. Fifi can absorb the costs effortlessly, and Inez is even richer. Geneva is fully capable of handling her own costs, but this would be a purchase that might get some attention from her family as 'frivolous'. Might get their attention....if she won a bunch of money while gambling (to cover the cost), maybe not. Gus can provide suits for the Boys. I include Dempsey in this as well, bc I think Inez, Fifi, and Geneva are the kinds of folks that would. Heck, let's include Mathhilda, though she doesn't need anything magic. Get her fitted and measured for custom dresses, and buy some off-the-racks for the girls going on the boat. Gus's suits for Strom and Rob act as Studded Leather +1, and gives them each Expertise in any Gaming sets they are already proficient in; 1/day the suit can provide Advantage on 1 skill or ability check related to Gaming Tools/activity (I'd allow it to apply to an Insight to read if someone was bluffing at cards, for instance, or just to a Gaming Tool roll to 'win' a hand. Either is suitable to intent of item.) Dempsey's suit instead provides the same on (Land or Water) Vehicle skill checks. All three are also stain proof and self-mending unless destroyed. If they receive basic tears and cuts (from combat, for instance) these will not need repair. Over the next day they will regenerate fibers and studs, etc, to re-construct the suits to be flawless again. Penny will choose the Gem dress. She likes the way the fabric feels and the weight of the stones seems 'comforting' to her. I'll get to statting Penny here shortly. She's a tiefling wizard.
  10. He was engaged, Dorg. That little guy was barely even noted by Kayli. It was Squort who got the only real, good, look. She was airborne and could see the whole field. The fountain was between Kayli and Garkyn and the little dude, who has not seemed to re-appear anywhere.
  11. Sorry for my absence! Did Garkyn notice the little magic dude when he animated the statue? Or was he engaged with the dancing sword and concentrating on keeping the child safe?
  12. Geneva looked at her gathered friends, and the elf being held by the Zheng thugs assigned to her for protection by Thabo. The scandal-monger caught her eye as she obviously pocketed the strange ear piece jewelry. "So, take your effects, I guess. And don't come back where you aren't wanted!" Geneva shoved the sketchbook, the call stones and a couple pieces of random chalk back into the elf's bag before tossing it to Strom, who caught it dexterously. "See this fool out. Make sure the Watch take him into custody, and let them know that I will be pressing charges!" Strom and Rob nodded at Inez, spun the elf around and marched him towards the front gates of the property. Every one of the girls at the table saw the elf's face sag with relief once he had his pouch and stones again. Within seconds, it was only Inez, her guests and tiny Mathhilda still on the patio.
  13. aw man, I made... and thought I posted... a post gremlins musta intercepted it
  14. Team? Anyone? Bueller? Its free posting, Kayli killed the statue...
  15. Guenivere de Vinthuus Sorceress (Lunar Sorcery) 3 Str 13 +1 racial=14 Dex 14 Con 14 Int 14 Wis 14 Cha 16 +1 racial=17 Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Skill Proficiencies: History Arcana; Survival, Nature, Investigate; Insight, Religion; Intimidation; Deception Saves: Constitution, Charisma Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 100gp; a light crossbow and 16 bolts, an arcane focus, an explorer's pack (no bedroll), two daggers, white taper with an un-lightable wick (arcane focus) Tools: None Languages: Elven, Khurish Personality Trait: I am horribly, horribly awkward in social situations. Ideal: Knowledge. The path to power and self-improvement is through knowledge. (Neutral) Bond: I sold my soul for knowledge. I hope to do great deeds and win it back. Flaw: I speak without really thinking through my words, invariably insulting others. Feat: Skill Expert (Cha; Investigate Expertise, Intimidation) Dragonlance Feat: Skilled (Survival, Nature, Investigate) HP: 17 AC: 10 (+2 Dex) Saves: St+2 Dx+2 Co+4 In+2 Wi+2 Ch+5 Melee Attk: +4 melee Ranged Attk: +4 ranged Spell Attk:+6 XP: 1,423/2,700 Sorcerous Trait: hair grows tremendously fast (like 1/2inch/day); when casting spells hair and garments blow about as if in a breeze Library Access Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar. Spellcasting An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Slots The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells. Sorcerous Origin (Lunar Sorcery) Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Lunar Embodiment You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Full Moon Spell New Moon Spell Crescent Moon Spell 1st Shield Ray of Sickness Color Spray 3rd Lesser Restoration Blindness/Deafness Alter Self 5th Dispel Magic Vampiric Touch Phantom Steed 7th Death Ward Confusion Hallucinatory Terrain 9th Rary's Telepathic Bond Hold Monster Mislead Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest. Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. Moon Fire Starting at 1st level, you can call down the radiant light of the moon on command. You learn the Sacred Flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other. Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Guen was once in the presence of Dalamar the Dark when he cast a ray of sickness. Spells (known 4; 4/2) Sorcery Points - 3 0 - Acid Splash, Minor Illusion, Message, Mending 1 - Mage Armor, Sleep, Comprehend Languages 2 - Misty Step Griffons 1 horse lost, 1 griffon killed, 3 driven off. 2nd level obtained Orca Sighting Berserkers at Sea Maquesta beat them mostly, And Karl went down over the ocean in his chain mail, Guen dragged him to safety, 3rd level obtained Sleeping Black Dragon
  16. Karl of Caergaard Str 13 +1 Racial=14 Dex 10 Con 13 Int 10 Wis 14 Cha 17 +1 Racial=18 Armor: All armor, Shields Weapons: Simple Weapons, Martial Weapons Skill proficiencies: Deception, Stealth; Insight, Persuasion; Athletics, Investigate, Perception; Sleight of Hand Tools: Khas Board, Thieves' Tools Saves: Wisdom, Charisma Languages: None Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 30 sp, Longsword and a shield, 3 javelins, an explorer's pack, Chain mail and a holy symbol (Habbakuk), dead sprite in a glass case (former best friend, killed by a goblin); leather armor, dagger; pouch w/100 gp Personality Trait: I would rather make a new friend than a new enemy. Ideal: (Good) There's a spark of good in everyone. Bond: I'm trying to pay off an old debt I owe to a generous benefactor. Flaw: I have a "tell" that reveals when I'm lying. Feat: Skilled (Athletics, Investigate, Perception) DragonLance Feat: Squire of Solamnia HP: 22 AC: 18/13 (Chainmail/leather armor, +2 Shield) Saves: St+2 Dx+0 Co+1 In+0 Wi+4 Ch+6 Melee Attk: +4 melee Ranged Attk: +2 ranged Spell Attk: +6 Inspiration Point(s): 1 Paladin Trait: Pride Weird Stuff: Once held prisoner for a month under the sway of a hag (Nighthag who appeared in my nightmares). Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Karl was once the lookout for a a burglar (Khrom Kegbeard, boxman, middle-aged dwarf male). Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Fighting Style Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Karl is devoted to Guenivere, and will protect her at almost any cost. Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells. Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. Divine Health By 3rd level, the divine magic flowing through you makes you immune to disease. Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Tenets of the Crown The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless. Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will? Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. Paladin Spells (5; 1x3) 1 - Bless, Command, Cure Wounds, Purify Food and Drink, Shield of Faith XP: 1,423/2,700
  17. Guenivere de Vinthuus Str 13 +1 racial=14 Dex 14 Con 14 Int 14 Wis 14 Cha 16 +1 racial=17 Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Skill Proficiencies: History Arcana; Survival, Nature, Investigate; Insight, Religion Saves: Constitution, Charisma Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10gp; a light crossbow and 20 bolts, an arcane focus, an explorer's pack, two daggers Tools: None Languages: Elven, Khurian Personality Trait: I am horribly, horribly awkward in social situations. Ideal: Knowledge. The path to power and self-improvement is through knowledge. (Neutral) Bond: I sold my soul for knowledge. I hope to do great deeds and win it back. Flaw: I speak without really thinking through my words, invariably insulting others. Feat: Skilled Dragonlance Feat: Divinely Favored (Solinari) - Good (Cleric Spell: Ceremony) HP: 8 AC: 10 (+2 Dex) Saves: St+2 Dx+2 Co+4 In+2 Wi+2 Ch+5 Melee Attk: +4 melee Ranged Attk: +4 ranged Spell Attk:+6 Library Access Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar. Spellcasting An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. Cantrips At 1st level, you know four cantrips of your choice from the orcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Slots The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells. Sorcerous Origin (Lunar Sorcery) Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Lunar Embodiment You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Full Moon Spell New Moon Spell Crescent Moon Spell 1st Shield Ray of Sickness Color Spray 3rd Lesser Restoration Blindness/Deafness Alter Self 5th Dispel Magic Vampiric Touch Phantom Steed 7th Death Ward Confusion Hallucinatory Terrain 9th Rary's Telepathic Bond Hold Monster Mislead Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest. Moon Fire Starting at 1st level, you can call down the radiant light of the moon on command. You learn the spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.
  18. Karl of Caergaard Str 13 +1 Racial=14 Dex 10 Con 13 Int 10 Wis 14 Cha 17 +1 Racial=18 Armor: All armor, Shields Weapons: Simple Weapons, Martial Weapons Skill proficiencies: Deception, Stealth; Insight, Persuasion; Athletics, Investigate, Perception; Sleight of Hand Tools: Gaming Cards, Thieves' Tools Saves: Wisdom, Charisma Languages: None Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15gp, Longsword and a shield, five javelins, an explorer's pack, Chain mail and a holy symbol (Habbakuk) Personality Trait: I would rather make a new friend than a new enemy. Ideal: (Good) There's a spark of good in everyone. Bond: I'm trying to pay off an old debt I owe to a generous benefactor. Flaw: I have a "tell" that reveals when I'm lying. Feat: Skilled (Athletics, Investigate, Perception) DragonLance Feat: Squire of Solamnia HP: 11 AC: 18 (Chainmail, +2 Shield) Saves: St+2 Dx+0 Co+1 In+0 Wi+4 Ch+6 Melee Attk: +4 melee Ranged Attk: +2 ranged Spell Attk: +6 Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Fighting Style Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Karl is devoted to Guenivere, and will protect her at almost any cost.
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