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Overview

About This Game

The story is set in the Kingdom of Aglarion, where the characters will uncover dark secrets from the past of a royal family after the fall of a blessed era and break a curse that plagues the kingdom.

Game System

D&D 5e

Detailed Description

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💀Something is rotten in the Kingdom of Aglarion💀

Play in what is probably the most widely anticipated 3rd party adventure of 2022 for 5th Edition D&D. Crown of the Oathbreaker is a massive 900+ page campaign that has everything from palace intrigue to adventure in the fey realm, shadow realm and even into hell itself.

The book is based on the feedback of over 2000 D&D fans whose votes on their preferences gave the backbone of the adventure and the campaign setting. The community influenced the fine details of the story and the setting through Elderbrain’s Discord server. Crown of the Oathbreaker also includes over 200 NPCs, their locations, and portraits based on the actual photos of members of the Elderbrain community.

The story is set in the Kingdom of Aglarion, where the characters will uncover dark secrets from the past of a royal family after the fall of a blessed era and break a curse that plagues the kingdom.

The players will have to explore lands ravaged by the curse and travel to the Feyrealm, the Shadowrealm, and even Hell, where they will face hard moral dilemmas before saving the crown from the dreadful effects of an otherwise inevitable pact. A sinister bargain has caused suffering for the people of the land and has created a mad witch-knight hungering for revenge.

This campaign will cover levels 5 - 15, with its sequel Torrents of the Spellhoarder coming after for levels 15 -20.
 

 

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The land known today as the Kingdom of Aglarion has a rich past spanning thousands of years, influenced by cataclysmic events that involved multiple planes of existence. Since the dawn of time and prehistory, all the way up to its current state as a monarchy, the land and its rulership has changed many times. Several key events have shaped its past, namely the descent of the Dark Star and its dark angels during the Mountainfall, the rise of Sarath of the Shining Light and a cruel theocracy, and the establishment of the Kingdom of Aglarion by King Razmyrel Melkar and Master Arlen the Constructor, the first archmage of the land. These events have all left deep marks on the history of the realm and the legacies of these dark times can still be felt in the fabric of society.

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The Kingdom of Aglarion is known as a thriving realm. Times of plenty and an open-minded philosophy have resulted in a level of tolerance for beings of all types rarely encountered in other settings. The Kingdom is rich, its armies strong and well-equipped, and the rule of law is paramount under a popular king. But even in
these tranquil times, the Kingdom of Aglarion is a realm filled with adventure and dangers that lurk behind the veil of peace, reaching into other planes and deep into its history.

 

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A 53-page PDF with all new 5e character options just for this campaign. Take a look!

  • 30+ NEW SUBCLASSES
  • 40+ NEW SPELLS AND FEATS 

 

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A 107-page PDF Gazetteer of the Kingdom of Aglarion with no spoilers. With all the details you need to custom build a character that fits into the campaign world. Topics covered in the Gazetteer are:

  • History
  • Ecology
  • Religions
  • Social Structure
  • Economy
  • Laws
  • Noble Houses
  • Organizations
  • Neighboring Realms
  • Customs
  • Maps
  • Regions
  • Important Locations
  • Onadbyr (the capitol city and where the campaign starts)

Browse the Aglarion Gazetteer Now!

 

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What rulebooks should I use?
You can use non-optional rules found in the Player’s Handbook, the Basic Rules, and all the books listed below. If a rule has been reprinted in a newer resource, you must always use the latest printing.

  • Fizban’s Treasury of Dragons (FTD)
  • Mordenkainen Presents: Monsters of the Multiverse (MMoM)
  • Xanathar’s Guide to Everything (XGE)
  • Tasha's Cauldron of Everything (TCE)

You may also use the rules found in the following digital publications, available on DMsGuild

  •  Elemental Evil Player’s Companion (EEPC)
  • Locathah Rising (LR)

Additionally, the following variant or optional rules are available:

  • Chapter 6: Customization Options (PH)
  • Customizing Your Origin (TCE)
  • Optional Class Features (TCE)
  • Variant Human Traits (PH)

The following campaign specific resources are also available:

  • Crown of the Oathbreaker Player Options (link)

Starting Level: 5th level start

Alignment Requirement: Any (but all characters must be able to work as a team.)

Starting Equipment: You will start with the basic equipment given to you by your class and background, plus an additional 600 gold pieces, and one item from the below list. You can sell starting equipment using the rules in the PH and can buy equipment and spell components found in the PH or available rules.

  • +1 weapon
  • +1 shield
  • +1 rod of the pact keeper
  • +1 wand of the war mage
  • +1 all-purpose tool (TCE)
  • +1 amulet of the devout (TCE)
  • +1 arcane grimoire (TCE)
  • +1 bloodwell vial (TCE)
  • +1 dragonhide belt (FTD)
  • +1 moon sickle (TCE)
  • +1 rhythm-maker’s drum (TCE)
  • Bag of holding

Ability Scores: Ability scores can be generated using the 27 point buy as featured in the PHB.

Hit Points: Maximum at 1st level, average each additional level.

Backgrounds: Any from the source books listed above or any from the material in the Character Creation tab. Customizing backgrounds is allowed but must be approved by the DM, same with any player built custom backgrounds.

Backstories: You are going to want to take a few days to read through the Kingdom of Aglarion Gazetteer before writing this. It should include references, common sayings, etc.

Character Submissions: You will also need to start a thread in the Applications area for your submission. If you have any questions about my rules for character building, any thoughts about character backgrounds, or to request that I review your character then you can do so by Clicking Here.

 

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Application Deadline: August 20th, 2023 midnight (US Central Standard Time)

Post Requirements: Minimum posting rate of two to three times per week.

Party Size: Looking for 4-6 players.

Other Requirements:
- I want players who give detailed and interesting posts. Not one-liners and blocks of speech text. The rule of three applies here. What is your character thinking, doing and saying.

- Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live.

- I'm a story teller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together.

- Unless I tell you otherwise...assume you can play with the scenery to help craft the story.

Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!

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  1. What's new in this game
  2. Athelia Karatch - Planetouched Wizard 1 AC: 13 (16 w/Mage Armour) | HP: 32/32 | Initiative: +3 | Passive Perception: 13 | Spell Attack: +7 | Spell DC: 15 | DM Inspiration: 1/1 Abilities: [Sorcerer Points: 3/5] | Metamagic (Transmute SpellWhen you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. / Empower SpellWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.) | Magical GuideanceWhen you make an ability check that fails, you can spend 1 sorcery point to reroll the d20. | Active Effects: Mage Armour Cantrips; Fire Bolt, Prestidigitation, Light, Mending, Mage Hand, Mind Sliver, Eldritch BlastTwo Bolts 120ft 1d10+3 damage each Level 1 [▣ ▣ ▣ ▢] Burning Hands, Mage Armour, Shield, Arms of Hadar, Dissonant Whispers Level 2 [▣ ▣ ▢] Scorching Ray, Shatter Level 3 [▣ ▣ ▢] Fireball, Enemies Abound, Antagonize She nodes along "It would solve a couple of our problems all at once..." Mechanics Items Actions Attacks Main Hand: Bloodwell Vial Main Action: Off-Hand: Bonus Action: Move Action: - Free Manipulation: Notes:
  3. PC Saara Renalish Yuan-Ti Paladin 4/Warlock 1 AC: 19 (splint mail and shield) | HP: 43/43 | Initiative: +0 | Passive Perception: 10 Spell Slots: 1st 3/3, Pact 1/1 | Spell Attack: +7 (rod of the pact) | Spell DC: 15 (rod of the pact) Lay on Hands: 20/20 | Divine Sense: 5/5 | Form of Dread: 3/3 | DM Inspiration: 1/1 Saara shrugged. She wasn't looking to take on more debts, but as they'd already secured the Lord's Patronage she was feeling flush. Considering how much coin they had liberated in just two day's work? All that mattered now was to see what the cursed blade was actually worth. "Well then, it sounds as if we're headed back to our assessor to see how much collateral we have to offer." Perhaps the blade would solve all their problems in one clean cut. Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate:
  4. Real-estate deals.... didn't expect that in this one, did you? lol
  5. NPC Elara Human Middle Aged Woman As the conversation unfolded, Elara listened intently to the group’s deliberations. Her eyes sparkled with a hint of curiosity as she absorbed their words. After a thoughtful pause, she interjected with a calm yet authoritative tone, “Lady Maritayl is always willing to collaborate with those in need. We typically engage with Huran Myle over at the Silver Scale. (map location #42) He handles our moneylending arrangements and is known for his fair dealings.” Elara’s gaze drifted momentarily as she pondered, then she continued, “If you possess magical items, such as that enchanted dagger, offering them as collateral can significantly ease the process. Without magical collateral, a down payment of twenty percent is customary. However, with such collateral, Huran might agree to a mere ten percent. In either scenario, your monthly payment should be around fifty gold pieces.” Having shared her insights, Elara fell silent once more, allowing the group to mull over her proposal. The room buzzed with quiet contemplation as they considered the options laid before them.
  6. Group of bandits terrorizing the local area. We were part of the group that went out and ended their reign of terror. We also worked together a couple more times to hunt down large predator animals that moved into the area and were killing peoples herds and/or killed a farmer trying to defend his herds. So we have worked together on multiple occasions. And Baldur has come to you on a couple of occasions cut up pretty badly and needing some healing.
  7. Sounds fair to me, most any armour that's an upgrade from what I have would require refit and modifications anyway. Hoping to have background and be feature complete so to speak this evening. That said any particular hunt you had on mind as our past meeting, Baldur? Same goes for you Saara regarding why you might have needed a guide?
  8. Barding is entirely about the size of the creature in 5E, not about its body shape - you can certainly make fiat statements about armor, including barding, relative to body shape, but the weight and cost uptick from making armor into barding is about scaling it up for a larger creature. Since you are a medium sized creature purchasing armor is the normal price, but I suspect that any armor found would have to be fitted by a blacksmith before it could be used properly.
  9. Both suggestions work for me as Kalandra is comfortably knowledgeable of the natural world, survival techniques and the like. Plus being a centaur lends her well to running things down as long as terrain permits lol. Odd question for the DM, given the odd body type; should I look into buying barding as well or do we consider the chain mail itself sufficient and adjust size/weight/etc? May just be needless book keeping but the template format gives me the impression that's paid some attention. Also applies to clothing a bit too.
  10. Baldur Dwarf Ranger 5 AC: 15 (chain shirt) | HP: 41/49 | Initiative: +3 | Passive Perception: 15 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +5 | Spell DC: 13 Spells Known1st Level Cure Wounds Entangle Hail of Thorns Speak with Animals 2nd Level Lesser Restoration Beast Sense | DM Inspiration: 1/1 Baldur gives a short laugh at Saara's words. Sorry, but I was not planning on opening an inn. But that the inn would have a large enough area on the first floor entry for us to set up a reception area for people coming to hire us, while leaving enough rooms upstairs for us to each have our own rooms. It could be a fairy small inn and still be enough for us to use. But you are right Athelia, we can start with a smaller place and expand later. I like this place, but it is priced a little high. Structure wise it is only worth around 5,000. Add in a boost in price for location and maybe 6.5k for the house, but not 8. In any case, we would have to put some money down to get the owner to hold it for us and then figure out how to get the rest. Unless she is willing to rent it to us now and apply our payments towards the purchase. Then I might agree to the full 8. Mechanics Main Hand: Off Hand: Action: Bonus Action: Move: Manipulate: Racial ability - Colossus Slayer: it target is hit by a weapon and is below maximum hit points it takes an additional 1d8 once per turn.
  11. Saara's work occasionally ranged far and wide, and would be unfamiliar with anything outside the city. She'd have needed a guide.
  12. Baldur is a ranger, so perhaps Kalandra and he had worked together in the past, tracking down trouble in the wilds around town.
  13. Thank you! Just background left to get sorted out now but the bones are basically already there for that.
  14. Hello all! Still getting the last few things up and running. A bit of excitement had derailed the creative process but nominally, Kalandra would be a native of the city having been taken in by the Temple of Nature as an orphan though her particular clan more typically sticks to the flatter hinterlands that surround the kingdom. So in that context she would be probably pretty comfortably situated as a local guide and given her background as a cleric; visions, destiny, or just chasing the tails of a coming storm might all leader her to the group in kind.
  15. So how do you guys want to bring in Kalandra to the group? Here are some ideas... 1. Mysterious Benefactor Kalandra could be a mysterious benefactor who has been observing the party from afar. She might have her own reasons for being interested in the townhouse. 2. Local Guide As a centaur, Kalandra could be a local guide familiar with the area around Onadbyr. She might have been hired by Lord Monder to assist the party in navigating the town and its surroundings, offering her expertise and unique perspective. 3. Seeking Refuge Kalandra could be seeking refuge from a threat or pursuing a personal quest that leads her to the townhouse. Her arrival could coincide with the party’s exploration, and she might offer her assistance in exchange for their help. 4. Old Acquaintance One of the party members could have a past connection with Kalandra. Perhaps they met her during a previous adventure, and she has now come to Onadbyr seeking their aid or offering her own. 5. Bound by Fate Perhaps Kalandra has been drawn to the townhouse by a prophetic vision or a sense of destiny. Her arrival could be seen as a sign that she is meant to join the party and play a crucial role in their journey.
  16. Dropped you in a matching token to your posting template.
  17. Athelia Karatch - Planetouched Wizard 1 AC: 13 (16 w/Mage Armour) | HP: 32/32 | Initiative: +3 | Passive Perception: 13 | Spell Attack: +7 | Spell DC: 15 | DM Inspiration: 1/1 Abilities: [Sorcerer Points: 3/5] | Metamagic (Transmute SpellWhen you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. / Empower SpellWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.) | Magical GuideanceWhen you make an ability check that fails, you can spend 1 sorcery point to reroll the d20. | Active Effects: Mage Armour Cantrips; Fire Bolt, Prestidigitation, Light, Mending, Mage Hand, Mind Sliver, Eldritch BlastTwo Bolts 120ft 1d10+3 damage each Level 1 [▣ ▣ ▣ ▢] Burning Hands, Mage Armour, Shield, Arms of Hadar, Dissonant Whispers Level 2 [▣ ▣ ▢] Scorching Ray, Shatter Level 3 [▣ ▣ ▢] Fireball, Enemies Abound, Antagonize "Sometimes you have to start small, it has good bones, you could adapt it as needed and expand when the reserves are better..." Mechanics Items Actions Attacks Main Hand: Bloodwell Vial Main Action: Off-Hand: Bonus Action: Move Action: - Free Manipulation: Notes:
  18. PC Saara Renalish Yuan-Ti Paladin 4/Warlock 1 AC: 19 (splint mail and shield) | HP: 43/43 | Initiative: +0 | Passive Perception: 10 Spell Slots: 1st 3/3, Pact 1/1 | Spell Attack: +7 (rod of the pact) | Spell DC: 15 (rod of the pact) Lay on Hands: 20/20 | Divine Sense: 5/5 | Form of Dread: 3/3 | DM Inspiration: 1/1 Saara did not have dreams of being an innkeeper, but they weren't going to deny the Dwarf their aspirations. "Large kitchen and main room, no reason we couldn't convert those into a small tavern. We'd be short on rooms, so no chance of being much of an inn unless the rest of us bunked down barracks style in one room and rented out the rest." She offered. "If we're outside the walls, we'd need to be along the main road to get any traffic, and I bet those spaces go for a premium. A small operation seems best, one that can be tended by a single barkeeper while we're away on our new patron's employ." Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate:
  19. PC Kalandra Stormblown Centaur Cleric 5 AC: 18 (Chain mail and shield) | HP: 38/38 | Initiative: +1 | Passive Perception: 13 Spell Slots: 1st 4/4, 2nd 3/3, 3rd 2/2 | Spell Attack: +6 | Spell DC: 14 Channel Divinity: 3/3 | DM Inspiration: 0/1 Post goes here. "Speech" thoughts in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  20. Kalandra Stormblown Student of the Mother's Wrath "The Storm brings change, thus renewal, and with renewal... All is forgiven." Cleric 5 Medium sized Fey (Centaur), Chaotic Good Armor Class 18 (Chain mail, Shield) Hit Points 38 (28 + 10) Speed 40ft (40ft Base) Senses All the regular kinds Languages Common, Sylvan, Elvish, Aglarionian Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 14 (+2) Save +2 Athletics +2 Dexterity 12 (+1) Save +1 Acrobatics +1 | Sleight of Hand +1 | Stealth +1 (D) Constitution 14 (+2) Save +2 No Skills Associated Intelligence 10 (+0) Save +0 Arcana +0 | History +0 | Investigation +0 | Nature +3 | Religion +3 Wisdom 16 (+3) Save +6 Animal Handling +3 | Insight +6 | Medicine +6 | Perception +3 | Survival +3 Charisma 10 (+0) Save +3 Deception +0 | Intimidation +0 | Performance +0 | Persuasion +3 Bold denotes proficiency. / (D) denotes disadvantage PROFICIENCIES & ABILITIES PROFICIENCIES Tools N/A Instruments N/A Weapons All Simple and Martial Weapons Armors Light, Medium, Heavy, and Shields. CLERIC CLASS ABILITIES SpellcastingSpell save DC = 8 + Proficiency Bonus + Wisdom Modifier Spell attack modifier = Proficiency bonus + Wisdom Modifier Ritual casting if the spell has the ritual tag and is prepared Spell casting focus is a holy symbol. Domain: TempestAt 1st level, you gain proficiency with martial weapons and heavy armor. Wrath of the Storm Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minim um of once). You regain all expended uses w hen you finish a long rest Channel Divinity: Destructive Wrath Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. Thunderbolt Strike At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. O nce on each o f your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. Stormborn At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. Tempest Domain Spells: 1st Fog Cloud, Thunderwave 3rd Gust of Wind, Shatter 5th Call Lightning, Sleet Storm 7th Control Water, Ice Storm 9th Destructive Wave, Insect Plague Channel DivinityAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. W hen you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. W hen you finish a short or long rest, you regain your expended uses. Destroy UndeadStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. 5th 1/2 or Lower 8th 1 or Lower 11th 2 or Lower 14th 3 or Lower 17th 4 or Lower RACIAL TRAITS ChargeIf you move at least 30 feet straight toward a target then hit it with a melee attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves. Equine BuildYou count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires h ands and feet is especially difficult for you because of your equine legs. When you make a such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot. HoovesYou have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals ld6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Natural AffinityYour fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival. FEATS WarcasterPrerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. • You can perform the somatic com ponents of spells even when you have weapons or a shield in one or both hands. • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. WEAPONS Warhammer15 GP, 1d8 Bludgeoning, 2lbs, Versatile (1d10) - +5 To Hit, 1d8+2 Bludgeoning Long bow50gp, 1d8 Piercing, 2lbs, Ammunition (Range 150/600), Two handed, heavy - +4 To Hit, 1d8+1 Piercing HoovesYou have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals ld6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. - +5 To Hit, 1d6+2 Bludgeoning SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd) (8 (Class + Wisdom Mod) Total can be Prepared) Cleric - Spell Save DC: 15(14) | Spell Attack Mod: +7(6) CANTRIPS (CLERIC) Light | Mending | Guidance | Word of Radiance FIRST LEVEL (CLERIC) Healing Word (B) | Inflict Wounds SECOND LEVEL (CLERIC) Spiritual Weapon (B) | Aid | Prayer of Healing | Lesser Restoration THIRD LEVEL (CLERIC) Spirit Guardians (C) | Mass Word of Healing (B) (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (164.3 lbs.) Weight: 164.3 lbs. / 420 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (6.8 lbs.) Copper: 0 | Silver: 5 | Gold: 337 | Obsidian: 0 | Platinum: 0 EQUIPEMENT READIED (85 lbs.) Chain mail75 GP, 16 AC, Req Str 13, Stealth Disadvantage, 60lbs Shield10 GP, +2 AC, 6lbs Holy Symbol of the Eternal MotherEmblem, 5 GP - On Shield. Belt PouchIt holds stuff! On your belt! 1lbs (Also contained 15 gp from the Acolyte background) Traveler's ClothesClothes suited to the road and outdoors. 2 GP, 4 lbs Warhammer15 GP, 1d8 Bludgeoning, 2lbs, Versatile (1d10) - Hanging from a belt loop Long bow50gp, 1d8 Piercing, 2lbs, Ammunition (Range 150/600), Two handed, heavy - Over the shoulder +1 Amulet of the Devout This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. 1 lbs QuiverHolds 20 arrows, 1lbs - 20 Arrows, Counter balanced over her equine back via a belt QuiverHolds 20 arrows, 1lbs - 20 Arrows, Counter balanced over her equine back via a belt Healer's KitThis kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. - Tied to belt Component PouchA com ponent pouch is a small, watertight leather belt pouch that has compartments to hold all the material com ponents and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). 25 GP, 2 lbs - Tied to belt EQUIPMENT STORED (72.5 lbs.) Explorer's PackIncludes a backpack, a bedroll (strapped to backpack), a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin (Strapped to back pack). The pack also has 50 feet of hempen rope strapped to the side of it. (10 GP, 59 lbs) - Backpack 5 sticks of Incense1lbs - Backpack Prayer BookAs priceless as it is weightless (1lbs) - Backpack Clerical Vestments3lbs, Robes of Ceremony and Office. - Backpack Blanket5 SP, 3 lbs - strapped to backpack inside of bedroll. Lantern, HoodedA hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. 5 GP, 2 lbs - clipped to the side of back pack opposite the rope. 2 Oil FlasksOil usually com es in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. 2 SP, 1 lbs - Belt pouch Mirror, Steel5 GP, 1/2 LBS - Backpack 4 Potions of Healing200 GP, 2 lbs A character w ho drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. - Belt pouch Change of Clothes (Traveler)She can fix it but cleaning it is a different story. 2 GP, 4 lbs - Backpack EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (1/3) +1 Amulet of the Devout This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. 1 lbs APPEARANCE Age 28 | Height 7' 0" | Weight 719 lbs. | Hair Blonde | Eyes Blue | Complexion Fair Cold and distant to those she hasn’t yet warmed to, it always feels in those first meetings as if her pale blue eyes look down upon them from on high. That feeling leading to a disquieting expectation of thunder and the acrid scent of ozone from a too close lightning strike. An impression only deepened when the amulet that hangs about her neck is noticed. It’s form forged from silver and etched with the sigils of the Eternal Mother but refined to those aspects that encompass the Tempest, the Blizzard, the Summer Squall and all such expressions of her wrath. This marks the towering figure of the young centaur as something dangerous, something seemingly unpredictable… and not as concerned as one ought to be with the niceties of city living. That seemingly imperious disposition is only further supported by features that are fine in the ways of the elvish and fey. The sharp, clean, and elegant lines of her face framed by perpetually wind tousled hair nearly the hue of spun gold. The taper of pointed ears parting the flow of her tresses. Her complexion is naturally fair but tanned and weathered as one might expect of a daughter of the Temple of Nature and a Storm Chaser. In matters of physique is where things grow more outlandish in even so egalitarian a city as Onadbyr. Strong and supple in her upper body, she manages to retain a slim and athletic profile. She is often as not garbed in the tunics of the Temple or in finer but functional garments when she is pursuing her own goals. Still very much in her youth, vanity informs this or that to showcase both her means and gifts in equal measure albeit through the humbling influences of her faith. Kalandra’s lower body takes after the complexion of her upper with a soft gray pelt and tail of the same hue as her hair. That same equine portion of her body, however, takes more heavily after the powerful mounts of the Royal Swords Cavalry formations with a distinct similarity to a breed from Drayl that is popular among the Royal House and High Nobility of the kingdom for its strength, agility, intelligence and docile dispositions. Naturally, any garment she wears extends to comfortably cover much of her lower contiguous back, flanks, and hindquarters. Perhaps the only thing more striking is a glimpse of Kalandra in the full breadth of her panoply. The silver and green chain mail stretching to cover nearly every inch of her form with leggings of chain and cloth tied with thick leather straps to protect her more vulnerable legs. The fabric layer beneath a mix of coarse riding blankets and a thick gambeson. Her shield emblazoned with the sigil of the Eternal Mother and seeming to practically crackle with a measure of her power. BACKGROUND Acolyte Source PHB Personality Traits: I see omens in every event and action. The Gods try to speak to us, we just need to listen. Ideals: Change. We must help bring about the changes the gods are constantly working in the world. Bonds: I owe my life to the priest, Herdin Glez, who took me in when my parents died. Flaws: I am suspicious of strangers and expect the worst of them Background Feature: Shelter of Faith BACKSTORY There’s more than a few questions as to just what might bring a Centaur to the City of Adventure and the answers to those questions are things Kalandra is famously reluctant to share. Her adoptive father, Herdin Glez, however, is far more candid with the details of her earliest years to anyone that can get him talking among the trails, groves, and tent villages of the Temple of Nature. Those earliest years tinged with bitterness and a certain regret that for all the wrath of the Eternal Mother he might have called on… he could do nothing to change the course of events already past. As he would tell it… It is a story of tragedy, misunderstanding, and greed that would eventually set the young Kalandra on her path to Onabdyr. A story that starts in the northern depths of the Arden Forest where her clan, the Stormblown, claimed dominion despite the more official claims of the Royal Court. A matter that seemed no one was inclined to debate for it remains clear enough that even now the Forest is yet untamed and rife with secrets. But then ignorance of a thing is a certain bliss, isn’t it? Regardless, it would be that untapped bounty that brought the first logging companies which the Stormblown watched with caution and trepidation, having no want of the quarrel they could come to represent. For a time, that was enough… There was no disagreement as long as the loggers remained in check but it was a fateful day when their axes found their way to one of the sacred groves by which the Stormblown had come to Aglarion with the banishment of the Great Dragon to the Material Plane. Having unwittingly provoked the otherwise reclusive clan, the loggers found themselves assailed and harried. Their merchant task masters, fearing the safety of their investment and confused by circumstances, turned in kind to the Black Flag Company and others of their ilk. A bounty set and the simplest task to settle the matter set before the unscrupulous hands of the mercenary assemblage… and settle it they did in the bloody minded way of such men and women. Talented and skilled as they might be, there is only so much one can do against a determined enemy like that with the backing of proper industry. The outcome forgone, there was nothing but tragedy to be had and somewhere in the midst of all that Kalandra lost home, family, and life in one fell swoop of spell and blade. It was the Mother’s blessing, if nothing else, that drove her, quite literally, into the then comfortably middle aged Heldrin at a dead and all to life altering sprint. It was enough to knock the both of them cleanly out. By the time both had come back around, Heldrin’s friends had managed to haul them both towards the Lodge of Wanderlust and Kalandra, now even more turned around and lost, was something of a hellion to get to cooperate with just about anything. Those days were a delicate time, as Heldrin would put it, as how did you convince so traumatized a child you wanted to help? That you didn’t mean harm? It was only by virtue of patience and the Mother’s guidance that he managed any of it whilst his fellows sought signs of her kin and folk, returning with grim and yet more grim news as the traces dwindled and the trails ran cold until the only thing left was to bring her with him. It was a small blessing by then that Kalandra trusted him enough or had given up enough hope to sullenly follow. The journey back was a blessing, after a fashion, for the fact it was unremarkable and uneventful in the conventional sense… but throughout the young Kalandra was troubled. Her nights were fitful and her waking hours sullen and haunted. It was all Heldrin could do to just… offer an ear and talk to her of other things; the Mother for most among them and the silly little wonders that could be found in Onadbyr. The former seemed to comfort her more than anything else in those moments she could be coaxed out and engaged in a meaningful way. Life would get better in the City but the hold and shadow of the past was a long one for the young centaur even as she was embraced wholeheartedly by the druids and clerics of the Temple of the Nature. Heldrin remaining a stubborn, patient presence as he guided and initiated her into the faith, taught her of the city, it’s peoples, and tried to break her of that soul deep wariness and distrust of every new face. He would be the first to admit he may not have wholly succeeded in that but nor did he totally fail as now and then… he could see her doting or watching one of the Temple’s many acolytes or another with something like cautious, fond curiosity. Years passed, as they often do, and Kalandra grew… perhaps beyond his expectations he had to admit with the plentiful food and a habit for finding her own treats among the bounty of the temple and surrounding park. That cold regard, however, and that deliberate distrust of anyone she didn’t recognize or have recommendations towards remained but she had, at least, learned under his constant, patient hand to extend a morsel’s trust. If only to find work and friends among the city to more fully ground her and steer her away from mires of her visions and reverence for all that the Tempest, that most violent aspect of the Eternal Mother, represented with its messages of irrevocable pain and overwhelming caprices. It was her growing talents as a cleric and affinities for the natural world that would see the scout companies of the Royal Sword seek her aid in rooting out a scourge of bandits that had been plaguing the highways leading to the City of Adventure. It would be one of the few moments that Heldrin would truly see a little something of true fire in the woman after having met with then Captain Stonebow to discuss the particulars. Between them and the other scouts, they were able to trace the bandits to their lair and rout them. A terrible battle that but made easier for the healing magicks she commanded and the more terrible blessings of the Tempest besides. It wouldn’t be long before she found yet more work with Captain Stonebow track down and slay a dire wolf and its pack that plagued the flocks of the more timid farmers near the King’s Forest. A deed done well and quickly by the both of them and earning a growing name and recognition for Kalandra among people… beyond the particular curiosity of the centaur who made her home at the Temple of Nature with a now old, gossipy priest for an adoptive father. That wouldn’t be the last hunt shared by them with other excursions out towards and along the Ulden road to head off some fell beast from the depths of the Ulden swamps and a particularly persistent brown bear that had found itself far south of its usual hunting grounds. That one had been able to be brought to a more peaceable close thanks to the aid of Eldrin, a druid of the temple who managed to talk the beast down despite the martial posturing of all involved. Hunts wouldn’t be the only time Baldur and Kalandra crossed paths as somehow fate always managed to see the dwarf, and Heldrin supporting him, at her modest tent in need of healing. Sometimes for good reasons, other times because what had seemed a wise approach had been anything but. With growing renown, and exaggerated exploits, came requests that were… perhaps not so well a fit as hunting down bandits or wild beasts bothering local farmers. Once such was a request to serve as guide and go between, of a sort, for passage to the nearby Isles of Xantharos by an off-putting woman. A task Kalandra doesn’t speak much of and decidedly did not seem to care for the nature of the work even if it fulfilled some unknown favor owed by her ancestors. Now, she finds herself unengaged beyond the duties of the acolytes and her own curiosities and explorations without a clear idea of what she might want out of the world beyond what visions and a desire to see change unfold in the world.
  21. He can only guess value based on material, not the current real-estate market and all that goes into it. If it was just based on simple value, Baldur would say 5,000 gp, so 8,000 gp is a bit steep, but you are in the capital city. Still in the tool district he would think it wouldn't be quite 8,000 but that is what the sign said that they were asking.
  22. Seeing that Bladur has both masonry and carpentry skills, can he estimate how much the townhouse should be worth in its current state?
  23. Baldur Dwarf Ranger 5 AC: 15 (chain shirt) | HP: 41/49 | Initiative: +3 | Passive Perception: 15 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +5 | Spell DC: 13 Spells Known1st Level Cure Wounds Entangle Hail of Thorns Speak with Animals 2nd Level Lesser Restoration Beast Sense | DM Inspiration: 1/1 It is a very nice place. Let me confer with my associates for a second. Turning to the other he fills them in on the fact there are only 3 bedrooms and one is a bit small. So some people would have to share a room if they bought this place. It would be a good place to start out with, but eventually I would want to go bigger. I was thinking something more like an old tavern or something where we have the business on the first floor in front with kitchen and dining area in the back and each of us have a separate room upstairs with a couple other rooms as storage. I guess if we wanted to we could choose an open plot of land just outside of town and make our own place to our own specifications. The draw back is that if the town is ever put under siege we would be outside the protective walls. Mechanics Main Hand: Off Hand: Action: Bonus Action: Move: Manipulate: Racial ability - Colossus Slayer: it target is hit by a weapon and is below maximum hit points it takes an additional 1d8 once per turn.
  24. Sorry all...back to work with a vengeance! My normal posting routines have been shot to hell!!! Hopefully I'll get back to normal over the next week or so 🤞
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