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  2. At this point, if you checked IC first, you may have noticed that I invited another player from the original applications, now that the rush to join, and then just as quickly leave, has quieted down somewhat. Meet Janda, a drow priestess who propably likes good friends, good company, spiders, red wine, spiders and spiders. Also spiders. Although I'll let her introduce herself, of course.
  3. Rua'thil inside Tamarak, 6-limbed Dragon-like Outsider Mini-stats , Initiative: +3 Perception: +15 (Darkvision) AC: 34 (31 flat-footed, 19 Touch) - With Mage Armor, +4 w/Shield, +3 w/Barkskin HP: 133 Current: 133 CMB: +9 CMD: 28 (25ff) Fort: +11 Reflex: +11 Will: +16 Special: +2 SV vs. Enchantments, Immune to Sleep, Dragon Style +2 SVs vs. Paralysis/Stun, Current Conditions in Effect: Power Attack (-2 Att/+4(6)dmg), Combat Reflexes (AoO=3), Feather Step (5ft Step Diff Terrain), Snake Style (Sense Motive Check +26 for AC as Immediate Action), Dragon Style (ignore Diff Terrain for Charge/Run/Withdraw, +2 Dmg 1st Strike), Snake Sidewind (+4 CMD v. Trip/Checks Prone, Use Sense Motive to Crit Confirm), +1 Dmg when flanking Current Weapon in Hand: Cold Iron Mwk Lucerne Hammer (+11, 1d12+7 dmg) or Unarmed (+11, 1d6+6+1d6 Electricity), Bite (+11, 1d6+6+1d6 Electricity), 2x Claws (+11,1d4+6+1d6 Electricity) Stunning Fist (DC16): 3/3 Remaining Spells Remaining: O-Level (Mage hand, Acid Splash, Light, Guidance, Message, Detect Magic) 1st Level 4/5 (Lsr Eidolon Rejuv, Shield, Mage Armor, Expeditious Retreat) 2nd Level 4/4 (Haste, See Invis, Barkskin, Evolution Surge) Energy Attacks Evolution: Pick one energy type: acid, cold, electricity, or fire. All natural attacks +1d6 dmg of type Rua'thil/Tamarak took in the information and then shrugged, "Mayhap we should follow-up and see if these were local events or more regional news coming out of Venza. If these were issues from last week, one could assume they were advertised at the Inn and granted to other adventurers." "However, if the noble missing was from here and they have not gone seeking assistance from those in the city..." They left the rest of her idea unsaid. "Still, we do need to report back on our exploration first."
  4. Necessary for Approval: Explicitly enumerate your minority and majority religions If you want Duria to be the name of your region, I need a name for the country. If you want Duria to be the name for the country I need a name for the region. I'm going to tell you the same thing I told NorthofOrdinary: the Avakonian Empire was far too overextended and far too short-lived for massive settler colonialism, certainly not enough for actual ethnic esharans to be the majority population in a region. If you want to keep the Avakonian flavor, I might suggest one of the following or a mixture thereof: The rulers and nobles are of authentic avakonian stock, but the rest of the population is mostly some local flavor of human The Durians aren't really avakonians, but they desperately want to be, learning the language, changing their names, and coming up with elaborate implausible ancestries to show that they have a great-great-grand-uncle from Avakon. Durians may not be avakonians, but they like Avakonian culture, travel there often when they can afford it, and like to depict its stories in their art. Necessary for Approval: Resources, both required and produced, should just be one thing. It might be one thing with many uses (like sheep) but still just one thing. Along the same lines, I suggest changing the required resource to "hard metals" since it seems like they need them for practical purposes, or just "stone"
  5. I used to play games similar to this often but not for quite awhile, in fact I haven't really done any creative writing or any sort for a number of years, and it's been very slow going trying to write up my application. I thought I'd post what I've come up with so far to show just to show that I'm still around and keen to play.
  6. The young propaganda mare pause for a long minute. "....I'll try." she say hestiangly. "I will try to do the right thing." she take the posters back. "My mentor isnt a bad pony.. I am sure he will eventually see reason just as I did."
  7. WIP Purulus Region 39 History Most Puri have no interest in their ancestors or the origins of their kind, but their history as told by the Mosquito Shamans begins with an elven tribe exiled from a distant homeland for unjust cause and then lured by deceptive dreams to a swamp by a pair of monstrous demi-gods named Vys and Kot, fleshy, colossal maggots, to worship and serve at their whim. With nowhere else to go and threatened by the giant spearmouth mosquitos that obeyed the cruel gods, the tribe settled in the swamp, resigned to their fate. Plagued by sickness and the steep sacrificial demands of their masters, they eked out a pitiful existence for generations, but all the while wise shamans among their number studied the swamp, the plants and wildlife, and built up a wealth of knowledge. The shamans devised a scent that would repel the spearmouths, a brew that would give courage and numbness to pain, and a poison potent enough to kill gods. With these, led by their shamans clad in fearsome mosquito masks, the tribe slew Vys and Kot, and won their freedom. Over time the corpses of the two dead demi-gods turned to stone and became the mountains in the north of Purulus, and there the Mosquito Shamans built their most sacred and secluded lodges, forbidden to all outside their fellowship, where they would retreat, those that survived, when the cities fell to the armies of Dejan. In modern times it is the only place they may be found, hidden in Mount Vys and Kot. Until the Dejan's conquest, the Mosquito Shamans were at the top of Purii society, maintaining their position by hoarding knowledge, monopolizing medicine, concoctions that granted visions, a pleasing numbness, or brief euphoria, and most of all the scent that wards away the spearmouths. Rickety cities built from bamboo, mud and resin grew around their grand swamp lodges, their dense population able to sustain themselves from the tainted abundance of the swamp. They gathered, hunted, and herded. On the coast they fished and practiced aquaculture. Lack of food was rarely an issue, but population growth was kept in check by disease and violence. Contact with the outside world was limited, the Purii quickly developed a well-earned reputation as carriers of disease. Outsiders very seldom visited, but some local traders would venture out, most often traveling by sea or river, and bands of raiders frequently left to seek plunder to bring home. The Mosquito Shamans kept close watch on any bandit or merchant who began to gather too much wealth, sending mercenaries to knock them back down a notch or two, lest they threaten their power. The disorganized Puri warriors proved no match for Dejan's disciplined armies when they arrived, but rampant disease and strange wildlife took a heavy toll on the invaders. In return they wreaked their vengeance on the Puri. All but one city was burnt to ash and a majority of the population was either enslaved or slaughtered. The last standing city was renamed Dejaria and became the capital of the latest Imperial province. More to come Geography Save for the pair of mountains at the northern border, the entirety of Purulus is covered by a vast swamp, teeming with life. The flora and fauna of the swamp are present nowhere else on Emjata, and attempts to introduce any non-native flora and fauna inevitably fails, as does attempts at introducing native flora and fauna elsewhere. The countless variety of vibrant plantlife, growing thick and tall, has one notable absence, that of any hardwood trees. The trees that do grow tend to be tall and spindly, lacking in bulk, making for poor construction material. Local wildlife consists almost entirely of arthropods, including a few gigantic varieties such as the towering, horned megasoma and the much-feared spearmouth mosquito, with some species of mollusc inhabiting the coastal salt marsh. Throughout the swamp, an overwhelming barrage of odours bombards the senses. Stenches of rot and decay competes and intermingles with the pleasing scents of flowers in bloom. More to come People and Culture The elves of Purulus call themselves the Purii, while the Empire named them the Purulosii, but most outsiders refer to them derogatorily as bog elves, or boggarts. The average Puri slouches at about five feet tall. They are pale skinned, with a green tint that darkens the more they are exposed to sunlight. They are usually marked by disease, past or present, most showing pustules or pustule scars on their bare flesh, and less commonly yellow, red, or weeping eyes, missing teeth, or bloated, pot bellies. They have long, pointed ears common to elves, though the pointed tips are known to curve out and down with certain illnesses. They have fine features and vainly tend to their appearance, even the poorest among them can be found routinely applying paints and powders to their faces and dressing as grandly as they can in colourful clothing made of dyed cloth and chitin, and enviously admiring the wealthy who blend local fashion with that out of the outside world. More to come Government Economy Faith
  8. you want to make a character, go ahead. We only appear to have 2 active players, so I might need some replacements. I crossed out some material in your post that were not correct. Please do not try to write things that belong to the GM. I control all NPCs and direct the course of events. You can write how your characters will interact with the environment and NPCs, but not the results.
  9. Not unlikely at all- The Monster Hunters dont have actually have a codified idealogy- It is basicly a social network/guild of ponies who fight to protect ponies from monsters. Two conditions to join: To be a pony. To be willing to protect ponies from monsters. Which is very vague ofc. So, it can Granny Sandy- who has a personal hatred and vendeta against the Stymphilian Company. It can be a doctor who protect ponies from.. diseases It can be a rightouse Sheriff who protect her community. Monster Hunters shouldnt fight each other, and supposed to support each other- but beyond thay they are very diverse. Nemesis is just VERY charismatic, driven and extremist, raised by Day Breaker hersrelf
  10. Janda Melrret AC: 19 | HP: 32/31 | Initiative: +2 | Passive Perception: 16Darkvision 120 ft | Movement: 30 ft StatsSTR 8 (-1) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 18 (+4) CHA 10 (+0) | SavesSTR -1 DEX +3 CON +3 INT +1 WIS +6 CHA +2 Advantage against being charmed Immune to sleep | SkillsSleight of Hand +4 History +5 Religion +5 Insight +6 Medicine +6 Perception +6 Deception +2 Disadvantage on Wisdom (Perception) checks | Spell Slots1st: 4/4 2nd: 3/3 Faerie Fire: 1/LR | Hit Dice: 4/4 | Channel Divinity: 1/1 The pause was audible, which is weird considering that a pause is assumed to be silent. The absence of noise is a noise as well. As Janda Melrret turned to regard this newcomer, bedecked in the fashions of her drow cousins. Her eyebrow arched precariously over a baleful red eye. "It is custom on the surface, as I would've hoped you'd be aware, to introduce one's self upon a first meeting. But, I see that we are sullying formality with expediency. Very well." "Use complete sentences to describe your issue and I will decide whether or not to help."
  11. Amelia Kassicar Human Sorcerer 5 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 (Quicken SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casti / 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 Watching the others go down the stairs and hearing the chaos that ensues she follows quickly, still stuck at the top of the stairs, but at least she can see where she is aiming now. Reaching out over the head of Saara, the purplish-black light seeks like smoke from between her tightly held fingers, from her hand a pin-prick of light launches and strikes a point mid-air in the chamber below. THe point seems to hang for just a moment before it erupts into the same dark colours flames, spilling through the room and over its occupants like a boiling liquid, more so than any natural flame. Mechanics Items Actions Attacks Main Hand: Bloodwell Vial Main Action: Casting Spell (Fireball) Fireball 20ft radius, 8d6 fire on failed Dex save Off-Hand: Bonus Action: Total Damage, 37! Move Action: North 1, east 1, down stairs. Free Manipulation: Notes: Aiming to hit 1, 2, countess and Ebon. I was having the worst time trying to describe the actual grid so i just did a little overlay for what i'm intending. I think so long as i hit that back corner, it should only hit enemies. Hope! (there may be some backdraft...) I'm also using Empowered Metamagic to really pack a punch.
  12. AC: 16 | Hit Points: 75/75 | Passive Perception: 19 | Passive Insight: 16 | Init: +4 Valagar had lost all sense of time while trapped within his stifling prison, the steady breathing of his dwarven cellmate the only other sound beyond himself to keep him anchored within the world. Darkness enshrouded him for... days? Weeks perhaps? Who could say truly. But Valagar was no stranger to silence such as this. Rather it had given him time to practice the meditation cycles taught to him by his grandfather; with time on his side and enemy's in no rush to kill him, there was little else to do. The ease with which he had fallen to his enemies still perturbed Valagar however. Tracking cultists into the Darkwoods of Lemish, he had been set upon and subdued after a protracted battle, with the enemy using some manner of enchantment to force him into the trance-like state elves entered in lieu of sleep. Blindfolded and shackled, where he was and the path taken before his incarceration was unknown to him, a fact all too infuriating to him. Movement and the sudden flash of light as the door to his prison stuns Valagar for a moment, but soon enough his sight has adjusted... and he finds himself awakened from his trance! Moving apace he angles his way out of the prison and sidles back against the wall of the wizard's quarters. "You have freed me, but to what end? To whom do I speak?"
  13. 1812, Saturday March 30: Deltaville Outside the restaurant, there was nothing to see at first, but they could hear the screaming of a teenage boy. Then from across the road from the east, running down the road's shoulder was a blond-haired boy, looking rather dirty from falling down and his jeans were recently torn. His T-shirt was ripped on his left shoulder and there was blood. His assailant was still chasing him, a naked middle-aged woman that was moving quite fast for her age. Her hair was disheveled and there was blood smeared on her face. She looked wild and crazy as she chased the young man, her fingers gnarled like claws as she tried to reach him. She was only 20 feet behind him and not losing ground. The boy cut across the road in front of a heavy-duty truck, Ford F-250, pulling a tarp-covered flat-bed trailer that was fully loaded. The truck hit the brakes, but not nearly soon enough. While the boy timed his break in front of the truck to get away, the old woman was oblivious of the danger as she followed and was smashed by the grill and bumper of the Ford. Her broken body was flung forward as the truck skidded to a halt, the trailer jack-knifing slightly. She did not get up. The boy had stopped right after the impact and was hunched over, resting his hands on his knees trying to catch his breath. The driver got out of the truck. He was a tall, athletically built man about 6' 2", and London could tell he was probably former military. He had that look and demeanor. He motioned for the other three people in his truck to stay. There looked to be a woman and two teenage girls in the back seat of the king cab. He moved towards the front his truck to survey the carnage. The other patrons were all murmuring. Some in horror for what they witnessed, but some were not too shook up either and jsut wondering what was going on. A police siren was heard in the distance, coming from the east. Madde was able to catch it on her phone.
  14. did athelia reacted to Nulia question regarding the corpse or didnt answer on purpose? :) Just checking thanks.
  15. Sorcerers of New Kildora Leader: Doomweaver Serpent Diplomacy: 10 Military: 9 Economy: 1 Faith: 8 Intrigue: 3 Expected Stat Increases: +1 Military +1 Intrigue Actions: 1. Diplomacy Special 10: Elevate to Stellar Power! (And Claim Renown for doing so first in Veehra!) 2. Intrigue Coerce TP 2 Region 107 of Sheet Polymer spending 1 Treasure 3. Intrigue SECRET 4. Military Invade Region 33 with 7 Ground Units and 4 Space Units lead by Valus Vile, using Blissful Ignorance tactical doctrine, and landing in 29 before sailing to 33 5. Military Raise 1 Space Unit Non-Actions: - Resist Conversions and Buyouts Unless Noted otherwise The Only Channel for Truth and Freedom on Veehra, From Veehra, and with Veehra Embassy Actions: None
  16. Expertise (Knights) DC 15 Insight DC INeedATwenty
  17. I like the ending of Silver's speech, didn't expect it lol
  18. Athelia Karatch - Planetouched Wizard HP: 8/8 | AC: 12 (Mage Armour: 15) | Passive Perception/Insight: 11/13 | DM Inspiration: 1/1 Spell DC: 13 | Spell Attack: +5 | Cantrips: Fire Bolt, Prestidigitation, Void Maw Effects: Darkvision, Feather on the WindWhen you fall, you can use your reaction to slow your rate of descent and land from a height of up to 60 feet without taking falling damage; you take half damage if falling from heights higher than that. , Light on Your Feet[2/2 Long Rest] You can use a bonus action to make a leap of a distance up to 10 feet without provoking opportunity attacks . This distance increases by 5 feet each time your proficiency bonus increases. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you have finished a long rest . Additionally, when you would be knocked prone, you can use your reaction to instead move 5 feet in a direction you choose. This movement does not provoke an opportunity attack. , Roll with the Punches[1/1 Long Rest] After you fail an ability check, you have advantage on your next ability check. You can’t use this trait again until after you finish a short or long rest . Level 1 [▣ ▣] Mage Armour, Skeletal Hands, Burning Hands "You can all call me Athelia" she didn't immediately trust the others, but it was better than the wasp thing, she takes her cue from the others and ditches the robes, she doesn't know what the symbol would mean to someone they came across, she keeps it tucked into her bag though. And bags she has, a pack and a satchel and pouches and pockets galore, how she even carries it all is another question. "I don't mean to rush anyone but i don't think lingering is a good idea." 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. Notes: Making a check to recognise the robes symbol. Not sure what skills but i have Arcana +5 (Forbidden Knowledge +1d4), History +5, Nature +3 (no prof), Religion +3 (no prof). Knowing things is her jam.
  19. Yeah, this site is really out of whack sometimes. It just ate my post edit too.
  20. Since Athelia is a caster i'd keep her near the middle for marching order, probably third. She'll take the last watch, she'll be up early to deal with her spells and that sort of thing and she has darkvision so she won't worry about any lingering darkness without a fire.
  21. 3rd Level Wizard | AC 11/14 | HP: 14/17 | PP: 17 | Spell Slots: 1st: 4/3, 2nd: 2/1 | Insp: X | Languages: Common, Draconic | Conditions: Mage Armor Jonas takes his usual place to the rear. Best to let Kora and Bastion tackle this Rookledust. Even as he listens, though, he can't help but scan the area for anything unusual. He chuckles to himself. I may have to be a bit more specific than that! Everything in the Gnome's vicinity was that, at least. His eye picks out several concealed ports, no doubt where some of the darts came from. As Rookledust goes on, Jonas starts to put together what had happened, and possibly how the Gnome could help the people back in Kalaman. As the artificer distributes his 'fargabs', Jonas takes one, very curious. He could sense divination magic of some sort in it. He licks his lips. I need to take some time with this. When Bastion comes up with more magic from the hobgoblin, Jonas holds out a hand. "I can take a look at those if you'd like."
  22. Jorenis' long knife skitters across the skeleton's rib cage, dealing almost no harm at all. The other skeleton takes a swing at Ryzia. Skell 1 Attack Damage Electricity It is now Winter's turn.
  23. WIP~ Name: 'Colour' to those outside Art Floristry circles, 'Kalasilya' to those in the profession. Concept: Scholar of the Arborist branch of Art Florists, intent on discovering as many plant species as possible to further his understanding of plant biology while working on his magnum opus (one Colour can't seem to make a concrete decision about yet...). Will spend most fights interacting with a bioluminescent hologram interface to create his spell effects, namely creating and manipulating big trees that wallop, taunt, or hinder enemies. (Elementalist [Geomancer] focusing on the Nature sphere) Colour's commission art completed by the wonderful Syncthart ()
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