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  2. Everan Meliamne - High Elf Bladesinger 9 HP: 56/56 | AC: 16 | Speed: 30ft | HD: 9d6/9d6 | Spell Slots: Lv 1 4/4 Lv2 2/3 Lv3 4/4 Lv4 3/3 Lv5 1/1 Perception: +6 | Saving Throws: Str -1 Dex +4 Con +2 Int +8 Wis +5 Cha -1 | Spell DC: 16 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +4 Wis +1 Cha -1 Languages: Common, Elvish, Draconic, Infernal, Primordial Attacks: -Rapier+1 +9 Damage: 1d8+5 Piercing -Gwa’thern Faln +9 Damage: 1d8+5 Piercing -Firebolt +8 Damage 2d10 Fire | Magic ItemsUncommon + (3) - Rapier +1 - Gwa’thern Faln (Longbow +1, can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.) - Cloak of the Bat ( While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a raven. While you are in the form of the raven, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.) Common (5) Consumable (10) - Potion of Invulnerability *2 - Oil of Etherealness - Potion of Climbing | SkillsAcrobatics: +8* Arcana: +8* Athletics: -1 Animal Handling: +1 Deception: -1 History: +4 Intimidate: -1 Insight: +1 Investigate: +8* Medicine: +1 Nature: +4 Perception: +6* Performance: +3* Persuasion: -1 Religion: +4 Stealth: +8* Sleight of Hand: +4 Survival: +1 | AbilitiesResearcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray Spellcasting Focus You can use a focus as a spellcasting focus for your wizard spells. Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Arcane Recovery Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. Blade Song Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits: • You gain a bonus to your AC equal to your Intelligence modifier (minimum of+ 1). • Your walking speed increases by 10 feet. • You have advantage on Dexterity (Acrobatics) checks • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest. Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Spells Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand Lv1 Spells Prepared Shield, Feather Fall Lv2 Spells Prepared Scorching Ray, Misty Step Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration Lv5 Spells Prepared Steel Wind Strike Conditions: Poisoned Everan was surprised as the goblins seemed able to attack. How were they still alive after the attacks? Goblins tended on the frailer side, were these creatures empowered by some spell? Even when sleeping? One thing always worked when it came to groups of goblins. Fireball! He sent a mote of orange light across the room until it struck the far wall, near the door opposite. Then suddenly the room was fire and death! Just as suddenly the spell was over. Cast fireball (Lv3) centred by G3 I think. Should catch all the goblins, except G6. And it should avoid hitting any allies! DC 16 Dex save for half damage
  3. Stealth Mission Round Three Init 24* - Finn .. forward anchor 45 hp ... 23 slashing dam 23* - Sandy .. underwater 21 - Grusk .. on deck 19 - Red Knell .. fore mast ... 19 - Njardun .. on forecastle deck prone and hiding 17 - ms. Blueblood .. rear mast 16 - Bugbear .. on deck, armed with a dagger 16 - Eiranne .. hiding on deck 16 - Shadowmonk .. hiding 13* - Phlebas .. forward anchor helping Finn cut rope 11 - Jubal - Krakken .. ready to hop onto deck ??? - Night Crew (Suprised) buff : *Aura of the Sentinel DM ... We are in a Suprise round, all Night Crew is suprised except for the Bugbear who can act normally Finn and Phlebas are unaware of whats going on above ... onboard the 'Mary Rose'... making good progress on the Anchor rope thanks to Sandy's Bless... which has taken 23 slashing dam Sandy's Bless ... affects Finn, Phlebas and Sandy until further noticce....
  4. ... deckplan ..updating.. The ship lurched with the tide and rolled with the storm blown waves, it was not easy to climb as it was to maintain your balance onboard... Standing next to the railing on the starboard side, the 5th nightcrew man... er Bugbear seemed to have bought Grusk's story and lowered down a rope ladder for the burly half orc to ascend until he reaches the deck. The larger ship fared a bit better than Grusk's rowboat but still rolled with the storm and tide. Grusk said something about not playing cards, little did he know they were playing... "Bones" It did not matter as the wet furry Bugbear's attention was drawn to some movement on the top fore deck... After a fierce effort in the slippery wet conditions, Njardun found a way up the side of the ship following the path Eiranne had taken and hauls himself onto the top fore deck. He laid low on the deck but it was too late... he'd been spotted. Blueblood and Red Knell saw the whole thing unfold... but before the Bugbear spotter could say anything... ms. Blueblood tossed a ball shaped bubble like object from her position far overhead which soundlessly burst as it impacted the center of the main deck far below The doomed ship's nightcrew were for the most part oblivious as they gambled in the storm... *silence* (..15' radius..) The Bugbear called out ... it was hard to say who it was directed to or what was said as no sound emerged from the Bubear. ... Meanwhile, the mighty baby Kraken had suckered it's way up the side of the ship and peered over with a large round eye to observe what was going on. The bugbear turned it's head as it noticed a large tentacle wrap over the top of the ship and came eye to eye with Jubal-Kraken ! There were no words, just a concerned Bugbear with bulging eyes and a dagger in it's hand. Elsewhere, things got weirdly quiet around the gambling table. The game of bones was paused as everyone had turned to see Grusk, or whatever his name was, the friendly port authourity watchman show up. They thought he may be an easy 'mark' in a game of 'Bones'... Night Crew half orc Leather armor shortsword, hand axe, dagger half orc No armor, tattoo's battle harness, dagger, longsword bugbear leather armor cloak, dagger ??? leather armor cloak, dagger human Leather armor, cloak crossbow, dagger longsword cond .. Suprised cond .. Suprised cond .. normal cond .. Suprised cond .. Suprised DM Ship's map to be updated .. to follow soonish. The Bugbear is not suprised ... (init 16) The other nightcrew playing 'Bones' ... are suprised this round (init ??) We are in combat rounds ... DEX Acrobatics checks are required each round you make an action... DC 12 on deck, DC 15 up the mast... failure = loss of action move ... climbing STR check Athletics DC 15 required for climbing up ship before reaching the top deck... failure means do not climb, or fall !... Secured rope provides advantage if appropriate. Action ... DEX Acrobatics DC 12 to maintain balance or lose your intended move and action... bonus ... reaction ... immediate ... buffs ?
  5. Night Hood A deep wells within Night Hood. Sekhmet made a proclamation and failed to see it to fruition. She looks around the ground for the one she had spared, momentarily, on the ground. How did he- Her thought is broken by Allan's voice. She looks to see a familiar individual in an unfortunate bind. Sekhmet wants blood, but Allan's voice has allowed Brianna to finally take hold of the situation. If you want blood, we'll need to know where they went. Though, more importantly, I want to know who they are and what they were hoping to achieve here. Brianna walks up to the very terrified individual and slams the butt of her shotgun against the back of his head. "We'll have to hurry. Hopefully he'll be easier to deal with now." She looks over the shotgun in her hands. It needs a bit of tweaking, but I think she can shine. I guess she is mine now. Take the Risk Tags Power: Uncontrollable Rage, No Mercy, Night Hood, Unfair World Weakness: Wounded Shoulder -2
  6. Fiorid Princedom of Alfheim (ALF), Round Nine 2058-2060 Chancellor Eydis dei Fiori Dip: 10 | Mil: 10 | Eco: 7 | Fai: 2 | Int: 2 Stat Gains: TBD Actions [Diplomacy][SPECIAL D10] Elevate Status to Stellar Power Though not fully united just yet, Chancellor Eydis finally decides to publicly declare the unification of the separate Alfheims into one distinct whole. Isak dei Fiori is to be crowned Prince of Alfheim, with the government switching its title from principality to Princedom to reflect the elevation in status. Hinrik dei Fiori hosts the announcement ceremony and press conference, which will also be Prince Isak's first formal public appearance in decades. Things are finally looking up, but then the Prince stumbles over a line... Pauses and Applauses For the first time in decades, the Prince of Verdalfheim has clad himself in regalia which befit his status. A maroon button-down high-collar jacket formed the base of his uniform, punctuated with fancifully swirling floral embroidery in gold thread. A chromatic sash hung across his chest, split into four colorful strips (green, gray, lilac, and gold), with a medallion of the Fiorid family crest pinned in the center. A bright cream cape was draped across his back, accompanied by similarly colored dress trousers which ended in shin-high boots. Upon his close-cut hair rested the Prince’s golden crown, an intricate circlet of intertwining stems and thorns. Such attire could afford the dignity of nobility to even the humblest of street urchins, provided they conducted themselves with even a shred of decorum. As if to spite the very notion of regality, Prince Isak merely lounges in a plastic folding chair, cape draped awkwardly over one arm of the seat while one leg is kicked up to rest easily on the other’s knee. Reading glasses perch themselves upon his nasal ridge, a perturbed grimace twisting the mouth beneath them as he thumbed through the latest issue of Snake News. Perhaps at one point there was a charm to his face, some wrinkles at the sides of his eyes and mouth which would indicate a life of dignified smiles, but his pale flesh now rests as smooth as marble. The droning of Hinrik’s leadup speech carried backstage, occasionally punctuated by the muffled cheers and applause of their live audience. This entire announcement was a farce, but he’d allowed his second son to talk him into lending his public appearance to legitimize the exercise. Just a few minutes of reading off of a teleprompter, then he could ditch the charade and recede once more into the depths of his palace. By chance, his red eyes seize upon a fluff piece discussing a certain wedding from the years prior. Moved at first by tender curiosity, he began to read. Curiosity rapidly shifted to appalled disgust as he continued to absorb the column. He knew that the vile automatons of Badal were low, but to stoop to such depths… The back pages crumple in his right fist as he reaches a choice excerpt. Incestuous. The word hangs in his brain like the echo of a gunshot. To preach of the true nature of love while partaking in such vulgar slander, to imply that his life with Erna was down to something so cynical as a political arrangement, especially one predicated on something as absurd as purity… “Thirty seconds!” The stagemaster calls. Wrenched back into focus, the Prince leaps from his seat and stuffs his reading glasses into a back pocket, tossing the ruined magazine into a waste bin as he strides swiftly towards the stage’s entry point. He pauses on the threshold, straightening out his cape as he allows Hinrik to finish his speech, voice resplendent with celebratory joy. “-And now, I yield the stage to our highest Prince, father to myself and his nation, Prince Isak dei Fiori!” The applause is thunderous as the Prince steps forth from the shadows, smiling and waving to the crowd as he approaches the podium. So many lights, so many eyes, so many cameras… he had forgotten what it was like. Hinrik was dressed in similar attire, sans crown; Isak mused to himself that the younger of the two wore the uniform far better than he ever had. He met his son halfway across the stage, embracing him as the two had rehearsed. Isak flinched as his son’s metallic prosthesis met his back, a well of suppressed emotion fighting its way to the surface, only to have its advance crushed by the stern encouragement of Hinrik’s whisper. “Just a few minutes, for Grandfather’s memory.” Isak’s slight scowl is successfully buried beneath a smile as he releases the embrace, making the rest of his way to the podium and taking stock of the audience as it falls into an eager silence. The entire palatial garden was full, every paved surface of Radicefst occupied by witnesses for this glorious occasion. Just the way Eydis wanted it. Resisting the urge to sigh in exasperation, he turns his gaze to the teleprompters and begins to read. “Noble people of Alfheim. I stand before you, as your liege lord, to accept the crown of Greater Alfheim.” A pause. Applause. “For too long the elven people have been divided by the cruelties of fate and circumstance, one glorious history frayed into many, only now to be rebound by the grace of our Legions, the Emperor, and Ophon itself.” A pause. Applause. “Even now my loyal children work to liberate our brethren to the east, long tyrannized by a wretched terrorist warlord. Some may mistake our persistence for stubbornness, but herein lies the true strength of Elvenkind, and the Fiorid Elderblood. We outlast, we adapt, we overcome. Like the waves, our armies shall shred this terrorist’s resolve until it is nothing but sand beneath our heel!” A pause. Applause. “When asked why we undertook this burden, this glorious reunification of the estranged Alfheims, I have but one answer-” A pause, punctuated by a few confused claps. The Prince stares blankly at the teleprompter, the dignified smile gone from his face. ‘I love my country and my people.’ It should have been easy, and yet… “What is love, really?” The question is followed by a brief pause, but the confused audience is as silent as a ghost. Hinrik stares at his father from the wings of the stage with wide eyes, a look of utter mortification upon his countenance. Unanswered, the Prince continues to veer off-course. “Out there, all over Tekhum, you’ll find plenty of people ready to give you all sorts of answers. Mine? Well, let me tell you a story. “I met my wife on a hot summer day while hiking the slopes of the Piedraema. I was winded from the exertion, wanted to call it quits and settle down beneath a tree for the day, but then came Erna jogging along the path, not a care in the world, only stopping to ask my sorry hide what was wrong. I told her that I was going to give up, try again another day, but she pointed at the path ahead and suggested holding it together until I reached the top of the hill. Offered to walk with me, keep me honest, and… I knew what my life was missing.” Isak sighs, downcast eyes falling upon the podium. “My two brothers died in battle the year afterwards, shortly followed by my mother- heart complications, inoperable, no one’s fault. For the first time, I was afraid. Afraid to lose her, to lose my father… I was too scared to have children of my own for fear of what I would be putting them through, but Erna was there. As long as we were together, everything would be alright, and I sacrificed everything I could to make it happen.” He looks up from the podium, a bitter frown on his face as he gestures broadly to the crowd. “That is the meaning of love. To make each other stronger, to sacrifice everything for each other, to know that everything you build together will be worth it for that sake alone.” His voice briefly cracks, a sound far more unnerving to his vassals than a hundred nuclear detonations. “And then I lost her too.” After five seconds of silence which feel like an eternity, the Prince resumes with a bitter scowl. “And there are those who allege it to be cynical play for power. That I married Erna, raised children with her, because she was of noble blood or- and may the Emperor exterminate all who utter this vile miscarriage of a slander- because she was of my own blood?!” He pounds a fist on the table in frustrated rage, struggling to recompose himself before he could say something he would truly regret. “...We are beset by enemies on many fronts, who seek to strip away every last piece of our ways of life and leave us all hollow and broken. While our Legions work to maintain our security, my advice to you, the good people of Alfheim, is this: do not let the misbegotten refuse of Tekhumite society convince you that you live only for cynicism. Love your neighbors, love your people, love your country. If we are to weather these hardships, we must do so together.” Finally given something concrete to latch onto, the baffled crowd resumes its cheering and applause, to which Prince Isak bows before turning to depart the stage. Hinrik stands petrified in the doorway, unable to meet his father halfway, mind racing as to how he could possibly salvage this. His father, upon reaching him, merely rests a hand upon the shoulder of his progeny and sighs. “Once you’re done out there, do me a favor: ask Eydis if any of this was worth it.” The speech is broadcasted live, anyone who wishes to see it will be able to see it. [Military] Invade Region 38 with many things Pursuant to the above declaration, we gotta eject this Beldhan dude from our rightful land (placeholder) [TBD] TBD Fluff [TBD] TBD Fluff [TBD] TBD Fluff Nonactions Trade Route with RAT: -n/a Grant support to Conclave contestants in accordance with their verdicts (Media supports owned in regions 35, 36, and 51): -Support one conversion each from BAF, CUS, and UHS -Support attempts to introduce minorities in all owned regions from COE and ARK -Support all conversions from HOB and LSP News & Rumors Fee Fie Foe Fum Bookkeeping Government & Military Eydis' base ruler rolls located Heir: Hinrik dei Fiori (: 2/3/4/1/1, +1mil/+1eco from Round2 actions = new core statline of 2/4/5/1/1) Expended Specials: Eydis: D5, D10, M5, M10 Hinrik: E5 CI: Absolutist Integration, 2d8 to Sway actions Mechanical International Ties: Trade Route with RAT General(s): General-Royal Arni dei Fiori (Mil Commander); +20% to enemy unit losses Hinrik dei Fiori (Heir), average between heir and ruler mil = 7 Ground Unit Count: 4 Space Unit Count: 3 Unit cap: 7/13 LOADOUT TABLE FORTHCOMING Treasure Count: 3 (+1 passive) TP count for passive generation: 7 (+0) Controlled Regions Region Name Region # Resource Prime Religion Minorities Desired Import Status Gov Med Merc Lillalfheim 35 Dejan Mustard (2) Thunderbolt Ascension (Plur) - Industrial Machinery Province ALF ALF - Verdalfheim 36 Oil (3) Imperial Cult (Plur) - Ores & Alloys Capital ALF ALF ALF Grigialfheim 51 Ryban Fish (3) Kinites (Maj) - Medicines & Drugs Province ALF ALF - da mun 100 Regolith Concrete (2) - Slingid Spacecraft Province ALF ALF - Owned Techs & TP Tracking Type Name Requirement(s) Effect(s) From When? Starter Aclaustrophobic Psychiatry - - R4, ARK Starter Algorithmic Imagination - - R4, ARK Starter Arcane Amplification - - R4, ARK Starter In-Vivo Modification - - R4, ARK Starter Nuclear Fusion - - R4, ARK Starter Pseudogravity Engineering - - Start Starter Xenolinguistic Cataloguing - - R4, ARK Starter Badalian Megadirgibles - Permits ground unit transport across the Cloud Sea of Badal. R4, ARK Starter Wet Navy Ships - Permits ground unit transport across oceans. Start Starter Vacuum Adaptation - Allows transport of ground units between zero-g regions in the same orbit without space units. R7, ARK Eco T1 Shrewd Business -Honeyed Words -Fabric & Textiles +1 to Buyouts you Assist and +1 to Impress Merchants R6, RAT Eco T1 Thaumonuclear Reactor Cores -Arcane Amplification -Nuclear Fusion -Fuel & Power Allows travel beyond the Great Gulf into the outer system. Only 1 copy of the required resource is necessary to take multiple actions past the Gulf in a single round. R7, ARK Mil T1 Rapid Resupply Logistics -Fuel & Power +2 to Tactical Maneuvering Rolls on Ground Front (Logistics and Morale) R8, me R34 TP1: Curative Enzymes (Medicines and Drugs) R36 TP1&2: Oil (Fuel and Power) R37 TP1: Assembly Line Robots (Industrial Machinery) R69 TP2: Hematite (Ores and Alloys + Conductors and Circuitry)
  7. Didn't DB say it was a move action to stealth?
  8. Sorry, nothing better to do right now. Next turn may be him reloading the crossbow.
  9. %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fog.myth-weavers.com%2Fattachment.php%3Fattachmentid%3D109823%26d%3D1691430377%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DEdmund%20de%20Vries%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fog.myth-weavers.com%2Fsheet.html%23id%3D173283%22%5DEdmund%20de%20Vries%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D%20123%2F157%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D%2034%20(21)%20%5B28%5D%0A%5Bb%5DConditions%3A%5B%2Fb%5D%20Running%20Hunter%20Stance%3B%20Confused%0ABlessing%20of%20Fervor%3A%20%2B2%20to%20to-hit%2C%20AC%20%2C%20Reflex%20saves%0AGreater%20Heroism%2C%20%2B4%20morale%20bonus%20on%20attack%20rolls%2C%20saves%2C%20and%20skill%20checks.%0A%20Hero%20Points%3A%200%20%20%20%0A%5B%2Ffieldset%5D%5B%2Ftable%5D Edmund de Vries HP: 123/157 - AC: 34 (21) [28] Conditions: Running Hunter Stance; Confused Blessing of Fervor: +2 to to-hit, AC , Reflex saves Greater Heroism, +4 morale bonus on attack rolls, saves, and skill checks. Hero Points: 0 With the last visible enemy down, Edmund, after a moment of deliberation, sheathes his sword again and adjusts his position to stay hidden from the rst of the enemies.
  10. The RFT passed its ninth anniversary last week, which means Cufwell Greenskin has been an active, approved PC here for 9 years too. If he survives the current excursion and his entanglement with the Barkeep he'll sort out a cake! 🎂🎉
  11. With Drasil beside him, slightly injured, Garion reaches out and touches the elf to restore some health. He then says aloud, "If you all can finish things off, I'm just chatting with our invisible friend here." Lay on Hands: Drasil heals 30hp. Cost: 1 focus point. Returning his attention to the strange osyluth, Garion responds telepathically (if that's possible), "Please forgive the delay. Before we consider an offer, may we know specifically what we're getting in return for your ... 'employment'?" Garion awaits a response. Actions ◆ Battle Med ◆ Talk ◆ (probably another Talk action if the conversation requires more than 1 action)
  12. A 5'8" dark furred bugbear, wrapped up in a hooded cloak was dry only a few moments ago... rain began to drip off its oilskin cloak tightly pulled around it's body as it just happened to notice some unusual movement on the forecastle deck at the front of the ship... A low growl errupts from deep beneath it's hood and it bares it's sharp teeth in response... it's large maw opened as if to shout something "... !" Eerily everything was real silent all of a sudden, and the Bugbear tried again... "... !" It's eyes bulged as it looked at Grusk ... before it revealed the dagger hidden beneath it's cloak. Gear ...hooded oilskin cloak
  13. “Sure thing” responds Paddy. “Anything we should be looking out for, or is it really that simple?”
  14. Wait... is this the character apps OoC or the In Game OoC? Character app questions... Would it be viable to be part of a barony that maintains the border between the dangerous marshlands to the east? Managing regular patrols along said border and handling any dangerous incursions from unusual creatures from the east into the more central lands. Also, would a plain old kobold be an acceptable race selection? And, would using the Races of the Dragon, Part 2: Kobolds: Playing to their Strengths be acceptable? 😁 I'm looking at going Dragonfire Adept with it. You know, the royal kobold that believes the blood of a true dragon courses through their veins, of course. Kobold (Races of the Dragon) Races of the Dragon Part 2 (Web Archive, Web Enhancement for Races of the Dragon) Dragonfire Adept (Dragon Magic) For that matter you do mention bloodlines... I hate diluting the level advancements with them but... an actual dragon bloodline would be very fitting for the theme of the character, lol.
  15. NULIA LORATHIL Shadow elf, Champion of Mordos AC: 15 | HP: 11/11 | Maneuver DC: 13 | Passive Perception/Insight: 12/11 Spell Slots: 1st 2/2 | Spell Attack: +5 | Spell DC: 13 Prepared Spells: Bless, Cure Wound, Protection from evil, Divine Favor | Cantrips: True Strike, Guidance, Dancing Lights DM Inspiration: 1/1 | Lay on hands: 5 | Divine Sense: 3/3 A quick scan of the room reveals no threats. She steps inside and waits for everyone to enter before whispering close to them, "I suggest we see what we can salvage here. We don’t know how large this dungeon is. I'd like to explore all the rooms to see if others like us were captured and need help. I think we should stick together, but if you prefer, you can make a beeline for the exit through the main corridor without me. While i would appreciate the company, don't feel obligated to follow my humble self." She begins looking through the crates, not wasting time. Mechanics Main Hand: Long Sword Off Hand: Shield 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.
  16. Today
  17. .'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Captain's daughter... Young adult 5'11 female human variant fighter, CN eldritch knight 6 ..action surge.. (1).base move..40' init +5 ..mage armor.. (AC 18 .. 21, HP 51) second wind..(1) heal 1d10+6 condition.. normal, mobileMobile You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not., Defensive DuelistDefensive Duelist Source: Player's Handbook Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.. human traits... AthleteAthlete You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet., Stealth +8 ...prev.. Pirate ..skills.. Athletics +7, Perception +5, Acrobatics +8, Insight +5. stats.. STR 18, DEX 20, CON 14, INT 15, WIS 14, CHA 9 ..saves.. STR +7, CON +5 ..spells.. INT ..prof.. +3 heroic... Mobile, Duelist (fs) ..eldritch knight.. Bonded weapons (whip..rapier) ..cantrips.. blade ward, shocking grasp (kiss) spell... Casting +5, Save DC 13 ..known.. mage armor, shield, protection from good / evil, Witchbolt ..slots (3) ms.Blueblood looked on as her crew began to climb up the port side of the doomed ship, balancing on the ships mast as the storm surged was not an easy task however her arm was firmly anchored to the rigging... She had her map case in her hand, it had something she would drop onto the deck far below if things got bad... Something did get bad, Njardun looked lke he got spotted by the wet annoyed Bugbear as he climbed over the side of the ship onto the forecastle above Eiranne... Red Knell noticed it too. ... *DROP* ............................................... Silence 15' radius It was a tiny ball sized bubble that had enough weight to drop down directly where ms. Blueblood wanted it, in the middle of the deck. It burst silently causing everything on deck to go real quiet... absolute, *Silence* gear - swimming costume, leather bracers, weapons belt, dagger, watertight mapcase, pouch, leather soft shoes.
  18. Gourvu-Dor tells Jayne and Paddy, "Once the assignments are given, you two Taka, and my crew will unload my newly acquired goods from Diego's ship, then we'll fly the Boon back into the hanger and load the goods back up. (while he says this to only those at his table, Arrdzu, being vargr, can hear) After a minute or so Elaine stands up and gives out assignmassigns Arrdzu's being back at what he had been doing. (Inventory with Arvol)
  19. Coedd All is Coedd Diplomacy: 6, Military: 1, Economy: 4, Faith: 7, Intrigue: 7 Actions 1) Faith - Repair damage in Region 33 (Fluff - unrolled) A voice recording by Siobhan of Clagarth 2) Faith - Conversion in Region 48 (Plurality->Majority) Convert away Church of Flame A voice recording by Siobhan of Clagarth 3) Diplomacy - Sway Media in region 27 (Open) A voice recording by Siobhan of Clagarth 4) Diplomacy - Sway Government in 47 (Claim) A voice recording by Siobhan of Clagarth 5) Intrigue - Raise Rebellion (33) 6) Intrigue- Raise Rebellion (34) Round and round the assassin goes, where she stops, nobody knows... Expected Stat Increases Next Turn: +1 Faith, +1 Dip, +1 Intrigue Other mechanical notes: None Non-actions Gain a contact in the ArkHive (Intelligence Agency) Submission to the Arkhive Org Submissions: Spies Units: 1 Treasure: 0
  20. Day 8: Spyder Spyder With extreme prejudice, the rest of the spiders and ettercaps are dispatched, put down, and destroyed. They will be a threat to no one now. The horses are corralled and caught by Wendihorse, Theodoric, and Aralim, who work together to bring the spooked horses back into the fold and to Achreny, who is himself shaken. "Damned spiders, I thought this way was safe! I coulda been hurt!" No one believes that. But for his part, his chief guard, Sulesdeg, approaches the group. "You fought well, like true warriors. I would drink with you, this coming rest day. But not yet: Sulesdeg does not drink until it is time." Similarly, when they return to Wendy's cart, Carlona is impressed. "And hear I thought I'd be carrying the martial weight of the caravan from the back: you lot know your stuff!" Indeed, elsewhere, Rahnur discovers himself celebrated a hero, as does Dani in her own way. As night falls, the smallest spider reflected in the moonlight is a terrifying thing: what fearful symmetry in its web? Day 9: No Room at the Inn 1 Flamerule, 1489 DR, Year of the Warrior Princess, South Trade Way south of Dragonspear Castle, Delimbyr Vale, Sword Coast . By midday, a distant shadow appears on the horizon: northwesterly on the Trade Way, or what should be the Trade Way, is a massive castle, a gray spine running across the dark ridges of a single rising peak. Imposing as it is, the veterans of this way inform quite plainly: Dragonspear Castle is days off. The sentiment begins to rise up: they need a place to stay. The road can wait until after the rest day. As if Ilmater were listening to their prayers, a roadhouse appears in the distance. By dark, they approach it: Shadow Drake Caravan House. The caravan slowly begins to move its wagons and such near the roadhouse and leaders from each cart go inside to speak to the proprietor, a bearded human man with mutton chops crafted from stone. His eyes are wide, with circles beneath them, and his staff, made entirely of halflings and gnomes, stop in their tracks. The interior has no one inside, except a single table of four well-dressed souls, who look at the newcomers smiling and then speak to one another in hushed tones before speaking before the proprietor can. "Sorry, sorry, hate to confuse you. As our host will tell you, and if your eyes can't tell you, we're full," says one man, a half-elf with a soul patch and a grin made for eating excrement. His friends chortle with delight. Another, a Damaran woman, nearly rolls over herself laughing. "Yes, as you can see, we're quite full. You and your ilk will have to stay outside." A dwarven man speaks, "Aye, and our horses are quite picky. Ye can' keep yer steeds and wagons in th' stables. They'll need to stay outside in the rain." The chortles become full-blown howling laughter now. The last, a tall half-orcish woman, can barely get the words out. "Sleep tight!" The proprietor, sheepishly, leans to the caravan leaders. "Deeply sorry, friends. They have, in fact, bought out the stables and the rooms for the night. Otherwise we'd have plenty of room for a caravan of your size, I should think, though tightly. Nothing I can do, I'm afraid." Coin speaks loudly. But how loudly? Day 10: Rest Day 2 Flamerule, 1489 DR, Year of the Warrior Princess, South Trade Way south of Dragonspear Castle, Delimbyr Vale, Sword Coast Whatever the outcome of the night before, the next day is a silently joyous one: a contracted rest day! The first sixth of the journey is over and the caravan collectively decides to take a break. Meals are prepared, games played, songs sung. There is life and laughter for the first time as a collective, all twelve wagons meeting as one, even the first bunch which are usually the most insular. The rain is gone; a foggy morning gives way to a bright, sunny, almost cloudless day. Dragonspear sits in the shadow of the Shadow Drake Caravan House, and there is no competition for rooms tonight: in fact, the rooms are discounted, as this will be one of the few times they get to stay in a room for the whole of the caravan. There is work to be done, but with the specter of rest upon them, who can do such a thing? Day 11: In the Shadow of Dragonspear Castle 3 Flamerule, 1489 DR, Year of the Warrior Princess, South Trade Way passing Dragonspear Castle, High Moor, Sword Coast The road beckons and they return. It takes all of the day, but Dragonspear Castle must be passed. The tales travel fast, veterans speaking of the terror and history of that famed ruined. "Not heard the tale of Dragonspear? Built on evil, it must be. A place where an army stored gems once: and where gems are stored, soon come dragons. Thus the name, Dragonspear Castle. Yet that all went to Baator and back faster than Hellriders in march: evil after evil occupied that place. Hobgoblins, baatezu, bandits, dragons and their ilk, demon lords. If there's a darkness in the world, it found its way into that accursed place, and over the last century no amount of magic and might, Spellplague and Time of Trouble, has otherwise kept it free of evil. They say even now, something stirs within. Who can say? Are you gonna go look?" If it is even suggested, every cart in the caravan rises up in indignation: anyone who even tries to do so will be left behind, whether a person or a full wagon full. Dragonspear Castle is not to be trifled with. They ride onward. By night, a howl rises from the south, Dragonspear still visible. Is that an illusion of dragon's wings? A roar worthy of Klauth himself? Is that a laugh, from Nessus itself? Dragonspear disappears on the next day: but it haunts dreams for days. Day 14: Fungus Humongous 6 Flamerule, 1489 DR, Year of the Warrior Princess, South Trade Way near the Misty Forest, High Moor, Sword Coast Once on the proper Trade Way, the caravan slows its movements: they can casually ride the rest of the way. Given how fast they moved on the first thirteen days, the ride could take less than thirty days total: but now, the pace is so casual as to require little worry. Except, what's that in the road? The night before has summoned rain, thunder and lightning, and with it, a morning of... ... mushrooms? Anyone can watch them grow in real time, moving up from the ground. Caps of orange, red, yellow, and green, these mushrooms move extremely fast and the caravan calls a meeting. For effect, a few mushrooms are stepped upon outside the main circle of caravan: black smoke emerges from these mushrooms, and with it, a shriek worthy of Dragonspear Castle. "We step on too many of these," says a driver from the first few carts, "and we'll poison our horses, let alone us. We ain't got time to die of spores." Green Imsa snorts. "Nothing to worry about. Just shriekers. That's why they shriek." Several glares, from friends and foes alike, come to Imsa. "How would you know?" "Just my life's work. I'm not dead yet. But today could be a good one!" She looks to her companions for support. Day 20: Rest Day 12 Flamerule, 1489 DR, Year of the Warrior Princess, South Trade Way near the Misty Forest, High Moor, Sword Coast More days, no rain to speak of: the moon is now a waning crescent, ready to become a new moon and darken the night. The Misty Forest, a bastion of elvendom, lurks nearby: but there is not much to do but stay on the road and do not invite interest. At least, that was true before. Now? In lieu of no roadhouse to speak of, the caravan parks near a serene lake half a mile from the road, circling the wagons and creating a pleasant place to stay, with the sound of water and distant birdsong, a waterfall somewhere nearby, lulling everyone into security: and long may it stay there. The cards and dice come out, the need for conversation, the energy and camaraderie of the caravan comes to play. If the rest of the trip is anything like this, why were they even hired? Out of Character Caravan Stats 85/84 Travelers 12/12 Wagons 20/60 days passed Huzzah! General rules: Influencing the Caravan is an optional rule you can use, as conflict may potentially come up and other caravaneers may help you out if you're friendly with them. Persuasion, Deception, etc. come to mind. If a wagon or individual members of a wagon are friendly towards you, you may get support. The Dc will depend on who you're trying to influence and how. If you want to learn about a NPC or wagon beforehand, you have the manifest and thus list of names and goods, but influencing people is a different matter. Green Imsa is friendly to everyone, but Evermor is only friendly to Dani, for example. Imsa is one person, but Evermor has a whole wagon. Some cart drivers will be downright hostile, thus influencing individual people makes more sense. Rahnur: To learn sign language, it takes 10 days minus your Intelligence modifier, so 9 days. These can be stretched out over the whole of the caravan ride, and will take 25 gp from your salary (I'm modifying it since there's no reason for it to cost 25 gp per tenday), and will be done separately from your salaried work. Roll a d100 and we'll discuss complications as they arise. Rest Days: Mandated by the caravan charter, these days are spent in rest and repose, and often socializing. Characters can do what they wish, you have complete freedom, but a few things come to mind in terms of what you may want to do. In this section, we do this twice, for days 10 and 20. Socialize: Check the info above for specific characters, but to get to know larger swaths of the caravan, on these days roll a single Persuasion check. If your number is above 10, you can influence that may NPCs from the Caravan list (see above) to move one step closer to friendly. Gamble: Gambling depends on your game of choice. If you want to play dice, do three dragon ante, etc., roll a check you associate with that game, and I will roll against you. Your winnings will be 1d12 + the amount you go over the opposing check gp; if you lose, the same principle applies in reverse. If you go into the red, the people you play with move one step closer to hostile. Downtime: Whatever your downtime activity is, you can do it this day unimpeded. Spying: To spy on the first five carts, Anything Else: Consult me and we'll adapt. Day 5: Rahnur, Dani, and Aralim has bless on them for 5 days, lasting until the end of Day 10. Use it wisely. Day 9: You may attempt to reason with them or pay them; you can try, I'll check the roleplaying on this one. If you start a fight, the tavern-keeper won't stop you. If you don't start a fight, select a wagon and roll a 1d20. Shenanigans may ensue. Day 14: Make a DC 15 Nature check; if you succeed, you know the mushrooms aren't poisonous. If you don't, you think they are. The mushrooms grow insanely fast, up to 5 feet tall in an hour, and a path can be cut with six man-hours worth of work: meaning splitting the work makes it easier and faster. Belmund can join whomever in this. If you cut down the mushrooms, make a DC 10 Constitution save: failure means you are haunted by the shrieking for the remainder of the day.
  21. Mikhail Razumovsky Wounds: 12/12 Fatigue: 0/4 Ego Barrier: 25/25 Insanity: 0 Mikhail adds nothing for now. He had nothing to take responsibility for, yet. He also could not say much about the Amaterasu's status. Sitting silently without losing his cool, he wonders whether all the provocative questions were going to be as obvious as Gary's.
  22. Alexis The tiefling woman hums in interest. "Oh? Some sort of otherworldly bargain gone wrong then? Or, gone not-quite-right? Gotta watch those; they'll get ya when you least expect it. Not that I actually have much experience with bargains of that variety; my knowledge on the subject is all academic in nature." Statblock [URL=/sheets/?id=2889416][B][SIZE=+1]Alexis Noveila[/SIZE][/B][/URL] Female NE Tiefling Dread Necromancer/Duskblade, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 28/28, [B]DR[/B] 2/B and M, [B]Speed[/B] 30 ft. [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 14, [B]Fort[/B] 5, [B]Ref[/B] 4, [B]Will[/B] 6, [B]Base Attack Bonus[/B] 3 [B] Masterwork Short Sword [/B] +7 (1d6-1, 19-20/x2) [B] Light Mace [/B] +6 (1d6-1, x2) [B] Mithral Chain Shirt[/B] (+4 Armor, +3 Dex) [B]Abilities[/B] Str 8, Dex 16, Con 12, Int 14, Wis 15, Cha 13 [B]Condition[/B] None Female NE Tiefling Dread Necromancer/Duskblade, Level 3, Init 3, HP 28/28, DR 2/B and M, Speed 30 ft. AC 17, Touch 13, Flat-footed 14, Fort 5, Ref 4, Will 6, Base Attack Bonus 3 Masterwork Short Sword +7 (1d6-1, 19-20/x2) Light Mace +6 (1d6-1, x2) Mithral Chain Shirt (+4 Armor, +3 Dex) Abilities Str 8, Dex 16, Con 12, Int 14, Wis 15, Cha 13 Condition None Current Effects HP: 28/28 Darkvision 60 ft. Resist Cold/Electricity/Fire 5 Darkness SLA 1/day (Caster Level 3) Negative Energy Burst 1/day (DC 12 for half of 1d4 damage; affects anything within 5 ft.) Rebuke Undead 5/day (as a 4th level cleric)
  23. I'll hold off on casting my last Cure Light Wounds spell for now, as we may need it. If not, I'll heal him on our way back. (Quinsea may be chaotic, but Vestas finds himself growing rather fond of the rake)
  24. Vestas Faircoin Turning to Roland Vestas asks, "Lets head back down. And didn't you already check the next room beside the stairs up here? What say you we check the next one?"
  25. LEVEL UP Advanced 5th Edition with DM BWatford Nulia’s uneven gait, a result of her limp, challenges her ability to tread lightly across the creaking floorboards. Yet, this impediment does little to hinder her pace. With a courage that belies her physical limitations, she advances with unwavering resolve, her spirit untouched by trepidation. Gripping her sword firmly, she navigates her way eastward, pushing open the weathered door that groans on its hinges. Her quest stretches beyond the mere notion of escape; it is a valiant endeavor to uncover any remaining souls who may have endured the harrowing plight of the men-wasps. Chancel Storage Spanning a modest 15 feet by 10, the chamber whispers tales of its sacred past, likely having been consecrated as a chancel by its architects. However, the sanctity of the space has since yielded to practicality, its hallowed corners now repurposed for mundane storage. A motley collection of boxes and crates lie strewn haphazardly, their contents a mystery, shrouded in the dust of neglect and the shadows of what once was. There seems to be no other exit from the chamber. The Dreamborn momentarily sets her lantern aside, liberating a hand to conjure an incantation of simplicity yet efficacy upon herself. Once the spell is cast, she lifts the lantern anew and ascends gracefully into the ether. With deliberate motions, she carves a broad arc through the air, her gaze sweeping over the room’s expanse while her senses keenly navigate the myriad of dusty aromas. The portals command her focus, each one scrutinized for the faintest hint of recent activity. As the magic of her initial enchantment dissipates, she places the lantern down once more to weave the arcane threads anew. Despite her meticulous search, the only revelation is a corridor stretching southward through the open threshold. With no further clues unveiled, she hastens to rejoin Nulia to the east. In the quietude that follows, Aewyn, moves with a silence that belies his presence. Circumstance has bound him to view the Shadow Elf as an ally, albeit a transient one. Yet, in this alliance, they forge the vanguard of their assembled company. MEMORIES OF HOLDENSHIRE Northminster Catacombs 8:06 pm Day 1 Scene Information: Within the confines of the chamber, three distinct pathways beckon. To the east a storage room and to the west, a stone door stands firm, a guardian of the path it conceals. Meanwhile, the southward passage is marked by open double doors, an invitation to traverse the long corridor that extends into the veiled distance. Active Maps Not in Use!! Bookkeeping PASSIVE SKILLS Perception - Alyria 15 | Aewyn 14 | Nulia 12 | Athelia 11 | Lawrence 10 Insight - Aewyn 16 | Alyria 15 | Athelia 13 | Nulia 11 | Lawrence 10 INITIATIVE Not in Use!! MECHANICS ALYRIA Used Nature Provides (0 of 1 remaining) CONDITIONS ALYRIA Has a lantern lit (6 hours remaining) DESCRIPTIONS Not in Use!! AEWYN NAETORIS Hit Points: 11/11 (fey ancestry) Hit Dice: 1/1 Maneuver DC: 13 Flash Fight: 4/4 *L Nature's Ally: 1/1 *L Prescient Vision: 1/1 *S Spell Slots: (+6, DC 14) *L 1st Level: 2/2 Inspiration: 1/1 ALYRIA Hit Points: 10/10 Hit Dice: 1/1 Maneuver DC: 12 Knack for the Unexpected.: 1/1 *S Nature Provides: 0/1 *L Spell Slots: (+5, DC 13) *L 1st Level: 2/2 Inspiration: 1/1 ATHELIA KARATCH Hit Points: 8/8 (immortal blessing) Hit Dice: 1/1 Maneuver DC: 12 Arcane Recovery: 1/1 *L Immortal Blessing: 1/1 *L Light on Your Feet: 1/1 *L Roll With the Punches: 1/1 *S Unreliable Intelligence: 1/1 *L Spell Slots: (+6, DC 14) *L 1st Level: 2/2 Inspiration: 1/1 LAWRENCE DAUNAM Hit Points: 9/9 Hit Dice: 1/1 Maneuver DC: 11 Bardic Inspiration: 3/3 *L Intrepid: 1/1 *S Inexorable Concentration: 2/2 *L Philosophic Mind: 1/1 *L Spell Slots: (+5, DC 13) *L 1st Level: 2/2 Inspiration: 1/1 NULIA LORATHIL Hit Points: 11/11 (fey ancestry) Hit Dice: 1/1 Maneuver DC: 13 Divine Sense: 3/3 *L Lay on Hands: 5/5 *L Spell Slots: (+5, DC 13) *L 1st Level: 2/2 Inspiration: 1/1
  26. Caipe Ushere Sansar - Regions 29, 28, 33 Sansar Orbit - Region 111 Queen Monite Akari Ebonne d’Laforét, Lady of Fire Diplomacy 4 Military 6 Economy 6 Faith 5 Intrigue 1 Turn 9 News and Rumors Pending Actions: 1) [Diplomacy] Raise Reputation - Imperial Court 2 -> 3 (TN 14; Roll: Pending) 2) [Diplomacy] Sway Media Faction - Ouvriead (Region 111) (TN 12; Roll: Pending) 3) [Military] Impress Local Government - Coedd (Region 33) (TN 14 - Contested; Roll: Pending) 4) [Military] Pending 5) [Faith] Special 5 - Create Artifact: Book of Geometries +1 to one Exploration per round 'Books of Geometry' are a tool developed in the last half-century to assist in teaching Geomancy to students of Practica Arcanai, and to assist in urban projects. By tuning to the shapes of the surrounding world, the books condense insights into the spatial relations of objects in a small vicinity to an intuitive interface. The culmination of years of study in advancing this field has produced a more comprehensive volume with a significantly boosted range. This book allows the user to read the exact geometric relations, positions, and relative motions of objects within a significant radius - thousands of klicks - to more effectively chart regions. Non-actions: Spend Treasure... Imperial Senate... Passive Effects: Leaders and Prominent Figures Leader: Queen Monite Akari Ebonne d’Laforét, Lady of Fire End-of-turn increase: New Leader next turn: No Admirals: Generals: Chief Navarch Ekatrin Raikier (Command Score: 9) - Surgical Precision: +3 to Battle Roll, -10% to opponent's casualties Councilors: High Arbiter Estle Gronaud Chief Navarch Ekatrin Raikier Head Advocate Lucél Thiércine Eminent Ambassador Puala Lomchat Magister Sage Ange Jénou Other: Princet Geal Talouse Ebonne d’Laforét; Chalise Merole Ebonne d'Laforét, Dowager; Princess Atalia Fiamette Ebonne d'Shalkhir; Princess Oroile Tashmahat-sharrat Ebonne d'Shalkhir; Princess Ceirose Iaba Ebonne d'Verglass Relations of State Embassies: Trade Routes: Claims: Marriage - strong (76); Integration (28, 29) Reputation: EMP (2); WTU (1); BRG (0); REN (2) Favours: Resources Units: 5 > Ground - 1st and 4th Dragoon Mobile Infantry Brigades, 1st Ranger Brigade > Space - 1st and 2nd Light Destroyer Wings Treasure: 3 Artifacts: Rod of the Speaker Cultural Identity: Pretty Words (2d8 Raise Reputation) Capital Region: Caipe Ushere (29) Arcologies: Ouvriead (ExS) - Exploration +1 Fortresses: Space Habitats: Ouvriead (111) Government Support: 29(C), 28, 111 Effective Trading Posts: 11 (2 income) > Bamboo - 28 Merchant Support (No TPs) > Fell Iron - 32 TP2 > Recon Corvettes - 111 Arc, Merchant Support > Solar Panels - 104 TP3 > Superconductors - 80 TP3 > Todd - 62 TP3 > Uranium - 76 TP3 > Wine - 29 TP1, TP2, Merchant Support Primary Religion: Imperial Cult (Size: 15) - +1 Investigations > Media Support - 28, 29 Civilian Techs: Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, In Vivo Modification, Xenolinguistics Cataloguing, Pseudogravity Engineering, Shrewd Business, Thaumonuclear Reactor Cores Military Techs: Badalian Megadirigibles, Vacuum Adaptation, Wet Navy Ships > Man-Portable Weapons - > Infantry Equipment - > Combat Drugs and Medicine - > Field Fortifications - > Engineered Combat Organisms - > Detection and Rangefinding - > Ship to Ship Weapons - > Orbit to Ground Weapons - > Crew and Maintenance - > Armor and Shields - > Spacecraft Propulsion - > Electronic Warfare and Countermeasures - > Special Forces - > Logistics and Morale -
  27. Sorcerers of New Kildora Leader: Doomweaver Serpent Diplomacy: 10 Military: 10 Economy: 1 Faith: 8 Intrigue: 4 Expected Stat Increases: +2 Faith Actions: 1. Military Special 10 Technology! Great Plagues! 2. Military Invade Region 34 with 7 Ground Units lead by Sorcerous Subcommander and 5 Space Units lead by Valus Vile employing Ignorance is Bliss and Orbital Insertion 3. Faith Convert Region 65 to Cult of the Mother Serpent Majority 4. Faith Convert Region 62 to Cult of the Mother Serpent Majority 5. Faith Convert Region 70 to Cult of the Mother Serpent Minority 6. Faith Convert Region 64 to Cult of the Mother Serpent Minority 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:
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