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Posts posted by bwatford
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Mervyn Tumblelock"Blimey! Well, wotcher cock an' welcome ter Hawker's Row! The Full Monty yew lookin' for, an' everythin' yew ain't is right 'ere at yaaahr fingertips. Nuff said, yeah?"Gender: Male
Race: Halfling (Lightfoot)
Alignment: Chaotic Good
Class: Rogue (Thief) 5
Background: Criminal
Passive Perception/Investigation: 13Passive Insight: 11HP: 28
Hit Dice: 5d8
AC: 15
Initiative: +3
Size: Small
Speed: 35 feet
Abilities & Skills
Proficiency Bonus: +2STR
10
(+0)DEX
17
(+3)CON
10
(+0)INT
13
(+1)WIS
13
(+1)CHA
13
(+1)+0 Saves+6 Saves+0 Saves+4 Saves+1 Saves+1 Saves+0 Athletics
+6 Acrobatics
+6 Sleight of Hand
+9 Stealth (Expert)
+1 Arcana
+1 History
+4 Investigation
+1 Nature
+1 Religion+1 Animal Handling
+1 Insight
+1 Medicine
+4 Perception
+1 Survival+4 Deception
+1 Intimidation
+1 Performance
+1 Persuasion
Proficiencies Languages Class Feats Race & Feats Light Armour
Simple Weapons
Crossbow, Hand
Longsword
Rapier
Shortsword
Forgery Kit
Playing Card Set
Thieves' Tools (*Expert)Common
Halfling
Thieves' Cant
Cunning ActionUse bonus action to Dash, Disengage, or Hide on your turn.Expertise (Thieves' Tools)Double proficiency bonus with selected skill.Fast HandsUse Cunning Action for Dex (Sleight of Hand) check, disarm trap, open lock, or Use Object.Second Story WorkClimb at normal rate, add Dex modifier to running jump distance.Sneak Attack (3d6)Finesse or ranged weapon deal extra dam when you have advantage or an adjacent ally.Thieves' CantSecretly pass messages in conversation, read thieves' signs and symbols.Uncanny DodgeWhen an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.Criminal ContactYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Halfling NimblenessYou can move through the space of any creature that is at least one size larger than you.LuckyReroll when you roll a 1 on attacks, saves, or ability checks.Naturally StealthyYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.MobileYou 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.Attacks
Weapon To Hit Damage Type/(Range) (2) Shortsword
(2) Dagger
Shortbow
Unarmed Strike+6
+6
+6
+31d6 +3
1d4 +3
1d6 +3
(1) 1 +0Piercing
Piercing (20/60)
Piercing (80/320)
BludgeoningMoney
Copper: 19 Silver: 1 Gold: 4 Platinum: 25 (49 Coins * .02 lbs. = 0.98 lbs. Total Weight)Encumbrance
Weight: 93.58 lbs. / 150 lbs. max.
Status: Unencumbered
Penalty: NoneEquipment Readied
Equipped Items: (43.1 lbs.)
Armor (16 lbs.) Weapons (9 lbs.) Readied Items (19 lbs.) Studed Leather Armor (13 lbs.)
Dark Common Clothes (3 lbs.)
Including a hood.
2 x Shortsword (4 lbs.)
2 x Daggers (2 lbs.)
Shortbow (2 lbs.)
20 x Arrows, Quiver (1 lb.)
Pouch: (1 lb.)
- Money (see above)
- 10 Ft. of String (0 lbs.)
- Ball Bearings (Bag of 1,000) (2 lbs.)
- Bell (0 lbs.)
- 5 x Candles (0 lbs.)
- Sealing Wax (0 lbs.)
- Signal Whistle (0 lbs.)
- Thieves' Tools (1 lb.)
- Tinderbox (1 lb.)
Bandolier #1: (1 lb.)
- 4 x Acid (4 lbs.)
- 0 x Oil (flask) (1 lb.)
- 2 x Potion of Healing (1 lb.)
Bandolier #2: (1 lb.)
- 4 x Antitoxin (4 lbs.)
- 1 x Oil (flask) (1 lb.)
- 2 x Potion of Healing (1 lb.)Equipment Stored
Stored Items: (49.5 lbs.)
In Backpack (30.5 lbs.) * Includes 5 lbs. for backpack Strapped To Backpack (19 lbs.) Crowbar (5 lbs.)
Forgery Kit (5 lbs.)
Hammer (3 lbs.)
10 x Pitons (2.5 lbs.)
5 x Rations (10 lbs.)Hooded Lantern (2 lbs.)
Rope, Hempen (50 feet) (10 lbs.)
4 x Sack (empty) (2 lbs.)
Waterskin (5 lbs.)Magic Items
Magic Items: (0.0 lbs.)
Non-Attuned (0.0 lbs.) Attuned 1/3 (0.0 lbs.) Right Ring FingerRing of Jumping (gold ring with amethyst gem) (0 lbs.)While wearing this ring, you can cast the jump spell from it as a Bonus Action at will, but can target only yourself when you do so.
Character Overview
His behavior clearly would have had him slain by his masters, were it not for an elderly halfing by the name of Turik. Turik’s willingness to take the blame for Mervyn’s wrongdoings lead to many scars and bruises on his body that would have otherwise been meant for Mervyn, eventually rendering the elderly Halfling mostly lame. However, one night when a particularly noteworthy bauble was found missing, the masters quickly had the slave’s quarters torn apart to find it. It was around this time that Turik managed to sneak the young Mervyn out of the house via waste gratings, but the event did not leave Mervyn unscarred as the young Halfling heard the beatings and cries of his former friend right up until the point that they stopped echoing through the dense pipes.
Having little in the way of food or shelter, Mervyn had to quickly adapt to life on the streets of Thay, stealing what he could to survive, keeping underfoot to avoid re-capture. His tendency to take too much almost landed him in a cell, and possibly back to his former masters, were it not for the timely intervention of a plain-looking middle aged Halfling woman, whom to this day Mervyn does not remember the name of. Following a lengthy detention, he was drug kicking and screaming across the border by the Shadowmasters of Telflamm into the Nation of Thesk. It was there that Mervyn began his new life. Having little to no skills, Mervyn “apprenticed” under the Gnome Shadowmaster, Bilskromminet Yakanderosstenfal. The 'thieves guild' conducted various illegal activities, but in his mind “the end justified the means, within reason” and the thief began to help refine both Mervyn’s skills as a thief and his sense of morality. To do so, Bilskromminet instilled within Mervyn his basic code of thievery, to which Mervyn still follows to this day:
Do not kill or hurt anyone if you can help it. You’re the thief in their home.
Unless they had it coming.
Do not let your eyes get bigger than your satchels.
Do not take that which will be sorely missed.
Especially if the owner is a very powerful person and will come looking for it.
Stealing from those that have nothing is both the mark of a terrible thief and a terrible person.
Over time, Mervyn became aware of the ignorance of his knowledge of his own race’s history and culture, finding that many of the halfings he also knew were former or descended from former slaves, Mervyn left Thesk and crossed the Inner Sea and worked his way to the Sword Coast in an attempt to find answers (and avoid jail time for an incident involving the botched theft of several bottles of toady). Imbued with the Thesk sense of freedom and equality, and armed with skills no lawful land could easily tolerate, Mervyn left for the city with the second largest halfing population in the area, Waterdeep. Mervyn took to the City of Splendors all too well, finding many ripe targets and few authorities in significant number to enforce the cities laws among such a large populace. Mervyn has fallen in with a local thieves guild called the Lord's Defiance, helping out other, less fortunate halflings in the city where he can and gathering what information he can on “the job” when opportunity presents itself.
Mervyn is a burglar by trade and often holds out for assignments and work that take advantage of his ability to stealth and pick locks, preferring assignments where the 'mark' isn't home as to allow him a comfortable time to work. He hates bloodshed and only will result in the drawing of it, if it absolutely becomes necessary or on the off chance that the victim deserves it.
Mervyn speaks with a Cockney accent due to his street-upbringing. He addresses many with a relaxed demeanor and posture, and acerbic nature and tone. This is because losing people that he cares about has been very common in his life, and as such it takes time for him to get comfortable dealing with new people, much less tall folk. This transitory feature in his life has also left him mildly hedonistic, and he loves good drink, good food, and despite not really knowing how to dance, good music. If Mervyn sees an opportunity to help an orphaned child or free an escaped slave, he will take it, but not without proper planning and not haphazardly if he can help it. Also, he will follow his rules of thievery to the letter, and violations of those will cause him some levels of grief.
Personality Quirks:- Chronic Smoker (Imagine him frequently lighting up during rest or when he is nervous, especially before disarming a trap)
- Hates Wizards (I mean he really does, you can give him a penalty to dealing with them and I would not complain one bit)
- Dick with a heart of gold (hard to pull off)
- Over-eater (Oh he will)
- Suspicious (but not necessarily hostile about it)
Background
PHB: Criminal
Personality Traits:
Because of his poor upbringing Mervyn gets easily angered when he or other halflings are insulted, this has often led to scirmishes at the local taverns that attract more attention than Mervyn sometimes needs or wants. It is a character flaw that he is well aware of, because of this the Bucker brothers have learned that in negotiations for Mervyn to do a job, it is often as easy to tell Mervyn that he 'can't do it' than it is to offer him more money to get him to try. This has made Mervyn a valuable asset to the guild for jobs that others may be more hesitant to take.
Ideal:
Mervyn is fiercely loyal to his friends, however beyond that, you are just another mark. However Mervyn does have a soft side for urchins and the poor, one he tries to keep a secret.
Bond:
Mervyn hopes to one day be able to redeem himself for the torture that was inflicted on Turik on his behalf. He knows that if it wasn't for the elderly halfling he would have been slain long ago by his masters at the time. He holds himself responsible for Turik's death however, as the noteworthy bauble that went missing was one that Mervyn took. One that he let Turik be beaten to death for.
Flaw:
Mervyn often likes a well laid out plan, but often he makes spur of the moment decisions that forgo any plan that has been made. Mervyn explains it as liking to "fly by the seat of his pants." When in actuality Mervyn is just impatient when it comes to inaction and often doesn't feel he has the time for such planning. It has gotten him in trouble in the past and will probably do so again in the future.
Specialty:
Mervyn is a burglar by trade, that being the trade he was taught in Thesk, he continues to hone his skill in both lock picking and stealth, preferring marks that are not home at the time of the crime. He is short in stature but not afraid of heights or climbing and has recently began honing a new skill in forging documents, mostly city papers and permits for those wealthy enough to afford such things. Mervyn hopes one day he will be able to come out of the 'field' and just forge papers in his elder years, so far that is just a dream however.
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Andzelika Matylda OmazeirosCo-Proprietor of The Elden Ring, Praetor AdvisorGender: Female
Race: River Elf
Alignment: True Neutral
Class: Bard 5 / Wizard 2
Background: Arbonesse Exile
Passive Perception: 20
Passive Investigation: 17Passive Insight: 17Hit Points: 68
Hit Dice: 6d8 / 2d6
AC: 15 (Mage Armor)
Initiative: +4
Size: Medium
Speed: 35 feet"If you watch, and you listen, all secrets will be revealed."
ABILITIES & SKILLS
Proficiency Bonus: +3
STR DEX CON INT WIS CHA 10
(+0)
16
(+3)
12
(+1)
16
(+3)
16
(+3)
20
(+5)
Save +1* Save +7* Save +2* Save +4* Save +4* Save +9* Athletics +2** Acrobatics +5**
Sleight of Hand +5**
Stealth +7**
Arcana +7**
History +5**
Investigation +7**
Nature +5**
Religion +5**
Animal Handling +5**
Insight +7**
Medicine +5**
Perception +10** (E)
Survival +7**
Deception +9**
Intimidation +9**
Performance +7
Persuasion +12** (E)
* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficency.
PROFICIENCIES & ABILITIES
PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS Calligrapher's Tools
Bagpipes
Lute
Viol
DaggersDarts
Slings
Quarterstaffs
Light Crossbows
Longsword
Shortsword
Longbow
Shortbow
Rapier
Light ArmorCommon
Dwarven
Elvish
Void Speech
Wizard Class Abilities
Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. 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. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Ritual CastingYou 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 Tradition (Void Savant)Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a void spell into your spellbook is halved.
When you gain a level, one of the two spells you learn for gaining a level can be a void magic spell, even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be a void magic cantrip, even if you’ve never previously encountered it.Whispers of the VoidStarting at 2nd level, as a bonus action immediately before you cast a spell of 1st level or higher, you can utter a few words of void speech and weave its dark magic into your spell. The tainted spell disorients one creature you can see that the spell affects when you cast it. The creature has disadvantage on the next attack roll or ability check it makes before the start of your next turn. You can’t use this feature if you are unable to speak.
Bard Class Abilities
Bardic Inspiration (d8)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.Jack of All Trades (+1)Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest (d6)Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
College of CriminologyWhen you join the College of Criminology at 3rd level, you gain proficiency in the Insight skill and you choice of two or Acrobatics, Deception, Investigation, Performance, Sleight of Hand and Stealth.
DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Keen SensesYou have proficiency in the Perception skill.
Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.
TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon TrainingYou have proficiency with the longsword, shortsword, longbow, and shortbow
CantripYou know one cantrip of your choice from the wizard's spell list. Intelligence is your spellcasting ability for it.
TelepathicYou awaken the ability to mentally connect with others, granting you the following benefits:
•Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
•You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
•You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.ASIWisdom +1
Dexterity +1ATTACKS
WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) +1 Elven Sexy Blade +7 1d8+4 Piercing, Magic Finesse Dagger +6 1d4+3 Piercing Finesse, Light, Thrown (20/60) Longbow +6 1d8+3 Piercing Ammunition, Heavy, Two-Handed (150/600) SPELLS
Spell Slots: 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th)
BARD - Spell Save DC: 16 Spell Attack Mod: +8 Spells Known: 8 + Dtetect Thoughts
WIZARD - Spell Save DC: 14 Spell Attack Mod: +6 Spells Prepared: 5
CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL BARD
Clockwork Bolt*
Mending
Scribe*
WIZARDBARD
WIZARD
BARD (1 Free Use)
BARD
4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.
WIZARD SPELLBOOK
These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)
CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.
MONEY
Copper: 0 Silver: 1 Gold: 203 Obsidian: 100 Platinum: 0
(304 Coins * .02 lbs. = 6.08 lbs. Total Weight)
ENCUMBRANCE
Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: NoneEQUIPMENT READIED
Equipped Items: (18 lbs.)
Equipped items can be retrieved with a manipulate item interaction.
ARMOR (4 lbs.) WEAPONS (5 lbs.) READIED ITEMS (9 lbs.) Traveler's Clothes (2gp) - 4 lbs. +1 Elven Warblade [rapier] (uncommon) - 2 lbs.
Dagger - 1 lb.
Longbow (50gp) - 2 lbs.
Spell Component Pouch - 2 lbs.
+1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs.
Quiver of arrows (1gp) 1 lb.
Healer's Kit (5gp) - 3 lbs.
Find Familiar Spell Components (50gp)
Pearl (100gp)
Slither Spell Component (50gp)
Black Opal with crest (125gp)EQUIPMENT STORED
Stored Items: (27 lbs.)
Stored items can be retrieved with an action.
IN BACKPACK (11 lbs.) STRAPPED TO BACKPACK (16 lbs.) AT HOME (-- lbs.) Backpack - 5 lbs.
Mess Kit - 1 lbs.
Spellbook - 3 lbs
(10) Sheets of Parchment
(2) Scroll Cases - 2 lbs.
Bottle of InkInk Pen
Vial of Perfume
Waterskin - 5 lbs.
Silk Rope & Grappling Hook - 9 lbs.Bedroll & Blanket - 10 lbs.
Lute - 2 lbs.
Viol - 1 lbs.
Bagpipes - 6 lbs.
Find Familiar
Spell Components (50gp)Chest - 25 lbs.
A Set of Fine Clothes - 6 lbs.
Lamp - 1 lbs.(2) Flask of Oil - 2 lbs.
(5) Sheets of Paper
Sealing WaxSoap
MAGIC ITEMS
Magic Items: (3 lbs.)
NON-ATTUNED (0.0 lbs) ATTUNED 2/3 (3 lbs.) Stone of Good Luck (Luckstone)Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.Rhythm Maker's Drum +1Wondrous item, uncommon (requires attunement by a bard)
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. - 3lbs.CHARACTER OVERVIEW
Age: 439 Height: 5' 9" Weight: 126 lbs. Hair: Ash Brown Eyes: Pale Blue Complexion: Fair
She stood before the mirror in her room above This is the Way, as she did every morning. Her pale blue eyes, the color of a frozen lake, stared back at her. Andzelika Matylda Omazeiros stood there wondering. Wondering when she would be able to afford an apartment and not a room. Wondering when her partner would realize they need to charge full price to every customer for their services. Wondering when she would stop focusing on Zobeck so she could bring answers to her family and prove to the River Court that there was something to investigate regarding her sister’s death. Wondering when the Void would open up all its mysteries to her.
"Ugh." She moaned to herself as her thin hands reached up to her face in frustration. Her bony fingers pushed through her long brown hair, the color of ash trees. Loose strands fell to the sides, but she pulled most of the mass of thick locks into a short braid before tying it at the nape of her neck, letting the tendrils of waves loose to fall upon her back or over her shoulder.
The scent of bacon, sausage, eggs, butter, bread, and cheese wafted through the floorboards, causing her nose to wrinkle. Matylda enjoyed all those items, but humans liked far heavier meals than she had ever been able to get used to. Her lithe frame spoke of her eating habits. Many small meals throughout the day, not two or three large ones. But she knew Sture would have her usual waiting, a simple piece of toast, a few slices of sausage and fresh fruit, along with a cup of hot tea.
The elven woman slipped on her customary olive green pants. The color and fit were uniquely hers, they draped loosely from her hips waving in the wind as she walked. So very different from the tight-fitted attire most women wore. Her black long-sleeved shirt, however, was a snug fit, revealing her curves, but the high-neck hid the valuables from prying eyes. Finally, before leaving for her morning meal, Matylda secured the silver clasp and chain to her ear. Although she had left the River Court, some traditions remained. This was one.
BACKGROUND
Custom: Arbonesse Exile
Personality Traits: something
Ideals: something
Bonds: something
Flaws: something
Background Feature: something
Ulorian the First is an idiot and the Omazeiros family are cowards. It has been over 300 years since she has been to the River Court, but her opinion still holds and will tell any who ask.
For 130 years, Andzelika Matylda Omazeiros had lived in happy ignorant bliss. She played music and danced. Her laughter was contagious to whoever heard it and she flitted from gala to gala without a care in the world. But on her 131st birthday that all changed. Halina was found dead a few miles outside of town. Halina Stefcia Omazeiros, Matylda’s older sister, was found laying on a fey road, unable to be healed. The cause of her death was obvious, she had bled out. However, the clerics could not determine what caused the bleeding. There were no injuries to her body, yet the reports stated her head was cradled in a pool of her own sanguine fluid. The exodus of her life appeared to happen through her nose, ears, mouth, and eyes. The pinch that remained between her brow indicated she suffered through her last moments, but no answers could be provided to the family that loved her.
The youngest of the Omazeiros clan refused to accept what the healers stated. "There are some answers we may never have." It was unfathomable to Matylda that this was a valid response. She was even more infuriated that her parents and siblings buried Halina without demanding further investigations. The headstrong youth took the matter into her own hands.
For 15 years she kept a log of her findings. She visited the site where her sister was found, she interviewed those who discovered her and those who traveled the roads frequently. Matylda used her family’s influence to garner a meeting with their leader, pleading her case that more needed to be done. That there was an unknown threat to their borders. But the King simply thanked her for her concern and told her to leave it to the professionals who had found nothing.
The once sweet and innocent elven maiden became infuriated. Where her laughter had previously caused all others to join her delightful sound, now her sharp clipped words of admonishment caused all to leave her side. The King wanted it left to professionals, and so she would become one. After her meeting with the high court, Matylda announced she was leaving for the Free City of Zobeck to study Criminology. If those who were schooled in the elven city could not find the cause of her sister’s demise, she would seek knowledge from the humans and return to solve the crime with skills her people had forgotten.
Her family was shocked by the announcement. Their youngest was not only stating that the courts had failed Halina, but that humans would be able to offer her knowledge she could not gain in River Court. And even worse, leaving meant they would have to disown her, write her off as though she never existed. In less than 20 years her parents lost two of their four children, her brothers went from having two sisters to none. Matylda knew of the laws, but she hoped her family would be courageous enough to defy them. She was wrong, their status with their people meant more to them.
She slipped out in the middle of the night, knowing there would be no fond farewell. This was easier. A note was left on the kitchen table, promising she would return when she had answers.
The next 300 years found Matylda exactly where she said she would be, not that her family sought her out. Upon arriving in Zobeck, the headstrong elf entered Dorblythe University. After 15 years, she left the campus with four doctorates, Criminal Psychology, Criminology, Forensic Science, and Investigative Reporting. Her excessive knowledge on these topics led to her recruitment with the Praetors. To this day, she is still an advisor, keeping their identities secret. Nearly 100 years later, frustrated by her ineffectiveness with finding any further details on the curious end to her sister's life, Matylda decided to investigate a path towards magical answers. She studied at the Arcane Collegium, utilizing her existing degrees to gain acceptance into the Bardic Criminology degree path.
Throughout her years among the humans, Matylda had experienced many friendships and relationships. However, each ended over time with a feeling of disconnection. Her human companions aged and drifted away from her as she was unable to recognize the burden they felt in keeping up with her ageless youthfulness. They each still hold a place in her heart, and thinks of them with fondness, though a part of her is bitter their short lives prevented a more full relationship. It was early in her dalliance with Nancy that the River Court native met a fellow elf. The night the three of them spent together was memorable, and led to a friendship that has survived the test of time, but also established that romantic endeavors between them would never be.
Matylda and Lyyren found working together enjoyable, however, and joined forces through the Great Revolt, forging their bond in battle. Less than a year later they formed a business to service the community still recovering from their self-inflicted wounds. However, this did not prevent the bardic student from continuing her studies.
While working on a research paper in the City Archives, the elven student came upon a bit of curious information. A detail regarding the fey roads was barely a sidenote on a subject related to Zobeck, however, it piqued her curiosity. The location referenced was near where Halina was found. It may have been nothing, but this was the first time in over two centuries that she had something to go off of. Finally, she would be able to use her education in the field, for the purpose she had been studying!
Lyyren offered to travel with her, knowing the journey was long and potentially interacting with her family or the River Court could be problematic, but she insisted on going alone. Following her memory, Maty first returned to the place where Halina was found. Then, using her notes, she traced her way deep into the wood. Small markings, barely noticed sigils, all led her to an ancient ruin. All that remained was a small stone structure. Her head began to throb, her eyes blurred and blood began to trickle from her nose, but she persevered. Her determination was rewarded with a small tome covered in moss and mold. Cracking open the pages, the bardic student felt herself falling into the foreign script, consumed by it. She heard voices she couldn’t see, she could smell life and death, she could taste the blood pooling in her mouth.
Knowing she had found what caused her sister’s death, but unsure of what it was or what it meant, she took the book and ran. Matylda did not visit her family, she did not return to the River Court to show the King. Instead, she returned to Zobeck where she fervently poured over the new knowledge, hoping to unlock its mysteries. The event had changed her, though she would not admit it. The Arcane Collegium called her new interest the Void. She was told to destroy the tome and forget what she had seen. Refusing to do so, the elf was expelled, once again cast away.
Surprisingly, Lyyren stayed by her side, offering kind words while attempting to get the strong-willed woman to discard the studies on the Void. Over the last 65 years she has toiled away studying all she can on the Void, but the process has been painstakingly slow as the repercussions of the darkness are often mind-numbing. If not for her friendship with the fellow elf, she certainly would have lost her mind decades ago. Her familiar, Wrozka, reminds her of the dangers daily.
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Courts of the Shadow Fey Act One: A Chill in the Air
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Zobeck, Free City of
The Hedgehog Tavern
MoondaySunday, the 30th of Last LeafOctober
82 Zobeck Free Years (FY)
Night (9:17pm)
-=-=-=-=-=--=-=-=-=-=--=-=-=-=-=--=-=-=-As the duo entered the Hedgehog there seemed to be nearly any drink or food available (discounted for resident students of course). A bongo drummer in the corner struck up the intro beat to the ever-popular dwarven number Skipping Threesies with an Orc's Entrails to the delight of the young students imbibing. It was nice to see that no one took note of two of the few actual elves in the city had entered and if they had they were not showing it. While elves may be rare, elven scholars were not, especially in the Collegium. Sometimes it was hard to think that some of the professors on campus knew more about their race they even they did.
Maty busied herself at the bar with Tommy as she waited for Rado to make an appearance. Rado returned from the cellar a few minutes later but not with more beverages as one might have thought. He clomped a dusty heavy book shut that he was carrying as he saw Maty at the bar and then sat it down on the old, scarred bar, remove a light set of glasses from his face and tossing them on top of the book and then looked straight at the dark-haired elven girl. "Was wondering how long it would take the two of you to show up here." Apparently the noise of his establishment didn't disturb his reading habit, though he almost shouted by default when he spoke "Suppose you want to know about the magic that is afoot? Graduate level stuff I tell ya..." his hands worked up a drink order as he spoke, as he put his mug into position and the keg faucet opened to deliver its delicious dark orange contents. "...I mean rumors of Shadow Fey, entire sections of town disappearing, dead priest. How long before they start thinking you know more than you do. I mean they are your kin after all? Apparently while you have been hanging out here for years, your kin have developed ways to bend the rules a bit, hmm?" his interest in the entire matter was quite genuine.
The heavy book back in one hand and his drink in the other Radomir Shlenck waved a hand motioning the girl toward his office, once inside he motioned for her to close the door as he sat the book back down on his desk and took a seat and motioned for her to do the same.
OOC Scene Notes
MoondaySunday, the 30th of Last LeafOctober @ 9:17 pm
Welcome to Baldr everyone!
This is a continuing thread from OG-Myth-Weavers located here:
Act 1: A Chill in the Air - Page 6 - Myth-Weavers
Show Combat/Status Tracker
Currently Not in UseCurrently Not in UseCurrently Not in UseCurrently Not in UseShow Characters Status
LYYREN
Hit Points: 72/72
Hit Dice: 8/8
Spell Slots 2nd Level 1/3, 3rd Level 3/3, 4th Level 1/1 (ATK +9 DC 17)
DM Inspiration: 1/1________________________________
MATYLDA
Hit Points: 44/68
Hit Dice: 8/8Spell Slots 2nd Level 3/3, 3rd Level 2/3, 4th Level 1/1 (ATK +9 DC 17)
DM Inspiration: 1/1Show Active Maps
Currently Not in Use
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CAMPFIRE CHATS
Campfire sounds to help you write
The day was just like any other. Filled with adventure, excitement, and exhaustion. But now the sun has set and the cool touch of the night is only kept at bay when near the campfire. It crackles and pops in a chaotic rhythm of comfort beckoning you into your memories and deep thoughts. Crickets and other wildlife sounds echo around you as your eyes pierce the darkness during your watch.
((This is can be used when people want to just chat with another character or characters. It will help us develop bonds and memories between our characters. It doesn't have to be a campfire. This is just what I set up initially.)) -
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CAMPFIRE CHATS
Campfire sounds to help you write
The day was just like any other. Filled with adventure, excitement, and exhaustion. But now the sun has set and the cool touch of the night is only kept at bay when near the campfire. It crackles and pops in a chaotic rhythm of comfort beckoning you into your memories and deep thoughts. Crickets and other wildlife sounds echo around you as your eyes pierce the darkness during your watch.
((This is can be used when people want to just chat with another character or characters. It will help us develop bonds and memories between our characters. It doesn't have to be a campfire. This is just what I set up initially.)) -
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CAMPFIRE CHATS
Campfire sounds to help you write
The day was just like any other. Filled with adventure, excitement, and exhaustion. But now the sun has set and the cool touch of the night is only kept at bay when near the campfire. It crackles and pops in a chaotic rhythm of comfort beckoning you into your memories and deep thoughts. Crickets and other wildlife sounds echo around you as your eyes pierce the darkness during your watch.
((This is can be used when people want to just chat with another character or characters. It will help us develop bonds and memories between our characters. It doesn't have to be a campfire. This is just what I set up initially.)) -
Damn elves and their long lives...
-499 Lyyren is born
-482 The Great Retreat
-439 Matylda is born
-362 Lyyren enrolls at the Scolia Valeresh to become a wardancer
-308 Halina is found dead
-321 Lyyren cuts his service short 9 years. Decides to become an exile and leave the River lands.
-319 Lyyren visits the Grand Duchy of Dornig, becoming a court historian for a time
-293 Matylda leaves River Court
-292 Matylda enters Dorblythe University
-277 Matylda graduates with multiple doctorates
-212 Lyyren leaves Dornig, intent on discovering more Elven history
-211 Lyyren's dalliance with a human woman leads to marriage & his daughter, settles down
-186 Matylda enters the Arcane Collegium
-123 Lyyren decides to take up adventuring again
-82 Lyyren and Matylda meet, they participate in the Great Revolt
-81 Lyyren and Matylda establish the Elden Ring
-65 Matylda found the Void tome
-45 Matylda expelled from the Arcane Collegium
-36 Lyyren's daughter passes -
For Game Start
•The mark is Fredrick Greymark.
•Youngest son of the Greymark family. This will be his noble debut in public, and he is going to the theater.
•The outing is on the opening night of the show, there are 5 possible entrances and exits.
•Frederick will be seated in the balcony.
•We suspect Volstaff Greymark has made some enemies, this particular one might have something to do with his third new wife, and the man she was previously engaged to.
•We don't know anything about him yet, but it seems he is tied to some gambling dens (and probably drug rings, you know how these villainous types are).
Potential Resources Noted
•Zanash spying
•Kan-Tor
•The Mouse King -
Also working on a starting job for your business endeavors.
- Hired by a well off noble family to 'keep an eye on' their young son as he makes his first outing to a local theatre for a play.
- You are to keep out of sight and not make yourself known unless necessary.
- No harm is to come to your young charge.Of course this task is pretty menial but you have taken it in hopes to better integrate your services with the noble class.
I will leave the details of who this noble family and your charge is. I want you to have as much input into the story as I have.
When you come up with the details of the above current job then send them to me so I can record it for the start of the game.
The game will start at the theatre among the upper class of Zobeck. Look your best.
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We are going to start the game in the year 82. That is 10 years before the timeline in the Worldbook. So events of the last 10 years in the World Book are irrelevant to this campaign. So all the rage going on in gossip right now will be that the darakhul and the vampires of Morgau have formed an alliance and are marching on Krakova which has Zobeck slightly worried since that is only a few hundred miles north and the farthest south the Blood Kingdoms have ever come.
It is just before winter time and the wind is chilly with the promise of winter, the trade fair has closed up for the year, and the last of the dwarf caravans have struck home for the Ironcrags before the passes are snowed in and the rivers freeze over. The city has settled into the quieter rhythm of late Autumn and awaits winter's first frost.
Since things have slowed down perhaps the work of protecting the noble boy is what is at hand.
The reason for the 10 year start, is by timeline standards the Shadow Fey returned to Zobeck 4 years ago and brokered a deal for an embassy, etc. in exchange for help with shadow magic study at the Collegium. The events of this adventure happened sometime prior to that. So I set it 10 years before the current timeline and 6 years from the "official" return. I would think negotiations would have taken a few years after the events of Courts of the Shadow Fey.
Campaign start date (in game) will be an incalendar festival day between the 10th month of Last Leaf and the 11th month of Rimetrail. So it doesn't have a date as it is a festival day. The festival day is called Ghost Festival. It is a festival day when children dress as ghosts and run around the streets chased by Father Ill-Fortune: a man dressed as a black clothed wraith carrying a scythe who was said to be responsible for killing 100 local children a score of centuries ago.
The holiday is not native to Zobeck but the practice was picked up about 25 years ago, it is said to have originated in the Madgar Kingdom to the south.
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Since your characters would have at least made Zobeck your home for a while now I am going yo put you guys up as permanent residents of a swanky inn that you use as a home base for what you guys call a "problem solving" service. Basically no job is too small or too large and you are well known throughout town. I will let you know the inns details later today. You guys need to come up with a name for your service.
BIG DAMN HEROES- You gain 1 additional HD. So at 7th level you should have 8 HD.
- Everyone gets a feat at level 1.
- Your HP are based on the max value of the HD, not the rounded up average. So d10 HD means 10 HP/level. So your HP should be your HD max times your level.
- When you deal damage with a weapon, spell or class feature, add an additional die. So a greataxe deals 2d12, battlemaster damage is +2d8 for 1 die, flame bolt is 2d10 at level 1, etc.
- All attributes increase by 2. Your maximum in attributes also increases by 2 to 22.
- Whenever you are healed by magic (except regeneration), you can also op to expend a HD as well and you regain that HD in healing as well.
- When you cast a spell using a spell slot or a class feature it is considered to be cast using a slot 1 level higher. So a 3rd level fireball does 10d6 damage.
- If you have a 3rd level or higher spell slot, you can cast 1st level spells without expending a spell slot. (do not add 1 to the slot level here if cast in this way)
- If you have 6th level or higher spell slots, you can cast 2nd level spells without expending a spell slot. (do not add 1 to the slot level here if cast in this way)
- If you have 9th level spells, you can cast 3rd level spells without expending a spell slot. (do not add 1 to the slot level here if cast in this way.)
- You also get two uncommon magic item of your choice and 500 extra gold.
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The two of you have a permanent residence at the following inn. It is also where you operate your business out of.
Location
In Upper Zobeck, surrounded by winding streets and half-timbered homes. The street outside has recently been paved with worn brick.
Description
The inn is a two-storey half-timbered building, with a slate roof. A collection of fine tapestries hangs on the walls. Accommodations consist of several small rooms with beds and woolen mattresses. The main suite is retained by the two of you.
Innkeeper
The innkeeper is a short male dwarf named Sture Gissison. He is absent-minded, and always searching for a missing item.
Menu
Baked Lamb with Coriander and Poached Eggs, Glass of Gin (3 sp)
Boiled Pork and Acorn Bread, Tankard of Perry (10 cp)
Steamed Duck and Millet Biscuits, Glass of Whisky (4 sp)
Roasted Sausage and Blue Cheese, Tankard of Perry (10 cp)
Boiled Pork and Dried Beetroot, Tankard of Ale (12 cp)
Regular Patrons
Erin Resby: Female Human Merchant. Erin is exceptionally beautiful, with golden hair and light green eyes. She wears worn clothing and an iron amulet. Erin quietly seeks to become a vampire.
Ziri: Female Dwarf Servant. Ziri has thick black hair and light grey eyes, and a sharp nose. She wears worn clothing and a wide-brimmed hat. Ziri is usually quarreling with any dwarves in the establishment. Except for the barkeep of course.
Bridget: Female Halfling Craftsman. Bridget has white hair and amber eyes. She wears well-made clothing and carries a long knife. Bridget seeks a company of adventurers to slay the Serpent of Taulpheoda and retrieve its head. She is hoping to hire the well-known and respected adventurers that live here at the inn but they have yet to accept her offer.
Arerwel: Female Elf Merchant. Arerwel is rugged in appearance, with grey hair and sharp grey eyes. She wears well-made clothing and a pewter amulet. Arerwel is wrongly sought by the Princess of Enorlon for murder.
Wulfa: Male Human Artist. Wulfa has auburn hair and amber eyes, and a curly moustache. He wears well-made clothing and a dragonscale cloak. Wulfa is haunted by the memories of a past life.
Vyncent: Male Halfling Peasant. Vyncent has messy grey hair and blue eyes, and an unusual mark on his leg. He wears modest garments and carries a long knife. Vyncent is searching for the lost elven kingdom of Thelloriath.
Current Rumors swirling around the Inn
- Lord Azatz is dying of an incurable affliction.
- A new vein of mithral has been discovered in the Crystal Hills.
- The mayor's military relies upon conjured elemental warriors.
- A perpetual storm rages over the Trackless March.
- A noble djinni is held imprisoned within the Pit of the Gargoyle Duchess, bound by chains of magical shadow.
- The giant spiders of the Ironwood Forest have gained wings and the ability to fly.
- The town mayor has become possessed by an aberrant horror.
(Of course, the rumors above are just for flavor and can be used however you like.)
The NPC's listed above are for the same flavor that you can add in your back story as well.
Why you have permanent residence here is up to you. -
Zobeck
Fredrick Greymark
The youngest son of House Greymark, Fredrick just recently attended the theater as his first public outing on the eve of the Ghost Festival. The Elden Ring was hired to keep a watch on him from a distance. His current whereabouts are unknown.
Ersebet Cemilla
Ersebet Cemilla is heavily scarred, her scarred arms are the souvenirs of many knife fights in her youth, struggling among the lesser rings, and she is still a ruthless hand with a blade. She is known to use poison, which keeps her lieutenants nervous every time she proposes some new madness and asks them to drink a toast. Ersebet Cemilla has fought magic, steel, and treachery with equal daring, cunning, and bravery for years. She is a human female in her late thirties / early forties and is a rogue of 12th level skill. Like most of the spyglass guild, she is a reformed criminal. Basically she is a hard ass and the Elden Ring has had run ins with her on occasion. Our groups are on about equal terms.
Brayton Ironbridge
Altered Wine Someone is smuggling Morgau's finest to customers labeled with a local winery and sporting a strange mark. This was evidenced by some bottles that were left in the noble boxes at the theatre.
Twisted Councilors The Consul's relationship with Zobeck's most influential noble families has apparently drastically changed recently for the worse. He doesn't have more details than that, just something he has overheard.
Trouble in the Strings A lutist is apparently able to cause severe distress and/or aggression. Unsure if he was a member of Legacy Chimera or if he had infiltrated the group. The acting troupe scattered after tonight's events. -
A listing of all interesting characters our heroes have come across in their journey
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For those times you need to know where things are on those horrible, hard to read maps, HERE is a digital one with the ability to search for things on the left!
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29 minutes ago, Neopopulas said:
Instead of adding a whole new post i thought i'd add it here. When i've been playing around with the source, there is an option to resize the source window but it doesn't actually resize, it just makes a bigger box around it. Is there any way to make it resize properly, it would be so much easier to use.
When I am playing in source I ctrl a to select all, copy and then paste into notepad and work from there and copy back when I am done. Much easier to see and search the code.
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Scarlet Citadel Redtower
Some dungeons are dug out with precision by massive hordes of undead workers or tribes of goblins, built in great chaos and energy to the plan of some cunning mind. The Scarlet Citadel is more of a peculiar growth of layer upon layer of tunnels, defensive halls, hidden crypts and labs, and many secrets buried deep below the surface.
Human settlement of the White Forest started modestly indeed at the nearby river village of Redtower. However, over time, both the village and the castle deeper in the woods became a site of importance to dungeoneers, arcane seekers, geomancers, and a certain breed of dwarven mystic.-=-=-=-=-=--=-=-=-=-=--=-=-=-=-=--=-=-=-
Redtower
Magdar Kingdom
TorsdayWednesday, the 8th of Low SummerMay
94 Zobeck Free Years (FY)
Afternoon (1:00pm)
-=-=-=-=-=--=-=-=-=-=--=-=-=-=-=--=-=-=-The town of Redtower has grown somewhat since its days as the village of Redleaf, adjusting to and even taking advantage of the new influx of adventurers, but it still has much of the same rustic, self-determined earnestness that it always had. Located on a tributary of the Templine River in southern Magdar between Peltzenheim and Schio, Redtower is an unremarkable logging settlement by itself but is better known as a launching point for adventuring expeditions into the infamous ruined castle and cave complex nearby—the Scarlet Citadel.
As your caravan approached Redtower from the northwest you traveled through lowland prairie toward the White Forest where Redtower is nestled within the tree line. A wooden palisade surrounds most of the town with platforms and small watchtowers attached to the palisade at each entrance. On the far southeastern corner of town, a curious redstone tower rises over the wall, itself connected to the wall via rampart. A small tributary of the Templine flows from the southwest to the northeast on the far side of town.
Redtower’s principal export is lumber, but the residents have adopted an entrepreneurial spirit around its status as an adventurers’ destination. While many townsfolk are honest, pioneering people, it also houses plenty of opportunists looking to take advantage of adventurer's flush with coin. Redtower thrives off this sort of “adventure tourism,” simultaneously warning travelers away from the Scarlet Citadel while peddling wares guaranteed to—supposedly—allow them to survive it. While predatory, these adventure peddlers are not lying about the dangers of the citadel: everyone in Redtower knows few who venture into the citadel ever return.As you and others disembark from the caravan in front of the most visibly imposing structure in Redtower by virtue of its unique construction and namesake: The Cage Tavern & Inn has a row of curved bones, much like some massive ribcage, these curved bones protrude from the ground in a corridor to the tavern’s southern-facing wall and side entrance. The last few ribs are incorporated into the inn’s construction, acting as supporting rafters visible on the inside of the building. The rest of the Cage’s construction is eclectic, with the older parts of the inn—the space immediately connected to the enormous ribcage—of the wood-and-stone construction typical of the region but with newer elements showing more distant touches: sweeping iron gables from Zobeck, a dwarven-style hearth from the Ironcrags, Perunalian motifs in the columns, and so on.
Considering Redtower’s small size and populace, the Cage is surprisingly full-featured: it boasts several rooms from comfortable to aristocratic in quality, though it has only one aristocratic suite. Owing to its adventurous and often wealthy—patronage, travelers can find lodgings and fare suitable for up to a wealthy lifestyle. The Cage’s name—and unique construction element—supposedly dates back to the town’s earliest days as Redleaf when the proprietors’ ancestors, Milena and Henrik Gjorski, slew a mighty giant on the spot the inn now rests. The toll of the fight would mean the end of their adventuring career, but they returned to this site of their last great battle to retire. They found the giant withered and scavenged to little more than a massive ribcage and decided to build an inn around it, preserving it as their final—and biggest—trophy.
This story is told and retold on command by their descendants, sister and brother Ariadna and Ambrozy Gjorski. They are human adventurers of a sort, as most of their family has been, but found they prefer the company of adventurers more than the escapade itself. The family business continues to appeal to adventuring types as evidenced by the monster hunting trophies on the walls—the stories of which erupt if anyone asks about them—and the very sturdy construction of the tables and chairs.It is just after lunchtime as you move to the counter to secure room and board and perhaps something to eat.
The lunch menu consists of Baked Pheasant and Soft Cheese served with a Glass of Mead for just two silver coins.Modest room and board consist of two meals a day (for two) plus your private room for twenty silvers per night. (double occupancy).
Meager boarding consists of a hammock in the public bunk room with a footlocker for two silver coins per night per person with meals provided at additional cost.
Ariadna Gjorski is the current sister on duty at the bar. She wears a collection of protective charms and talismans.
OOC Scene Notes
TorsdayWednesday, the 8th of Low SummerMay @ 1:00 pm
Welcome aboard everyone!
Feel free to introduce yourselves here, roleplay. Feel free to use any of the scenery or NPC's to your liking in your post. Tracking room cost and expenditures. Feel free to ask any questions of the innkeeper, I will answer as I have time.
Show Combat/Conditions Tracker
Currently Not in UseCurrently Not in UseCurrently Not in UseCurrently Not in UseShow Characters Status
ARIK LOSTCUB
Hit Points: 15/15
Hit Dice: 1/1
Special: Resistance (cold)Bear Hug: 3/3 *L
Rage: 2/2 *LSpell Slots 1st Level 1/1 (ATK +5 DC 13)
DM Inspiration: 1/1________________________________
ELENDRIS VESSICARI
Hit Points: 9/9
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight SensitivityHexblade's Curse: 1/1 *S
Path of Darkness: 3/3 *L
Spell Slots 1st Level 1/1 *S (ATK +5 DC 13)
DM Inspiration: 1/1________________________________
INGYRD MOONDANCER
Hit Points: 10/10
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight SensitivityStalwart Will: 1/1 *S
Spell Slots 1st Level 2/2 *L (ATK +5 DC 13)
DM Inspiration: 1/1________________________________
SHERMAN FLEECE "BLOODNUT"
Hit Points: 10/10
Hit Dice: 1/1
DM Inspiration: 1/1________________________________
SIR ROBIN HAWKWOOD
Hit Points: 12/12
Hit Dice: 1/1Special: Fey Ancestry
Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
DM Inspiration: 1/1Show Active Maps
Currently Not in Use
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1 minute ago, leons1701 said:
Things you never knew you wanted but now need. 😛
Guess I'm just used to the save, edit, save, look again, try to recall which rolls did what, edit again, etc routine by now, but if we could actually avoid that, it would be excellent.
I third this request as this would be huge for both DM's and players. I think the concern might be though if it was available while replying and you didn't like the dice roll then you could just abandon the post and never submit it. So not sure if it is doable. We can only hope though.
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Undivided Coins Platinum 0 Gold 0 Electrum 0 Silver 0 Copper 0 Total Value: 0 GP -
Book One: Knot of Thorns Act One: Prison Break
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Brandescar Prison
Southern Talingarde
FiredayFriday, the 16th of GozranApril
4716 AR
Evening (6:00pm)
-=-=-=-=-=--=-=-=-=-=--=-=-=-=-=--=-=-=-In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.
Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.
You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.
Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom. For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?
After the events at the Royal Court you were all thrown in a wagon, manacled and bound with the other prisoners. You were hooded with a sackcloth bag. You were watched and ordered not to speak a word. Any disobedience was punished by a sharp knock to the head or in the gut. You could feel the movement of the wagon, as you made your way to Branderscar Prison. But what did you remember of your trip to the prison and did you see anything that might help you escape?
Let The Saga Begin...{{INDIVIDUAL PERCEPTIONS GO HERE}}
{{NEEDS MAP INSERTED HERE}}
OOC Scene Notes
FiredayFriday, the 16th of GozranApril @ 6:00pm
Each of you now have a runic F branded on the inside of your left forearm. The map will show you what you can currently see based on your vision level, if you have normal vision you can see any areas that currently have light, by the torch scones and the cell block door. However you can not see your fellow prisoners. If you have darkvision you can see any area that is not covered by black on the map. This will be an ongoing theme of all maps throughout the campaign.
Show Combat/Conditions Tracker
Currently Not in UseCurrently Not in UseCurrently Not in UseCurrently Not in UseShow Characters Status
LYYREN
Hit Points: 72/72
Hit Dice: 8/8
Spell Slots 2nd Level 1/3, 3rd Level 3/3, 4th Level 1/1 (ATK +9 DC 17)
DM Inspiration: 1/1________________________________
MATYLDA
Hit Points: 44/68
Hit Dice: 8/8Spell Slots 2nd Level 3/3, 3rd Level 2/3, 4th Level 1/1 (ATK +9 DC 17)
DM Inspiration: 1/1Show Active Maps
Currently Not in Use
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Sherman Fleece "Bloodnut" - Ratfolk Rogue 1
Show Mechanics
___________________________________________________
Main Hand: Rapier
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.Show Mini Character Sheet
Sherman Fleece "Bloodnut"
Ratfolk Rogue 1___________________________________________________
STATSStr 6 (-2) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)
HP 10/10 HD 1d8 AC 15 (leather) Speed 25 ft. Swim 10 ft.Passive Perception 15 Initiative +3
DM Inspiration Yes
Languages Common, Thieves' Cant
Background Sage Feature Researcher
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.___________________________________________________
WEAPONSRapier +5 attack, 1d8+3 piercing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damageShortbow (range 80/320) +5 attack, 1d6+3 piercing damage
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PROFICIENCIESProficiency +2 Saving Throws Dexterity +5, Intelligence +3
Skills Acrobatics +5, Arcana +3, Investigation +3, Perception +5*, Performance +6, Sleight of Hand +5, Stealth +5
Tools Thieves Tools +7*
Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light___________________________________________________
FEATS___________________________________________________
RACIAL FEATURESSwim: Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet.
Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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.Nimbleness: You can move through a hostile creature's space in combat as long as it is size medium or larger.
Pack Tactics: You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents.___________________________________________________
CLASS FEATURESExpertise: (perception, thieves' tools) At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Sneak Attack: (1d6) Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Show Equipment
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General Inventory (64.84 lbs.)
Rapier - 2 lbs.
Shortbow - 2 lbs.
Quiver (20 arrows) - 1 lb.
Leather Armor - 10 lbs.
2 x Daggers - 2 lbs.
Thieves' Tools - 1 lb.
Bottle of Black InkQuill
Small Knife - 1 lb.
Letter from family about sister's antidote material
Common Clothes - 3 lbs.
Belt Pouch - 1 lb.
Backpack - 5 lbs.
Bag of 1,000 ball bearings - 2 lbs.
String 10 ft
Bell
5 x Candles
Crowbar - 5 lbs.
Hammer - 3 lbs.
Pitons x10 - 2.5 lbs.
Hooded Lantern - 2 lbs.
2 x Flask of Oil - 2 lbs.
5 x Rations (day) - 10 lbs.
Tinderbox
Waterskin - 5 lbs.
Silk Rope 50ft - 5 lbs.
Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 17
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 90 lbs. (15 x STR)
Current Weight: 64.84 lbs.
Show Spells
Wizard Spells
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Spell Save DC: 16
Spell Attack Mod: +8
CantripsDecay*
1st LevelThunderous Charge* [Bonus Action]
Detect Magic (Concentration)[Ritual]
Identify [Ritual]
2nd LevelEnhance Ability (Concentration)
Slither* (Concentration)
Bard Spells
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Spell Save DC: 14
Spell Attack Mod: +6
Spells Known: 6
CantripsMage Hand
1st LevelAnticipate Weakness* [Bonus Action]
Auspicious Warning* [Reaction]
Subliminal Aversion*
2nd Level
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Book One: Knot of Thorns Act One: Prison Break
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Brandescar Prison
Southern Talingarde
FiredayFriday, the 16th of GozranApril
4716 AR
Evening (6:00pm)
-=-=-=-=-=--=-=-=-=-=--=-=-=-=-=--=-=-=-In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.
Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.
You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.
Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom. For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?
After the events at the Royal Court you were all thrown in a wagon, manacled and bound with the other prisoners. You were hooded with a sackcloth bag. You were watched and ordered not to speak a word. Any disobedience was punished by a sharp knock to the head or in the gut. You could feel the movement of the wagon, as you made your way to Branderscar Prison. But what did you remember of your trip to the prison and did you see anything that might help you escape?
Let The Saga Begin...Please only read the spoiler that is assigned to you.
Private Content for Rufus Moss
Hooded and bound, you were thrown into the wagon. The sackcloth of your hood obscured much, but you could still hear much and see a little. There was the cry of a sea gull. You must be near the ocean. You could hear the waves break on a rocky shore line. The wagon stopped and you could hear the bark of a dog, instantly silenced by a command. There were well-trained guard dogs. You were led over a long bridge. They stopped again, though only briefly. You could hear a portcullis being lifted at some gatehouse. Finally they removed you from the wagon. You heard guards, mocking you as double doors were opened. You were led upstairs past more guards. There was the heavy thunk of a door being unlocked. Only then did they remove your hood and put you in your cell. You could smell the burning brazier nearby. You were about to be marked as one of the forsaken. Welcome to Branderscar prison...
Private Content for Marisol Karasu
Hooded and bound, there was little you could see as you were brought to Branderscar prison. But you’ve always had sharp ears and you remember hearing quite a bit. There was the cry of a sea gull. You must be near the ocean. The wagon came to a stop and you heard the bark of a dog, which was quickly silenced by a command. That means a well-trained guard dog and judging from the sounds you heard later, more than one. The wagon began moving again and only a few minutes later did you arrive at your destination.
You were dragged inside a building past more than one mocking guards. You went upstairs and heard the heavy thunk of a door being unlocked. Only then did they remove your hood and put you in your cell, chaining you with your arms above your head. You could smell the burning brazier in the next room. You were about to be marked as one of the forsaken. Welcome to Branderscar prison...
Private Content for Agathar Finwe Dammung
Hooded and bound, you were thrown into the wagon. The sackcloth of your hood obscured much, but you could still hear much and see a little. There was the cry of a sea gull. You must be near the ocean. You could hear the waves break on a rocky shore line. The wagon stopped and you could hear the bark of a dog, instantly silenced by a command. There were well-trained guard dogs. You were led over a long bridge. They stopped again, though only briefly. You could hear a portcullis being lifted at some gatehouse. Finally they removed you from the wagon. You heard guards, mocking you as double doors were opened. You were led upstairs past more guards. There was the heavy thunk of a door being unlocked. Only then did they remove your hood and put you in your cell. You could smell the burning brazier nearby. You were about to be marked as one of the forsaken. Welcome to Branderscar prison...
Private Content for Grimjaw
Hooded and bound, there was little you could hear or see on your way into the prison. The wagon ride was rough and bumpy. The guards were impatient and loud. But you did hear something else ... the barking of a dog as the wagon came to a stop. And then they brought you, dragged you up stairs to your cell. Only then did they remove the hood and place in your in chains....
Braderscar Prison Map
(Click On Map for Larger Image)
OOC Scene Notes
FiredayFriday, the 16th of GozranApril @ 6:00pm
Each of you now have a runic F branded on the inside of your left forearm. The map will show you what you can currently see based on your vision level, if you have normal vision you can see any areas that currently have light, by the torch scones and the cell block door. However you can not see your fellow prisoners. If you have darkvision you can see any area that is not covered by black on the map. This will be an ongoing theme of all maps throughout the campaign.
Show Combat/Conditions Tracker
Currently Not in UseCurrently Not in UseCurrently Not in UseCurrently Not in UseShow Characters Status
LYYREN
Hit Points: 72/72
Hit Dice: 8/8
Spell Slots 2nd Level 1/3, 3rd Level 3/3, 4th Level 1/1 (ATK +9 DC 17)
DM Inspiration: 1/1________________________________
MATYLDA
Hit Points: 44/68
Hit Dice: 8/8Spell Slots 2nd Level 3/3, 3rd Level 2/3, 4th Level 1/1 (ATK +9 DC 17)
DM Inspiration: 1/1Show Active Maps
Branderscar Prison Map
(Click On Map for Larger Image)
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Marisol Karasu
Veil of Useful Items wondrous item, uncommon This appears to be a fine silk veil of gossamer cloth. Only as it is held and closely inspected can you see small cloth patches of various shapes. One patch can be detached each round as a action. Detaching a patch causes it to become an
actual item. This veil contains:- Bullseye lantern
- Hempen rope
- Window (2 ft. by 4 ft., up to 2 ft. deep)
- Potion
- Coins
- Symbol of Asmodeus
Weight: --
Value: unknown
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Undivided Coins Platinum 0 Gold 0 Electrum 0 Silver 0 Copper 0 Total Value: 0 GP
D&D 5e Application Template
in Homebrew
Posted
Race: Halfling (Lightfoot)
Alignment: Chaotic Good
Class: Rogue (Thief) 5
Background: Criminal
Passive Perception/Investigation: 13
HP: 28
Hit Dice: 5d8
AC: 15
Initiative: +3
Size: Small
Speed: 35 feet
PHB: Criminal
Personality Traits:
Because of his poor upbringing Mervyn gets easily angered when he or other halflings are insulted, this has often led to scirmishes at the local taverns that attract more attention than Mervyn sometimes needs or wants. It is a character flaw that he is well aware of, because of this the Bucker brothers have learned that in negotiations for Mervyn to do a job, it is often as easy to tell Mervyn that he 'can't do it' than it is to offer him more money to get him to try. This has made Mervyn a valuable asset to the guild for jobs that others may be more hesitant to take.
Ideal:
Mervyn is fiercely loyal to his friends, however beyond that, you are just another mark. However Mervyn does have a soft side for urchins and the poor, one he tries to keep a secret.
Bond:
Mervyn hopes to one day be able to redeem himself for the torture that was inflicted on Turik on his behalf. He knows that if it wasn't for the elderly halfling he would have been slain long ago by his masters at the time. He holds himself responsible for Turik's death however, as the noteworthy bauble that went missing was one that Mervyn took. One that he let Turik be beaten to death for.
Flaw:
Mervyn often likes a well laid out plan, but often he makes spur of the moment decisions that forgo any plan that has been made. Mervyn explains it as liking to "fly by the seat of his pants." When in actuality Mervyn is just impatient when it comes to inaction and often doesn't feel he has the time for such planning. It has gotten him in trouble in the past and will probably do so again in the future.
Specialty:
Mervyn is a burglar by trade, that being the trade he was taught in Thesk, he continues to hone his skill in both lock picking and stealth, preferring marks that are not home at the time of the crime. He is short in stature but not afraid of heights or climbing and has recently began honing a new skill in forging documents, mostly city papers and permits for those wealthy enough to afford such things. Mervyn hopes one day he will be able to come out of the 'field' and just forge papers in his elder years, so far that is just a dream however.