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PureChance

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  1. Alban Lord Stuart - Human Shadow Sorcerer Credit: KuraiGeijutsu

    AC: 14  | HP: 38/38 | Initiative: +4 | Passive Perception: 11 (Darkvision 120ft) | HD: 4/4 | Inspiration 0/1 


     


    Stat Block

    Imperial (variant) Human Sorcerer 5

    Languages Common, Elven

    Background Noble Background Feature Position of PrivilegeThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.


     StrSave +0
    Athletics +0
     11 DexSave +4
    Acrobatics +4 | Sleight of Hand +4 | Stealth +7*
    18 ConSave +6*
    No skills associated.
     16 IntSave +1
    Arcana +4* | History +4* | Investigation +1 | Nature +1 | Religion +1
    12 WisSave +1
    Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +1
     12 ChaSave +8*
    Deception +8* | Intimidation +5 | Performance +5 | Persuasion +11**
    20

    Proficiency Bonus +3 Saving Throws Con, Cha

    Speed 30

    Tools Calligrapher's Tools

    Spell Attack Bonus +8 | Spell Save DC 16 | Spell Slots L1 4/4 ; L2 3/3 ; L3 2/2

    Sorcery PointsSubtle Spell - 1 point
    Extended Spell - 1 point
    Magical Guidance - 1 point
    When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
    5/5 | ShadowTouched L1 1/1 ; L2 1/1


    Actions

    • Dagger +7 to hit for [1d4+4] piercing damage | Light, Finesse, Thrown 20/60
    • Light Crossbow +7 to hit for [1d8+4] piercing damage | Loading, Two-handed, 80/320
    • Mind Sliver DC16 INT Sv for [2d6] psychic damage | V, one creature, 60ft | -1d4 next saving throw
    • Frostbite DC16 CON Sv for [2d6] cold damage | VS, one creature, 60ft | disadvantage next weapon attack roll
    • Chill Touch +8 to hit for [2d8] necrotic damage | VS, one creature, 120ft | can't regain hitpoints until the start of your next turn, if undead disadvantage on attacks targeting you

    Bonus Actions

    Reactions

    • ShieldAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. [Hit by an attack / targeted by Magic Missile]

     

  2. Level 4

    Ability Score Increase / Feat

    Source: Unearthed Arcana 38 - Feats for Skills

    You master the arts of diplomacy, gaining the following benefits:

    • Increase your Charisma score by 1, to a maximum of 20.
    • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
    • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
    Cantrips Known 4 > 5

    Learn Chill Touch

    Spells Known 4 > 5

    Retrain Charm Person to Magic Missile

    Learn Mirror Image

     


  3. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 (0 THP) | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


     

     

    Artanis excuses himself after Becklin leaves, heading back to his room to don his armour, sword and shield - full formal wear for the occasion with the Solamnic crest proudly displayed. He rubs the armour wistfully, hoping it won't be long before he can add a Crown embossed to display his progression. "Or until Coltan can add a Crown" he corrects himself. What luck to encounter a smith blessed by Reorx himself, and have his armour fashioned at a fraction of the cost rather than many times as much. Fate perhaps. A wide smile breaks out unbidden as he dreams of the future - a new Age of Legend!

     

    He steps out onto the dock behind the inn, and politely makes his way through the crowd to the front, offering a nod to Master Smelthammer as he passes. At some point he clearly found time to polish his mail and the silver metal gleams in the setting sun, contrasted against the forest green tabard below. The leathers too glow with a rich deep mahogany in the orange light, and carry a warm scent of oil to those next to him. He stands tall and proud adjacent to the waters edge, one hand resting comfortably on the decorated handle of his longsword as he looks at the body of the adventurer lying in the boat below, the man who made him believe he could follow his dreams, and who started him on his own journey.

     

    Artanis joins Coltan's toast, and then continues the round with his own story. "I never saw such first hand, but Ispin told us all sorts of stories when he stayed that summer at the farm. So a few of you might remember this next one, but it was one of my favourites. It starts with Ispin stuck spending the night in less comfortable location than our modest home even. For reasons he never really went into he was up exploring in the Vingaard mountains - near the peaks. For those of us who've never been, it apparently gets rather chilly overnight without proper shelter, and he'd lost his tent in the climb. The dark's coming in, and he needs to find somewhere sharp, before something sharp finds him. Luckily, just before he's forced to try and light a torch in the wind up there, he stumbles - quite literally as he tells it - into this wee nook in the rocks, out the wind with a few boulders to lay his head against. Not one to look a gift horse in the mouth he settles down with his blanket drawn close about till morning." A smile breaks over Artanis' face as he recalls the next arc of the story. "Next thing he's shuffled awake by pillow wobbling as dawn breaks over the mountain peaks. Tap tap tap he hears next to his head, followed by a CRACK, and a giant chickens head peers up over at him as his head falls flat to the ground. Turns out, it was a roc's nest he'd fallen into, and those boulders he'd seen in the dark were its eggs! So he's busy thinking about how to look less edible, and then he remembers someone told him baby birds think the first thing they see is their mother! Mummy birds still nowhere to be seen, and all the eggs are busy wobbling and cracking now, and this one wee baby's busy squawking expectantly at Ispin - so what does he do? Throws it some rations! " He laughs along with the crowd, picturing Ispin scampering round the nest. "Anyway, he eventually managed to give the chick the slip, and escape over the side of the nest just as the parent's returned. I figured it showed not every story had to end in bloodshed - some of it was just about the wonder of the world around us." Artanis finishes his story with another toast to Ispin, passing the baton to the next tale teller.

     

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

     

     


  4. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 (0 THP) | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


     

     

    Artanis relaxes as he drinks and listens to the rest of his new companions stories. It was nice to be back in a tavern after a few days on the road. Even better to be here in the afternoon rather than working or training or maintaining his gear for once. When Hunni pipes up in response to Mery's questioning Artanis' eyes sharpen slightly, and more so at the gully dwarfs deflection. Those paying close attention notice him shoot a quick glance towards the wizard sat by the fire still, looking for any obvious reaction. Artanis had never heard of the Orders accepting any Aghar - or anyone really accepting them to be fair - but it wasn't like he knew much of the secretive Order. Still, he listened closely as Mery continued to try and pry some history from the young woman. 

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

     

     

  5. Credit: KuraiGeijutsu

    Character info
    Name: Alban Lord Stuart - LINK
    Race: Imperial Human+1 Dex
    +1 Con

    Skill; Stealth

    Feat; Undecided
    Class: Sorcerer (Shadow)
    Background: NobleSkill Proficiencies: History, Persuasion
    Tool Proficiencies: Calligrapher's Set
    Languages: One of your choice
    Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

    Feature: Position of Privilege
    Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
    Alignment: Neutral
     
    Str |  Dex  |  Con  |  Int  |  Wis  |  Cha
      11      18        16         12       12        18
     
    Background:

    Personality:

    • If you do me an injury, I will crush you, ruin your name, and salt your fields.

    • I take great pains to always look my best and follow the latest fashions.

    Ideals:

    • Might. If I become strong, I can take what I want--what I deserve. 

    Bonds:

    • I will face any challenge to win the approval of my family.
    • I hide a truly scandalous secret that could ruin my family forever.

    Flaws:

    • I have an insatiable desire for decadent pleasures.

     

    Appearance: 

    Dressed darkly in the latest fashion, Alban wears a variety of purple navy and black silks layered over pale skin. A wide smile slices open his face beneath a sharp aquiline nose, but does not stretch to his eyes. There, instead, one finds a predatory twinkle amidst a slate grey backdrop. A magnetic attraction - a fascination run through with fear - traps your gaze as you take in raven hair draped fashionably shoulder length, and complete with convenient corvid perched nearby for most accurate comparison. As you look longer, you perhaps notice the faintest cracks in his pristine appearance - his clothes are maybe just a little tatty around the edges, or a fleck of dirt stains his hands. Perhaps money is not as free as it once was, and vanity has not quite caught up...

    Personality:

    Superficailly Alban appears friendly, cheerful and open, if a bit of a rogue. Certainly if you spend longer around him it will become apparent he is an incorrigible flirt, with the silver tongue to back it up. Danger does not dissuade him, as long as it's clear that his name will be lauded, and he is happy to dive headlong into any situation with a seemingly infallible belief in his own immortality. Whilst he is free with his family name, he carefully deflects any specific questions as their well being with conversation turned to his own achievements or those of his guest. Beneath all, however, lies cold unbridled ambition. He does not take well to slights, and though he does not always require public redress he finds revenge a very sweet dish. His dalliances are conquests - a reflection of his own achievement rather than a love of love. Like creeping frost the patterns he weaves are beautiful, but ultimately cold.

     


  6. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 (0 THP) | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


     

     

    Artanis grasps the hammer, feeling the weighting. "You're right, Coltan, superbly weighted. Not that I would expect any less from the God of Craft!" Artanis states with suitably impressed expression. "To think, I'm touching the first artefact of this Age," he shakes his head in wonder, before returning to his drink. Such politics as involved the dwarves was always a difficult conversation topic to navigate, and Artanis decided to steer well clear. He'd never met any mountain dwarves himself, having never visited Thorbadin, so would hold his own judgement till then. 

     

    "Ah, it was nothing really, I'm sure anyone would have done the same" he replies to Modri, apparently with genuine humility. "It was Geoff, one of the merchants who passed through Alnwick regularly on his route. Not his fault, Bess - his horse - is usually solid as a rock, but she must've been spooked by something. Anyway, took off thundering down the street like that cart weren't even there. Next thing the wheel hit a rut, cart on its side, and Geoff tangled in the reins still. That's when I stepped out to see what all the fuss was about, and saw ol' Bess really had no intention of stopping - the crash had just spooked her more." Artanis takes a long sip of his drink to wet his throat, and is about to continue his story when the rest of their companions walk in. 

     

    "Yes indeed," he replies to the boisterous sea elf, "and just getting to the exciting bit," he adds with a twinkle in his eye. "So really, any delay is just building up Modri's appetite there, so pull up a chair and reeaally stretch it out!"

     

    Once Merituuli was comfortable, Artanis continues "Anyway, obviously I couldn't just watch - Geoff would have been dead by the end of the road and it's not a nice way to go either. Not that he got off scot-free mind you. So I managed to grab the reins myself as Bess charged pass and swing myself up. Damn near pulled my arm out it's socket mind. Once I was up though, managed to rein her in and then calm her down. Like I said, she's normally rock solid and real biddable. " he finishes, his accent thickening as the story, and ale, continues to flow.

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

     

     


  7. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 (0 THP) | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


    "Truly?" Artanis exclaims wide-eyed. "Ah, no, you mock me," he continues after a moment, smiling awkwardly. "Ah but I would have loved to be here in the Age of Dreams, when the Knights rode against monsters, and fought back the tides of darkness. Not that it's any less worthy to defend the common folk from an angry bear." he finishes with a cheerful smile.

     

    Artanis reaches towards the hammer set on the table - "If I may?" he asks, looking towards Coltan before picking it up. "It certainly looks the part.

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).


  8. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 () | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


    "True Modri" Artanis' replies as he makes his way through the ale, "though you're equally right not all folks can cope with such a life. That's why I signed up this all this" he continues, gesturing to his room "to make sure that I can protect the folk who can't stand against such stuff. Take the rough so they don't have to. Each to their own though." He settles down against the bench as the second round arrives and the first gets to work. "What's this about the gods? Something to do with these monsters? Certainly weren't natural what they did, and I seem to remember someone more learned than myself talking about Tahksis. Was all a bit less glorious than I'd imagined fighting evil to be honest. We did a good thing though, right?

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

  9. Thanks. Further question - characters are described in your ad as heroes,  but are clearly all flawed people. How "heroic" vs I guess selfish or more morally grey do you imagine them to be? Or put another way I guess, in a situation where they choose between the "right" thing and the thing with most personal gain, or that is most expedient (assuming these are mutually exclusive), would you be expecting them to chose the right thing 100% of the time? 90%? 50%?

    Finally relating to this, do you imagine all the characters having a vaguely redemptive arc, or would a tragic arc have a place too? Depending, obviously, how the story develops 


  10. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 () | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


    On 5/2/2023 at 1:37 AM, JubalBreakbottle said:

    Coltan follows the knight and dwarf to the Brass Crab nodding appropriately at Artanis.  "I think I remember an Alnwick.  It doesn't have a local smithy, right?"

    "Just a small one, for farriers work and repairs to tide us over till someone like you comes through. Can see why you wouldn't count it!" he chuckles


     

    Having doffed his armour and decanted his sword and shield, Artanis returns to the tartan proper, seeking out the dwarves' table. He's dressed more comfortably now, in a plain open necked rough woven linen shirt, with baggy brown trousers. The amulet of Kiri-Jolith dangles more visibly, secured with hemp twine. His long hair is swept behind his tanned face and loosely tied back, framing his smile. He settles down on the heavy oak bench next to Coltan and slides the third mug back along. "Just looking after it for me hey?" he teases, a glint in his eye. "If you're running empty, I can get the next round. Specially since we're all 10 gold richer!" As the cool amber liquid reaches his lips, he lets out a satisfied smack. "Just what's needed on a hot day like today," he says appreciatively.

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).


  11. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 () | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


     

    A frown briefly clouds Artanis' face as Hunni twiddles their fingers to cool Mery, remembering the oddly animated whip in their fight a few days ago. No-one else seems to react though, perhaps most notably Decimus, and Mery seems the better for it, and his usual sunny demeanour quickly returns. "That cool long glass of amber is calling me too I'm afraid, I'll see you at the Brass Crab" he bids the others, and excuses himself from the impromptu shopping expedition with a smile to catch up with the two dwarves. 

     

    Quickly making his way through the still growing crowd on the wharf, Artanis avoids stumbling over some precariously stacked lobster cages just as he reaches his fellows. "We were just talking of our homes before we bumped in to you, Modri" he informs the other dwarf, slowing his pace to match the group. "Should have thought of that earlier, too," he thinks, remembering their walk with Mery with a hint of guilt. "My own, Alnwick, is just a small village actually, nestled by the river Tweed. It's surrounded by these beautiful rolling dales full of that lush kind of grass the horses love, and completely carpeted in wildflowers in the summer. Words don't do it justice, to be honest. Not mine at least," he reminisces, "It was mostly horses we kept, a pair of Clydesdales for the proper farm work obviously, and then a herd of Hanoverians, and even a handful of Arabians, but those were just because da loved them - me to to be honest... Sorry I'm rambling," Artanis stops as they catch sight of the Brass Crab's sign creaking back and forth in the light breeze. Artanis opens the well built oaken door, and steps in  to the dim interior, holding the door for his companions as his eyes adjust. The well stoked fire in the corner earned a raised eyebrow, but he says nothing as he walks over the the woman behind the bar and introduces himself.

     

    "Artanis, and my companions here are Modri and Coltan," he indicates. "We're in town for Ispin's funeral, and Ser Beckett suggested we come here as the finest inn in town! We'll all be wanting rooms if you still have spare, along with 4 others who are out taking in the market right now," he asks, sliding over the asking price without quibble. "First round of ale is on this fine dwarf here though!" he slaps Coltan's shoulder with a smile. 

     

    Turning to the two dwarves he says "I might slip out this armour first if that's ok, and then you'll have to let us know your story Modri - mountain, glen or road!", before heading down the corridor Yalme had indicated.

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).


  12. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 () | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


     

    They stroll through the festival, on the lookout for the Brass Crab. "That's a good question Mery," Artanis chuckles, "I guess it's what I make of it. As far as Ser Brightblade explained it it's not a fixed test of some kind, rather this" he gestures to the world around them with open hand "is all part of it. How I behave, whether I uphold the Oath and meet the Measure in all my acts. If this war finds us then I imagine I would be expected to serve - if I chose not to then that would count a failure - but whether that choice alone would be sufficient to pass I very much doubt."

     

    They pass through several streets littered with roadside stalls being assembled, some already hawking a variety of crafts and food. "I'm definitely excited - to be following in Ispin's footsteps and seeing new sights like this, but I'd be lying if I weren't afraid when we came upon that caravan. Turns out training can only prepare you so far. Though I guess there wouldn't be a need to prove yourself if it did," he continues confidently. Clearly the thought that he might fail this test isn't really a serious consideration, though whether that's borne of naivety or competence isn't clear.

     

    A commotion down a nearby alley draws his attention for a brief moment - "Say, is that Decimus' hat over there?" he asks. 

     

    OOC

    Up to you (plural) if it is - figured they might feasibly cross paths in town of the way to the Brass Crab and it would possibly open up some more RP options pre-regrouping in the pub if Ron's next post is the weekend. Equally there's possibly plenty to get on with separately.

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).


  13. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 () | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


     

    Artanis is about to start telling the dwarf about Alnwick, when Mery joins with tales of her home. Happy to listen as they stroll rather than interrupt, both from politeness and genuine interest in the big city, Artanis let the story tumble from Mery's lips like a waterfall. Although the weight of the armour and what seemed to be increasingly oppressive heat had been conspiring to make the journey feel long, with Mery's story seems to pass the remaining time in a blink. Standing outside the smithy, Artanis says to Coltan "You may well have visited, we never did have a proper smith. It looks like recalling it will have to wait."

     

    Happy to lighten his load, Artanis set the armour down carefully in a corner, arranging both his and Coltan's in a manner he hopes will avoid getting in the way much. "I trust your assessment Coltan, if you say that's a fair deal, a fair deal it is. I'm happy to pay my portion whichever way it's decided." Certainly it was a damn site cheaper than a newly fashioned set. It really was no wonder that mostly only nobles became knights.

     

    Stepping out of the smithy a light sea breeze brought the pungent reminder Vogler was a fishing town, but this does nothing to offset the relief Artanis feels at a slight abatement of the heat. "A cold beer right now would make me think the divines really did care" he replies to Coltan "whoever's buying, I'm sure before the day is out we'll have all paid our share. There's plenty tales to be told yet, and a drink for each".

     

    Glancing at Mery's clear anxiety as they make their way to the Brass Crab Artanis adds "Well my da raised us to always lend a hand - can't run a farm on your own, and two'll finish a job over twice as quick as one more often than not, but we'll not force it on you.".

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).


  14. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 () | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


     

    Artanis nods appropriately as he strolls next to Coltan  "Gosh! You have travelled far then. I mean, I know Ispin did from his stories, but there's a difference between stories and seeing it for yourself right?" he interjects when the dwarf relates his childhood. 

     

    Breathing slightly heavily in the heat Artanis replies, "Myself this is the closet I've ever been to Solamnia's borders" - a bright smile blooms at the thought of adventure - "I'm from a village myself actually, Alnwick, it's towards the south. Ispin stayed one summer. Maybe on his way to meeting you! We were just regular village folk who happened to have a spare room though.".

     

    As they re-enter the village proper the bustle of the festival quickly engulfs them, though most people still make way when they see the heavy load. Perhaps still a little embarrassed from assuming the smiths labour earlier Artanis offers . "Depending on what exactly Master Smelthammer can offer us and the size of his forge, I'd be happy to give you a hand if you'd like. I'm hardly a master of the trade myself, but I can wield a hammer on simpler tasks, or keep the forge to heat. There was always a horse needing shod or a plough needing fixed and we all mucked in".

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).


  15. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 () | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


     

    Artanis looks suddenly abashed "Of course! Sorry I didn't mean to send you off like a labourer, I'm more than happy to carry my share." he apologises, hefting some of the heavy plate armour over his shoulder. It took him a few different attempts to properly stack it up for a long walk, unwieldy at it was, and he ended up casting a few glances at the dwarf to see how best to do it. He'd mostly forged horse shoes, tack and the odd farm implement rather than armour. 

     

    After the slightly tense conversation Artanis interjects on with a lighter tone, "Sorry Mery, we, well I at least, will catch up with you still once we've spoken to Master Smelthammer?" he suggests with a hopeful smile "perhaps you could secure an extra pair of rooms if they're running short too? Maybe we can all get to know each other a little better over dinner, perhaps enough to keep touch after all this.".

     

    He strolls down the track after Coltan, heading towards the familiar sound of hammers falling on steel. "So where are you from originally Coltan?" he asks, making light conversation.

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).


  16. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 () | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


     

    Artanis offers a slight bow at Becklin's dismissal, "Absolutely, I'll head into town to let our new companions know now. Till tomorrow." he replies before turning to leave.


    Outside again, Artanis turns towards Coltan "I'd for sure be happy to have a smith of your reputation forge my first set of proper armour Coltan" he says earnestly "obviously I'd be happy to cover the costs too, though I'm afraid I don't have all the gold up front. I had thought it would be many years before I could afford my own, but hopefully I can honour the previous owner through my actions and prove worthy of my own Crown", he tails off slightly wistfully.

     

    He gazes back along the way they came to the bustling town, the smells of lunch heavy on the sea breeze. "Duty done though, I think I'll join the others in seeing the festival, if either of you would like to accompany me? I think it was the Brass Crab Ser Becklin had recommended to stay," he offers, before setting back off to the village proper.

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).


  17. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 () | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


     

    Artanis grows increasingly concerned as the silence stretches out following his story and the furrows of Becklin's brow increasingly resemble a freshly ploughed field. When the reason for her consternation flows forth he lets out a as silent breath he didn't realise he'd been holding before replying, "That is very kind of Ser Becklin - we would be happy to see our companions share to them and save you the trouble."He continues is less convincing tone "Hopefully this was just an isolated incident then. Some kind of lost raiding party far behind enemy lines. It's clear those rumours have at least some truth to them though.  I'll carry both the information and rumours back to Ser Brightblade when I return after the funeral as well. Anyway, I'm sure you're busy with the funeral preparations - certainly the town seems rather full! We can catch up again following it maybe." he finishes on a stronger note.

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).


  18. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 18 (Chainmail, Shield) | HP: 15/15 () | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    StrSave: +3
    Athletics: +5

    Carrying Capacity: 255 lb.
    Lift/Push/Drag: 510 lb.
    :
    17 (+3) | DexInitiative: +2★
    Save: −1
    Acrobatics: −1
    Slight-of-Hand: −1
    Stealth: −1☆
    ★ Add Cha to Initiative (class feature)
    ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
    :
     8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
    Arcana: -1
    History: -1
    Investigation: -1
    Nature: -1
    Religion: -1
    :
     8 (-1) | WisSave: +3
    Animal Handling: +3
    Insight: +3
    Medicine: +1
    Perception: +1
    Survival: +3
    :
    12 (+1) | ChaSave: +5
    Deception: +3
    Intimidation: +5
    Performance: +3
    Persuasion: +5
    :
    16 (+3)

    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing


    My words,  | My thoughts,’  | My actions . . .


     

    As they approach the keep Artanis is hit with a wave of nostalgia, recalling the last time his met Ser Becklin. Despite Ispin having reassured him of a welcome, it was still intimidating to stand before not just a Solamnic Knight, but such a renowned one too. She had appraised him fairly but apparently been convinced enough to what she had seen to sponsor his entry. Now he stands before her castle again, finding himself no less nervous for his experience.

     

    He greets the squire appropriately, impressed by the lad's eager manner, and remains standing for Ser Becklin's arrival, given it's due imminently. He checks anxiously his armour and weapons, hands fiddling with the pommel of his longsword and tugging at errant chainmail. When Ser Becklin finally enters, after what feels to Artanis like an age, her smiling greeting takes the tension out of him immediately. "Greetings Ser Becklin!" he offers a shallow bow, hand clasped over his chest "You're looking at Ser Artanis Brightblade now, on my first quest to prove my worth as Knight of the Crown!" he continues excitedly. "It is indeed the sad news of Ispin that has drawn us here, and yes - more of his old companions we met on the road are in town headed to the Brass Crab by varying routes as well. We would be headed there too, but as Mery here suggested, events have diverted us."

     

    Taking a seat, histone turns somber as he begins to relay their tale - "On the road in we came across a young farmers lad in distress - of course we offered our aid immediately and he led us to a fallen caravan being picked over by several scaled monsters with what several of our party identified as the crest of Takhsis on their armour. Several of their party cowardly fled into the woods on seeing us, but two remained and attacked!  We managed to defeat them, despite two of the three that ran circling back - luckily Coltan here and two others joined our battle - but were too late to save the caravan... We laid to rest the three knights in the forest, and have returned with their armour and goods, and this letter," he indicates Mery, "We were hoping you may recognise their effects to help inform their families, and return them. We recovered quite a significant amount of gold too."

     

    OOC

    Action: 

    Bonus Action: 

    Movement: 

    Reaction: 

    Object Interaction: 

    Actions & Resources

    Actions:

       Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

       Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

      Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

    Bonus Actions:

       Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

    The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

       Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

    Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
     

       Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

    Class Features:

      Precise Strike. 2/2 (Long Rest)

       Leadership Dice (d6). 2/2 (Short Rest, 1/turn)

      Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

  19. Artanis notices the dwarf's brief frown, but isn't sure what had produced it. Either way it seems over soon enough, and his tone carries no particular malice. He points out yonder "Last I heard, she held vigil in the old fort - I doubt she had changed her posting of still in Vogler. I don't know if she'll be busy with any funerary arrangements, but I understand your concern" he replies kindly "I'm more than happy to testify to your intentions and character if required or desired my friend." The knight was vaguely aware that dwarves took longer to forge relationships than other races, but in his mind the fellow had proven himself on the journey - dashing into conflict unknown against those monsters to help a stranger. Besides, Reorx was at least not black as far as he remembers.

     

    The wizard seems happy enough to avoid any labour and continue his relaxed pace towards the food stalls - no doubt to busy with intellectual problems to devote time to pulling a cart or finding people. That at least fitted with his stories past.

    OOC

    Talking of using the metal to fashion a dwarven suit of plate, could you use it as component in your forge channel divinity? I guess that asks for gold value metal components for mechanical purposes, and obviously gold value of broken armour would be significantly less. Not sure if whatever you divinely forged would come out branded of Reorx either.

    OOCTalking of using the metal to fashion a dwarven suit of plate, could you use it as component in your forge channel divinity? I guess that asks for gold value metal components for mechanical purposes, and obviously gold value of broken armour would be significantly less. Not sure if whatever you divinely forged would come out branded of Reorx either.

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