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Dixi

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  1. Sure! Joined backstories are always fun. And we do all work for Wrin Sivinxi after all. Plus, both have an unusual look to bond over this. Distant "rivals" and inspiration might be the most plausible. Sable is a beginner and it feels like Lysytsya is a pro (through her Dreaming but still). She could be ahead in looting the last scrapes of curios in ruins around (and then Wrin could mention where some of them came from in her shop). That could keep Sable on her toes and inspire her to do better. Or they indeed could know each other and work together. Even beginning to plan the big take of Gauntlight (thinking who and what to take with them) when the news came this is exactly where Wrin wants to send them. I kind of pictured Sable's home and that outskirt either by the cemetery or on the other side of the Giant's wheel rather than around Sacred Pond (you know, goats) but it's possible Sable saw Lysytsya there playing her flute. Could be where they met?
  2. I should not have rolled before others said if they wanted to do it. I did say "IF" but did roll :(
  3. PC Half-elf Wizard 1 AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13 Arcane Recovery: 1/1 | DM Inspiration: 0/0 "I could have sworn the armour is magical!" Allera did not look disappointed, more like surprised. "But at least this mask is. I can say more but it will take time. What do you all say to some rest now? Seems like we uncovered enough secrets here to be sure the rest will be safe." Should others agree and if no one else wants to twiddle the mask for an hour, Allera will do it. If someone else wants to do it, consider her helping for advantage. Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate: Your one free object interaction goes here.
  4. Warforged, Guild Artisan, Clockwork Soul Sorceress Porcelain does not blush but there are hundreds of subtle gestures that can be as expressive. Lowered eyelashes, tilting of the head, fingers smoothing or fidgeting the side of a cloak - they can convey a blend of bashfulness and gratitude just as well. Ellara began feeling easier in the company. Enough to express a hope that those he is searching for are still alive. "I would be honoured to help you in your search," even added the girl encouraged by the seeming acceptance of her into the expedition, but was interrupted by two events at once. If the group of guards was a mere curiosity (Ellara had her ticket and did not expect to be addressed anyway) the appearance of another warforged, the proper one was something truly exciting. She had thousands of questions for the newcomer neither of which fit the situation, however. So, she felt silent again, waiting for the situation with the guards to resolve and meanwhile studying Gromm as subtly as she could. OOC If needed To Whom It May Concern . . . .
  5. Ellara Warforged, Guild Artisan, Clockwork Soul Sorceress Oh... She should have thought about it! Ellara scolded herself inwardly. Of course, she had heard about "The Lord of Blades" and his radical ideas. But they were so distant, so outside of her world, she never even considered them. It had to be different for potential targets of presumed brutality. As if the reminder of a renegade warforged was not enough, Lucille's genuine warm smile and a barrage of unexpected compliments added to the storm of emotions swirling inside Ellara, which, fortunately, remained hidden. Ellara blinked. "Thank you. It's a pleasure to meet you too, Lucille." The name sounded like a bell itself and with Ellara's music box for a voice came out very organically. "My name is Ellara." She slightly bowed her head. "Your insights into the signal are... intriguing." Like never before Ellara regretted her inability to hide behind a drink to collect the thoughts. She hesitated, searching for the right words to articulate the feelings stirring within her. "I don't believe it's from the Lord of Blades," finally said she carefully choosing her words, "the signal is very unusual and does speak to me on a deeper level but I do not hear any aggression in it. More like a promise of some discovery. Not sure of what, though." When something truly interested her, Ellara found herself fully engaged in the conversation, momentarily forgetting about her artificial body. As Lucille's gaze lingered on her, Ellara felt a surge of gratitude akin to receiving a compliment for the fine garment. "And thank you for your kind words. Your insight into the construct's design is... remarkable. My father designed this body himself and cared deeply about both its functionality and beauty." She realized how awkward that should have sounded for dozens of reasons and hastened to steer the conversation back to safer waters. "Am I correct in assuming you have reason to believe the signal is coming from the same place the airship had crashed? And you are planning to investigate it?" Her eyes shifted to the bugbear who had all but hired himself for the expedition, then returned to Lucille and Ellara decided to risk the question. "Would you mind if I accompany you there?" OOC If needed To Whom It May Concern . . .
  6. Ellara Warforged, Guild Artisan, Clockwork Soul Sorceress That's done it! Ellara could not play indifference anymore. The red-haired woman - Lucille, Ellare heard the name well as well as she caught the title of the book - left but not before both Canniths revealed they knew about the signal. She sighed internally, reminded again about the enormous inconvenience of having emotions in the body that was not supposed to experience any. The curiosity about the signal and, let's be honest, the possibility of striking a conversation fought with her deep unease around the agents of the House of Creation. On the other hand, they had to have some ... views? on the constructs, should not they? Easing if not an acceptance then at least establishing a communication. Summoning her courage, Ellara "cleared her throat" with the soft sound of a silver bell, drawing the attention of those seated nearby."Excuse me," she began with a voice sounding like a gentle chime. "I couldn't help but overhear your discussion about the cryptic signal. It seems we share a common purpose in journeying to Oakhurst. Do you plan to investigate it?" Ellara was not sure how strange should it sound for others to hear the sound from unmoving lips. She hoped it did not bother those around her too much. "And what do you hope to find at the source of this signal?" The question from the bugbear returned the girl to reality. No one said about going to the signal, merely noting its presence. She lowered her eyes in shame but then looked at Liam again. Still, he might? OOC If needed To Whom It May Concern . . . Notes
  7. PC Half-elf Wizard 1 AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13 Arcane Recovery: 1/1 | DM Inspiration: 0/0 Allera's eyes widened at the sight of the peculiar halfmask(?) - she was not sure what to call this thing but considering the surroundings and the chainmail, which withstood time - the mask had to be magical. "Can I see it?" Allera meant it literally. Her magical sight had to be still active and she hoped to confirm the both findings carried an aura of magic. Mechanics Main Hand: Empty Off Hand: Empty Action: If "Detect magic" is still active, she tries to see if the things are magical. Bonus Action: Move: Manipulate: Your one free object interaction goes here.
  8. Ellara Warforged, Guild Artisan, Clockwork Soul Sorceress As the Lightning Rail hurtled through the desolate landscape of the Mournlands, Ellara d'Arli sat in a corner of the lounge car, cloaked in a nondescript garment to avoid drawing unnecessary attention. (Well, relatively nondescript - she could not help but to add a few - or a few too many - embroidered flowers to the cloak) Her light grey-blue eyes flit about the cabin, taking in the diverse array of passengers and the vibrant energy that fills the air - and her porcelain fingers immediately pulled the cloak a bit titer around herself. The life around her was beyond curious but she had to remind herself she was not truly part of it. Not yet. The cryptic signal that led her here was the main reason to come, yes, but by now it was more about the journey itself. She watched and tried to learn. There was no need for her to stay in the lounge car - after all, she did not eat or drink anything - but there was enough space, car attendants did not mind her presence (she suspected half of them saw her as part of the car decorations), so she found a sit with the good view of the passengers and sat there. The presence of two Canniths was the first time she questioned her decision. (She often wondered if other constructs felt the same way but had yet to meet one) They did not pay attention to a very quiet and still young woman though, and Ellara decided to risk it. After all, there were many far more colorful people around to look at (and distract from her) allowing Ellara to blend into the background and silently observe, unnoticed and unobtrusive. Unblinking eyes moved towards the group with a tiger in it. Ellara did not mean to eavesdrop. She was just there and she listened. OOC If needed To Whom It May Concern . . . Notes
  9. Ellara Warforged, Guild Artisan, Clockwork Soul Sorceress IC: “My words,” Ellara said. | ‘My thoughts,’ Ellara thought. | My actions . . . Ellara did some things. She said some things. She did some more things. OOC I don’t always put OOC content in my posts, but when I do, I put it in here. To Whom It May Concern . . . Put Player mention tags, and any particular notes in here.
  10. Ivy unceremoniously flew inside looking around with wide eyes. She had to remind herself to keep her hands off all the treasures lying around and began to talk if only to distract herself. "Ah, you see, we had to make a stop on the way here. The travelling was quite boring and the gods decided we needed a bit of excitement, so they threw in an unexpected ambush just to spice things up! Don't worry, though, we handled it like the pros we are." She kept chirping while the house was moving down. "What is in this package anyway?"
  11. A great feature indeed!
  12. Ivy tilted her head measuring the distance to the house. "Um.. How on earth did the Arcanist got in there? Is she a flying kind?" Her wings began to vibrate lifting her up. "Let's check" Ivy flew to the house to look into the window.
  13. Second to the question if you want to see the character sheets before choosing the players. And one more question - do we use optional class features? Like a few more spells on the sorcerer's list or ranger's favorite foe replacing feature?
  14. "I swear on the soul of my departed pet we mean no harm to either the Arcanist or your village!" Ivy even put a hand over her heart underlying the significance of her words. "We just need to deliver the package," added she in a much plainer words. "Let's go guys, the Lady is waiting." Ivy did not elaborate on which impatient lady she meant.
  15. Ellara d'Arli, Warforged, Guild Artisan, Clockwork Soul Sorceress Name: Ellara d'Arli Character Concept: Ellara d'Arli is a porcelain-skinned Warforged Clockwork Soul sorceress who, after a soul-transfer ritual gone wrong, lost her memories and gained magical powers, now journeying across Eberron to reclaim her lost identity and forge a new destiny. Race, Background, Subclass Class: Warforged, Guild Artisan, Clockwork Soul Sorceress Description: Ellara d'Arli's porcelain form is a testament to her father's skill and devotion, crafted with painstaking detail to mirror her living appearance. From a distance, one could almost mistake her for a flesh-and-blood being, with her delicate finely painted facial features, gentle gase of light grey-blue eyes, soft brown hair, and the expression of youthful innocence. However, the illusion dissipates at a closer look - Ellara is no living being but a construct, a porcelain mechanical doll fashioned with exquisite artistry. Though undeniably pretty and delicate, every movement she makes betrays her true nature by its mechanical precision alone. Moreover, whenever she talks the unmistakable timbre of her voice - a melodic tinkling reminiscent of bell chimes, further emphasizes her artificial nature. As a result, Ellara often chose to remain silent, wrapped in her hooded cloak, communicating through gestures rather than words. Your Character’s Plothook: A cryptic signal has been projected from somewhere deep within the mountains whereupon lies the Sunless Citadel. Warforged, artificers and the technologically inclined seemed to have been singled out for the transmission. Past is Prologue: Edric d'Cannith was considered the finest most dedicated to the craft artificer, celebrated for his mastery over the arcane and his groundbreaking innovations. Yet, all the arcane knowledge, wealth and fame could not shield him from the tragedy: Edric had lost his beloved wife to a mysterious illness, leaving him to raise their daughter, Ellara, alone. Edric poured all his love and devotion into raising Ellara, watching her grow into a fine young woman. Though she did not share his passion for artifice or possess innate magical talents, her artistic flair and keen eye suggested a future as a distinguished designer within House Cannith's esteemed ranks. But fate was cruel, and Ellara fell victim to the same incurable ailment that had claimed her mother. Desperate to save her, Eldric delved deep into forbidden arts, breaking the guild's rules, ready to lose his wealth, position and reputation, the very soul if need be but keep his daughter alive. In his own house, away from the prying eyes of the guild's agents, he crafted a marvel of artifice - a warforged construct fashioned in the likeness of his daughter, crafted from the finest porcelain, reinforced by layers of magic. This construct was intended as a vessel to house Ellara's soul, preserving her essence for eternity. As Edric performed the last ritual to transfer Ellara's soul into the new body, disaster struck. Whether it was the clash of magic or the intricacies of the construct's arcane nature, something went dreadfully awry, Ellara's memories were scattered and her identity fractured. She awoke in her new form, a porcelain doll brought to life, with no recollection of her past life or her father's desperate attempt to save her. The first days of Ellara's newfound existence were full of confusion and fear, but amidst the darkness, a sparkle of hope emerged. She discovered within herself extraordinary magical abilities - gifts bestowed upon her by the unforeseen consequences of the ritual. With each passing day, she learned to harness her powers, forging a new path in a world she no longer recognized. Haunted by fragments of memories she couldn't fully grasp, Ellara answered the strange call that both she and her father could hear. The call demanded that she leave the house and embark on a journey of self-discovery. Promised revelations of her new existence and the secrets of her past. With the guild breathing down his neck and the same voice whispering into his ears, Edric had no choice but to let her go. He insisted that she take her mother's surname for safety and Ellara was sure was going to scry her every move but for now she felt surprisingly excited to take a journey of her own. Music: Something classical in a music box style. Like this, maybe: Loyalties: Only one living being in the world holds Ellara's loyalty - her father. But that loyalty is unbreakable and never to be questioned. Current Character Sheet:
  16. Thank you! Hope the intended tragic backstory will not turn that yes into no :)
  17. You mentioned in the overview no homebrew for stats but what about flavor and stretching of the lore? If I roll a "porcelain warforge" (no changes in stats, porcelain can be as strong as steel or it can be an outer layer) would you allow it? The idea is some artificer from House Cannith attempts to use the soul of a living being to make a very custom-made warfoge sentient, instead of going the "self-involved consciousness in a mindless construct" route. Would it be acceptable?
  18. Armor Class 14Chainmail | HP: 15/15 | Abilities STR 9 INT 14 WIS 9 DEX 11 CON 10 CHA 17 +1 | Saving ThrowsDeath & Poison 13 Wands 14 Paralysis or Petrification 13 Breath Attacks 16 Spells, Rods, Staves 15 WIS vs Magic 0 |WeaponsCrossbow 1d6; Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed Hand Axe 1d6; Melee, Missile +1 / -1 to hit (5’–10’ / 11’–20’ / 21’–30’) | Skills & AbilitiesAnti Charm - allies within 30' immune to sound based effects if playing and singing music Enchantment - can fascinate 6HD of people within 30', after 1 Turn they may be charmed Bard Lore - 2 in 6 chance to know tales or legends Spells - may memorize 2 spells per day from the following list: Animal Friendship, Detect Danger, Entangle, Faerie Fire, Invisibility to Animals, Locate Plant or Animal, Predict Weather, Speak with Animals Languages: Norse & English |SpellsAnimal Friendship: Duration: Permanent Range: 10’ The caster approaches a neutral-aligned beast of animal intelligence with a piece of food that it finds attractive. The animal must save versus spells: ▶▶ If the save succeeds: The animal is not affected by the magic and behaves normally. ▶▶ If the save fails: The animal waits quietly while the caster performs a binding ritual lasting 6 turns. Once the binding is complete: The animal behaves as follows: ▶▶ Follow: It will follow the caster wherever they go. ▶▶ Leaving the animal: The animal will not harm the caster, but if it is left alone for more than three days during the first three months, it reverts to its natural behaviour, ending the spell. ▶▶ Training: During the first three months, the animal may be trained to perform up to six simple tricks (depending on its intelligence). Each trick takes one week to train. Maximum animal companions: Up to 2HD of animals per level of the caster may be befriended by this spell at any one time. Detect Danger: Duration: 6 turns (outdoors), otherwise 3 turns Range: 5’ per level The caster can concentrate to detect dangers within range. ▶▶ Areas: Scanning a 10’ × 10’ area takes one turn. ▶▶ Creatures: Scanning a creature takes one round. ▶▶ Objects: Scanning a small object (e.g. a chest, weapon, etc.) takes one round. Larger objects take longer. After scanning: The caster knows whether the area, creature, or object poses a danger to their person. This knowledge distinguishes between immediate dangers and potential dangers. Entangle: Duration: 1 turn Range: 80’ All plants present in a 20’ radius area within range bend and twist, entangling creatures inside the area. ▶▶ Saving throw: Each creature in the affected area may save versus spells. ▶▶ If the save fails: The creature is entangled and cannot move. ▶▶ If the save succeeds: The creature is able to move through the entangled area at half its normal movement rate. Faerie Fire: Duration: 1 turn Range: 60’ Selected objects or creatures in range are outlined with a lambent, green fire. ▶▶ Targets: The caster must be able to perceive or detect the targets. ▶▶ Size of targets: If the caster is below 5th level, a single object or creature of approximately human size (or smaller) can be affected. At 5th level, two human-sized targets or one target up to 10’ tall can be affected. At 10th level, three human-sized targets or one target up to 15’ tall can be affected. At 14th level, four human-sized targets or one target up to 20’ tall can be affected. ▶▶ Harmless: The faerie fire does not cause damage. ▶▶ Counters invisibility: The flickering fire makes invisible targets visible. ▶▶ In low light conditions: Attacks on targets gain a +2 bonus to hit. Invisibility to Animals: Duration: 1 turn Range: The caster or a creature touched This spell renders the subject undetectable to all senses (smell, sight, hearing) of non-magical animals and able to wander among them completely unnoticed. Locate Plant or Animal: Duration: 6 turns Range: 120’ The caster can sense the direction (but not distance) of a non-magical, non-sentient plant or animal of a chosen type. The spell has two uses: 1. Named species: Locating a plant or animal of a named species. In this case, the nearest plant or animal of that species is located. 2. Individual: Locating a specific plant or animal which the caster can clearly visualise in all aspects. Predict Weather: Duration: Instant Range: 1 mile diameter per level The caster gains accurate knowledge of the weather within range over the next 12 hours. Speak with Animals: Duration: 6 turns Range: 30’ The caster can communicate with one type of animal within range when the spell is cast. ▶▶ Type of animal: Ordinary animals or giant versions of ordinary animals may be targeted. ▶▶ Questions: The caster can ask questions of and receive answers from animals of the chosen kind, although the spell doesn’t make animals any more friendly or cooperative than normal (a reaction roll may be required). ▶▶ Services: If an animal is friendly toward the caster, it may perform some favour or service. | EncountersInitiative: +0 NPC Reaction: +1 | ItemsChainmail Handaxe Crossbow + 20 bolts Lyre Rope about 15' Backpack: tinderbox, 1 torch, waterskin, 2 days ration |MoneyGP: 5 SP: CP: EP: PP: When the light touched the figures ahead, there was a momentary pause from the skald. "Abominations..." Whispered Ozemur with more sadness in his voice than contempt. "The one who did it to you will pay." Right now, however, the group had to outrun the attacking now-monsters if they wanted to engage in a proper battle. "Forward!" With that call, Ozemur ran toward the group of undead stopping only to throw his axe at the closest monster. OOC . I think Ozemur's movement is only 20' (according to his CS). He can not reach them but can throw the axe.
  19. I think we just continue moving after the only target for now?
  20. Armor Class 14Chainmail | HP: 15/15 | Abilities STR 9 INT 14 WIS 9 DEX 11 CON 10 CHA 17 +1 | Saving ThrowsDeath & Poison 13 Wands 14 Paralysis or Petrification 13 Breath Attacks 16 Spells, Rods, Staves 15 WIS vs Magic 0 |WeaponsCrossbow 1d6; Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed Hand Axe 1d6; Melee, Missile +1 / -1 to hit (5’–10’ / 11’–20’ / 21’–30’) | Skills & AbilitiesAnti Charm - allies within 30' immune to sound based effects if playing and singing music Enchantment - can fascinate 6HD of people within 30', after 1 Turn they may be charmed Bard Lore - 2 in 6 chance to know tales or legends Spells - may memorize 2 spells per day from the following list: Animal Friendship, Detect Danger, Entangle, Faerie Fire, Invisibility to Animals, Locate Plant or Animal, Predict Weather, Speak with Animals Languages: Norse & English |SpellsAnimal Friendship: Duration: Permanent Range: 10’ The caster approaches a neutral-aligned beast of animal intelligence with a piece of food that it finds attractive. The animal must save versus spells: ▶▶ If the save succeeds: The animal is not affected by the magic and behaves normally. ▶▶ If the save fails: The animal waits quietly while the caster performs a binding ritual lasting 6 turns. Once the binding is complete: The animal behaves as follows: ▶▶ Follow: It will follow the caster wherever they go. ▶▶ Leaving the animal: The animal will not harm the caster, but if it is left alone for more than three days during the first three months, it reverts to its natural behaviour, ending the spell. ▶▶ Training: During the first three months, the animal may be trained to perform up to six simple tricks (depending on its intelligence). Each trick takes one week to train. Maximum animal companions: Up to 2HD of animals per level of the caster may be befriended by this spell at any one time. Detect Danger: Duration: 6 turns (outdoors), otherwise 3 turns Range: 5’ per level The caster can concentrate to detect dangers within range. ▶▶ Areas: Scanning a 10’ × 10’ area takes one turn. ▶▶ Creatures: Scanning a creature takes one round. ▶▶ Objects: Scanning a small object (e.g. a chest, weapon, etc.) takes one round. Larger objects take longer. After scanning: The caster knows whether the area, creature, or object poses a danger to their person. This knowledge distinguishes between immediate dangers and potential dangers. Entangle: Duration: 1 turn Range: 80’ All plants present in a 20’ radius area within range bend and twist, entangling creatures inside the area. ▶▶ Saving throw: Each creature in the affected area may save versus spells. ▶▶ If the save fails: The creature is entangled and cannot move. ▶▶ If the save succeeds: The creature is able to move through the entangled area at half its normal movement rate. Faerie Fire: Duration: 1 turn Range: 60’ Selected objects or creatures in range are outlined with a lambent, green fire. ▶▶ Targets: The caster must be able to perceive or detect the targets. ▶▶ Size of targets: If the caster is below 5th level, a single object or creature of approximately human size (or smaller) can be affected. At 5th level, two human-sized targets or one target up to 10’ tall can be affected. At 10th level, three human-sized targets or one target up to 15’ tall can be affected. At 14th level, four human-sized targets or one target up to 20’ tall can be affected. ▶▶ Harmless: The faerie fire does not cause damage. ▶▶ Counters invisibility: The flickering fire makes invisible targets visible. ▶▶ In low light conditions: Attacks on targets gain a +2 bonus to hit. Invisibility to Animals: Duration: 1 turn Range: The caster or a creature touched This spell renders the subject undetectable to all senses (smell, sight, hearing) of non-magical animals and able to wander among them completely unnoticed. Locate Plant or Animal: Duration: 6 turns Range: 120’ The caster can sense the direction (but not distance) of a non-magical, non-sentient plant or animal of a chosen type. The spell has two uses: 1. Named species: Locating a plant or animal of a named species. In this case, the nearest plant or animal of that species is located. 2. Individual: Locating a specific plant or animal which the caster can clearly visualise in all aspects. Predict Weather: Duration: Instant Range: 1 mile diameter per level The caster gains accurate knowledge of the weather within range over the next 12 hours. Speak with Animals: Duration: 6 turns Range: 30’ The caster can communicate with one type of animal within range when the spell is cast. ▶▶ Type of animal: Ordinary animals or giant versions of ordinary animals may be targeted. ▶▶ Questions: The caster can ask questions of and receive answers from animals of the chosen kind, although the spell doesn’t make animals any more friendly or cooperative than normal (a reaction roll may be required). ▶▶ Services: If an animal is friendly toward the caster, it may perform some favour or service. | EncountersInitiative: +0 NPC Reaction: +1 | ItemsChainmail Handaxe Crossbow + 20 bolts Lyre Rope about 15' Backpack: tinderbox, 1 torch, waterskin, 2 days ration |MoneyGP: 5 SP: CP: EP: PP: "Then let's follow them." Ozemur with the torch in hand stepped forward. If Yngvildr decides to keep back for a while, he will lead the way. If she keeps at the head of the column, he simply follows. OOC .
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