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Lulani Zenar'inan

Lulu, Lula, Lani, Lazy Lu, 



"Hmmm? At what cost?"


Warlock 3

Medium humanoid female (Shadar Kai), Chaotic neutral

Armor Class 14

Hit Points 22
Speed 30

Senses Darkvision

Languages Common, Elvish, Draconic, Gnoll

Supernatural Gift Unscarred



Proficiency Bonus: +2

Strength 12
Save +1
Athletics +1

Dexterity 16
Save +3
Acrobatics +3 | Sleight of Hand + 3| Stealth +3

Constitution 14
Save +2
No skills associated.

Intelligence 15*
Save +2
Arcana + 4 | History + 4 Investigation +4 | Nature +2| Religion +2

Wisdom 12
Save  +3
Animal Handling +1| Insight +1 | Medicine +1 | Perception +3* | Survival +1

Charisma  19*
Save + 6
Deception + 6 | Intimidation +4 | Performance +4 | Persuasion +4

* Gained perception from race. Added 1 point into cha and 2 into int from race. Bold indicates proficiency.



  • Skills Arcana, History
  • Tools  None
  • Weapons Simple, Martial (from hexblade)
  • Armors Light, Medium (from hexblade)

Otherworldly Patron (Hexblade) | Pact Magic | Eldritch Invocations | Pact Boon (Pact of the Tome)

Blessings of the Raven Queen | Darkvision | Fey Ancestry | Keen Senses | Necrotic Resistance | Trance




Book | Light crossbow and 20 bolts | Dagger x2 | Small knife? 

  • Book (light hammer) +3 to hit for 1d4 bludgeoning damage | Light
  • Crossbow +5 for 1d8 piercing damage | range 80/130 | ammunition (20), loading, two-handed
  • Dagger +5 for 1d4 iercing damage | range 20/60 | Finesse, light, thrown (20/60)




  • Warlock - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells known: 4+*


Eldritch BlastSource: Player's Handbook

Evocation cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Spell Lists. Warlock
 | Mage HandSource: Player's Handbook

Conjuration cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magical items, or carry more than 10 pounds.

Spell Lists. Artificer, Bard, Sorcerer, Warlock, Wizard
 | Sapping StingSource: Explorer's Guide to Wildemount

Necromancy cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Spell Lists. Wizard (Dunamancy)
 | GuidanceSource: Player's Handbook

Divination cantrip

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Spell Lists. Artificer, Cleric, Druid
 | MessageSource: Player's Handbook

Transmutation cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Spell Lists. Artificer, Bard, Sorcerer, Wizard


Cause FearSource: Xanathar's Guide to Everything

1st-level necromancy

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Spell Lists. Warlock, Wizard
 | Charm PersonSource: Player's Handbook

1st-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Spell Lists. Bard, Druid, Sorcerer, Warlock, Wizard
 | Find FamiliarSource: Player's Handbook

1st-level conjuration (ritual)

Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Spell Lists. Wizard
 | Tenser's Floating DiskSource: Player's Handbook

1st-level conjuration (ritual)

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Spell Lists. Wizard
 | ShieldSource: Player's Handbook

1st-level abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An 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.

Spell Lists. Sorcerer, Wizard


* Class gives 4 spells known. Eldritch invocation: Book of Ancient Secrets gives her 2 lvl1 spells from any class so long as they are tagged ritual, they do no count against number of spells known. Pact of the tome gives 3 cantrips that do not count against spells known, can be from any class and count as warlock spells. 



Book of Shadows

These spells are only available if she has this book on her person.


Sapping Sting | Guidance | Message


Find Familiar | Tenser's Floating Disk

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.


EniaAnimal, Owl
Family: Bird

Tiny beast, unaligned

Armor Class 11
Hit Points 1 (1d4 – 1)
Speed 5 ft., fly 60 ft.

3 (-4)13 (+1)8 (-1) 2 (-4)12 (+1)7 (-2)
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages –
Challenge 0 (10 XP)

Special Traits
Flyby: The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Keen Hearing and Sight: The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Owls are nocturnal, rodent-eating birds that make very little noise in flight.


TOTAL ENCUMBERANCE ( 95? lbs.) Not on her of course.

  • Weight: 
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (1.98 lbs.)

Copper: 0 | Silver: 97 | Gold: 0  | Obsidian: 0 | Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight. Keeping to be able to get an idea on how the weight works)

EQUIPEMENT READIED ( 23 lbs.) If only someone else could wear the armor for her... and hold the books.

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (10 lbs.) 
  • Weapons ( 7 lbs.)  Her book, 2 small knives, and 2 daggers
  • Readied Items ( 6 lbs.) Another book and coin purse.


Stored items can be retrieved with an action.

  • In Backpack (up to 1 cubic foot/30 pounds of gear)( 10+ lbs.) In backpack* a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife
    * A bottle of ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes
    * Rations x5 (10lb)
  • Strapped to Backpack (17 lbs.) Rope and bedroll


  • On floating disk (can hold up to 500 lb)(69.5 + lb) On floating diskPotion of healing (50g)x2 1/2lb (1lb)
    *a light crossbow and 20 bolts (1 1/2lbs)
    * backpack (5lb), a book of lore (5lb), a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
    * A bottle of ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, and a set of common clothes
    * Rations (5sp) 2lb x5 (10lb)
    * Fishing tackle (1g) 4lb
    * Mess kit (2s) (1lb)
    * Bedroll (1g) (7lb)
    * Rope (1g) (10lb)
    * Saddle pack (5g) (15lb)
    * Animal food (5cp) x16(5s) (10lb)
     Probably her too.







Dark Shard AmuletSource: Xanathar's Guide to Everything

Wondrous item, common (requires attunement by a warlock)

This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
 | Lorehold PrimerSource: Strixhaven: A Curriculum of Chaos

Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

The Lorehold Primer is a magic textbook created at Strixhaven's Lorehold College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (History) or Intelligence (Religion) check while holding the primer, you can expend 1 charge to give yourself 1d4 bonus to the check, immediately after you roll the d20.

In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the Cleric or Wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.



Age  20 | Height  5'6" | Weight  150 | Hair White | Eyes Turquoise | Complexion Light peach

Lulani stretches her lean light peach colored limbs, that were unmarred by so much as a scratch, as she yawns lazily, it was time to get up, past time really and she couldn't put it off any longer. She kicks her legs for momentum and shoots up. Her long white hair only slightly a mess as she barley moves when she sleeps. She wiggles her fingers ever so slightly and mutters something under her breath and a shadowy hand runs it's fingers through her hair as she yawns and stretches again. She works at clearing her eyes of sleep and her turquoise eyes see the light of the day. A moan of annoyance and her mouth twists to full displeasure at the light and at having to get up. She didn't actually need to sleep, her elven heritage allowed her to merely go into a trance instead. Lulani chose to sleep, when she could anyway. The bed called to her, but she resisted it's temptation and stood up. Her legs wobbled a bit and steadied as she brushed off her robes. 

She wore a red dress that had two slits going up to the belt, as well as a red hooded cloak. They were well worn, tattered, and patched up. She slept in them and bathed in them, to clean them of course. She would take them off of course and let her magic hand do the hard work, she wasn't a slob. Unless someone was going to clean her clothes for her, she just took them in the bath with her. 

Her small, round, nose twitched as she smelt food. That's what likely woke her up and convinced her to get up in the first place. Her slim tummy grumbled, she patted it and shhed it as she started to stumble towards the smell. Her usual lazy smile finally won over as she prepared to greet and charm the cook. 



Name Sage
Player's Handbook

  • Personality Traits: 
    • The best way to get me to do something is to tell me I can't do it. 
    • Can become charming or intimidating with a flip of a switch, when she wants.
    • There's nothing I like more than a good mystery.

  • Ideals: 
    • Independence. I am a free spirit--no one tells me what to do.
    • I want to be powerful, rich and famous one day.
    • Knowledge is a tool and a form of power and I am hungry for it.

  • Bonds: 
    • I want to be powerful, whatever it takes.
    • I've been blessed with power beyond my understanding, who am I to not make the most of it and put it to the test?
    • I'm trying to pay off an old debt I owe to a generous benefactor.
    • Nothing is more important that the other members of my family.
    • I suffer awful visions of a coming disaster and will do anything to prevent it.

  • Flaws: 
    • I'll say anything to avoid having to do extra work.
    • I don't like being ordered around or told what to do
    • I am easily distracted by the promise of information.
    • Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Personality continue:

  • Quirks: makes themselves comfortable wherever they are, will nap anywhere, tends to look tired all the time, yawns a lot
  • Goals: To be free from her bargain, but still be powerful, to become a deity or equal to one
  • Fears: Being under control/ not being able to control herself, losing her sister
  • Likes: Power, praise, watching her sister and others fight, showing off her powers, reading, relaxing, the night, the moon, tricks, slight of hand, secrets, dogs, wolves, creatures of the night, fishing
  • Dislikes: Spiders, bugs, slimy things, work, being told what to do, bound in any way, touched by anyone but her sister, her stuff being touched, being in the bright sun for too long
  • Hobby: Reading, relaxing
  • Vice: Books, power, laziness 

* In short: She's laid back, easy going, and confident, with a touch of competitiveness. 

Background Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.


Frey, Grehesian, 483 AC

A small sneeze disturbs the night as dust assaults Lulani's senses as she carefully and quietly digs through her mother's things. There was something here. She just knew it, but wasn't sure what it was. It was at the edges of her dreams and seemed to pull her here, to the dusty old attic. This was where her mother's things were stuffed in. Father couldn't be rid of them, but couldn't bare to look at them either. She had been caught going through it before, scolded and warned... actually a few times. Lulani had to get past a lock this time to get in. Not too hard really. Did father not think she would look through his things while he was off working? A small candle was her only light, but more then enough for her elven eyes. As much as she wanted to find this item, she was not sure what it was. She would find herself pausing on each item, a picture or two of her mother and father, a painting of the whole family when her and her sister was still very young. Books, clothing, jewelry, and some other odds and ends. Lulani took a red cape and started putting things in it to make it easy to move the items. Then there it was! She knew when she saw it, but didn't understand. It was a book. It didn't look that much different from any other book, but it was all black. Every part of it, even the pages! Black and empty. Lulani stared at it for a while before she heard a noise. It was her father! He had just come home from a long night of work and likely some drink. She quickly grabbed the book and the bundle of things and scurried out of the attic and into her room, stuffing the bundle under her bed and the book under her pillow. Her father opened her door just as she had gotten in the bed and closed her eyes. Her heart pounded as he lingered there, she could swear he could hear it. The door closed and she let out a breath she didn't know she had held. All was well for now and she had her treasures.

She stayed up for a while just staring at it, willing words to pop up on the page. She just knew that they were there, yet nothing. She awoke in a startle as her father asked her, "What are these?! These are your mother's things! You went in the attic! I told you not to go in there!" He held the bundled cloak with the items in it and shook them at her. He stormed off, Lulani just behind him begging him to let her have the items. He threw them in the attic, relocked the door, "You will not find the key so easy next time. Don't let me catch you up there again!" The warning was followed by a spanking, as it had before and Lulani crying to her room. She found the book waiting for her on the bed, unnoticed. Later that night she was in her bed staring at it, transfixed by it's empty dark pages and her father returned home. "W..where did you get that?! Let me see that!" He snatched the book from her hands, "You got this from the attic! This bloody thing!" He stormed off with it, once more with her on his tail. This time he did not go to the attic, he went to the fire and tossed it in! Lulani let out a shriek like nothing she had ever before and without thinking plunged her hands into the fire, snatched the book, and took off.

Lulani was not known for her bouts of physical prowess, on the contrary, she was more known to do as little as she could manage. That night, she ran as fast and as far as her legs would carry her. She zig-zaged through ally ways till she thought she was safe. Catching her breath, she slumped down in a corner and hugged her book. Her sister found her and convinced her to come back home. Lulani found a place to hide the book and came back, her father still furious, but grateful to see his little girl had returned and surprised to find she was unscathed from the fire. He sent her to her room with a threat that she would get her punishment tomorrow and slamming her door closed. She snuck out a few minutes later to find the book, scared someone else may find it and take it, and brought it home. Eventually her father had to give in. He even had the attic boarded up, but he was always away, and she would always find a way inside. 

Frey, Grehesian, 491 AC

At fifteen she wore her mother's red hooded cape around everywhere she went, and the library was practically her home. Like her sister, Lulani also enjoyed the bard song, which would mean that besides the library she could be found wherever a bard could be found.

The library was seen to by Aria, an older elf who had served as a mage in the war, just like Lulani's mother. The library had a decent collection that Aria had managed to gather from the travelers and traders who went through Frey from Anthropoi Republic and beyond. It had plenty of history and books about war, weapons, strategy, and the like of course. Aria took a liking to the young, white-haired elf, who clearly had a love for books and a thirst for knowledge, so she took her under her wing. She actually managed to get Lulani to work, a little at least. Lulani was more than happy to help Aria find more books to add to the collection and she knew the library good enough to point people to whatever they may be looking for. It was a bit harder to get her to put books up, as she would be found buried in one that she was supposed to be putting up.  

She brought her black book with her of course, it went where she went. Aria knew it was special and magical, but could only offer that it would reveal more when it wanted to and only if it wanted to. Besides tending to the library Aria would give tips about magic and how to use it, as Lulani had shown a great interest in such. However, as much as she tried, magic did not seem to give into her will. That was until one day she did. Perhaps not all that alarming for one to suddenly be able to wield magic, it happens to most after all. What no one knew was that Lulani had gainned this power by the black book that she carried. It had finally revealed itself to her, or at least more so than it had. She had a dream, where she was surrounded by darkness and heard a voice. She knew the voice, even though she had never heard it before. It was the book. She could have the power she desired, if only she made a pact with the book. It was vague, but Lulani didn't care. She was eager to gain the power it promised. So Aria was able to help Lulani hone her new found powers. 

Her sister had been accepted into a mercenary group called Shadow Wolves. Lulani was not about to have her twin have all the fun! They were not overly welcoming, but could not doubt that she showed some potential. It took a few years of hanging around her sister and helping out rather the group liked it or not and honing her powers to accept her.

Frey, Grehesian, 496 AC

Lulani and her sister had been doing jobs for the Shadow Wolves along with a few miscellaneous distractions for a few years now. Recently they seemed to be having the same dream.... 


Krysanthia Zenar'Inan: Her mother was a warrior mage, who was a force of nature. Captured by the Kontos as she sacrificed herself so her countrymen could make it to safety. All she really remembered for certain about her mother was her telling stories of the Neruians, the Vaitin and the parables of Nystus. 

Einstal Inan: Krysantihia was beloved by many, none more than her brother Eins. He lost a leg and an eye in battles, but took his sister's loss worse than anything.  He currently "helps" raise the semi-orphaned girls, in payment for his board.  Drinking away all his veteran's stipend.  Apparently, he was once known as the Crimson Shadow, but now he seems more like only a shadow of his former self.

Milhelm Zenar: Her father... he never seemed to have dealt with the loss of his wife seemed to almost vanish from their life at her passing. He could never seem to look at the siblings for too long, "Look almost just like her.", Ein would say. Throwing himself into his work, which was now paperwork more than anything else. 

Wilhelmina Zenar'Inan AKA Billie: They are twins but are not identical. Wilhemina was the object in motion that wished to stay in motion, her sister was the object at rest that wished to remain so.  Easy going and up for a challenge, friendly and beautiful, they spent very much of their time together.  They enjoyed much the same things, but in different ways.  

Other Associates

Aria the librarian:  An elf who is on the older side of age. She was a warrior mage who retired and started a library. Any who treat her books or library badly will feel her wrath.


Edited by fenrirlokison (see edit history)
repeat(drop(reroll(4d6,1,below),lowest),6) 3,6,4,3,4,6,2,6,3,6,6,6,5,4,3,3,2,1,5,4,3,2,6,2,1,1,6
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image.png.c10c75ae87ff3a4c8be5b579a00cc1a8.png Lulani Zenar'inan Shadar Kai Hexblade Warlock of the Tome  

AC: 14 | HP: 22/22 | Initiative: +3 | Passive Perception: 13

Post goes here.


thoughts in italics


Actions, Mechanics, OoC, Notes, Limited things used, otherInsert stuff





Edited by fenrirlokison (see edit history)
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  • 2 weeks later...



  • Class

(a) a light crossbow and 20 bolts (1 1/2lbs)
(a) a component pouch 
(a) a scholar's pack: Includes a backpack (5lb), a book of lore (5lb), a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
Leather armor (10lb), any simple weapon (book?), and two daggers (1lb ech)

  • Background

A bottle of ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10gp

  • Special game stuff

1 Common (Dark shard amulet) and 1 Uncommon Magical item (Lorehold primer)

+ 200 Sp (The world runs on a Silver Standard so wherever you see Gp simply replace it with Sp.) *Just a reminder/note to myself

Shopping! (Done? May be subject to change)

  • Rations (5sp) 2lb x16 (8g) (32lb)
  • Potion of healing (50g)x2 1/2lb (1lb)
  • Fishing tackle (1g) 4lb
    • This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
  • Mess kit (2g) (1lb)
    • This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
  • Bedroll (1g) (7lb)
  • Rope (1g) (10lb)

Took dog, sled, and feed off.

Spent: 113

87+10= 97g



Edited by fenrirlokison (see edit history)
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4 hours ago, fenrirlokison said:

I'm going to call her done. Most of the important stuff is certainly there for as far as I'm concerned.

Lulani looks great! I just noticed today the relationship between Lulani and Wilhemina and had to facepalm for not noticing sooner lol. The pact between her and her patron is mysterious. Does Lulani know who it is? Does she think it's just the book? Does she have her own idea? All stuff to think about and flesh out if Lulani is accepted! I will mark her as completed!

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Finished up with weights, fudged a little on some small things, hope that's ok. @TheWordWeaver

I am looking up what she can carry. I saw something where wizards can keep casting rituals infinitely and need to look further into this for her. I was debating on rather or not to keep Tenser's disk or not. If she can keep that ritual up, then she does not need the dog. I may need a spell check (hehe), to make sure I understood how many I get.

Edited by fenrirlokison (see edit history)
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16 hours ago, fenrirlokison said:

Finished up with weights, fudged a little on some small things, hope that's ok. @TheWordWeaver

I am looking up what she can carry. I saw something where wizards can keep casting rituals infinitely and need to look further into this for her. I was debating on rather or not to keep Tenser's disk or not. If she can keep that ritual up, then she does not need the dog. I may need a spell check (hehe), to make sure I understood how many I get.

You would just need to ritual cast it every hour which takes 10 minutes to do but doesn't use a spell slot, any components would be needed as well. Other than that please make sure to change any Gold prices and pieces to Silver as Olara runs on a Silver standard instead of the usual gold one.

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  • 3 weeks later...

Inventory dance! and me reminding me that I haven't put most of my items on my character sheet >.>.

Selling: (using the old conversion)

11 rations (55s = 5g 5s)

+87= 92g 5s -> 92s 5c


Not much of a dance. I think I'm just gonna sell those heavy rations.

Edited by fenrirlokison (see edit history)
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