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Tavern Tables (IC Thread)


rogueblade0729

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Tavern A-backwards

Jessica braces herself in a safe corner and watches while the Tavern's residents make their last desperate stand.

The five Fury siblings clasp their hands over the still as its copper pots creak and groan and begin to implode.

Xixok claws his way into the safe space and traces a sigil of power in booze and flame on the site of the dying Primordius of Spirits. Reg plants his feet in the ground and holds firm while his sisters all dissolve into their constituent elements and merge into him.

Gregory and Amy hurl their magical power at the merging elementals just as that last bastion of safe space begins to erode under the deterioration of the Tavern, and the magic forms into swirling sutures that hold the new construct --- the Primordius of Fury --- together.

Belregar and Malger hold on to the best of their ability. Gregory and Amy and Xixok, having sacrificed safety for their input to the ritual, are tossed away by the storm of magic as it reaches inside that secret space. Jessica too is flung out.

Belregar's shouts sound over the din as he catches Jessica --- the only one who flies within his reach. But, moments later, even the Prince of Amostiv is pushed back. Only the the combined Fury siblings stand at the eye of the storm.

The combined being opens its eyes, and utters a single word: "Hold!"

And in an instant, everyone blinks in surprise as the wind and the chaos are gone. They lie strewn about the Tavern like flotsam, but there is indeed a Tavern around them again. It's broken and dark and quiet, but there are walls, a ceiling, a floor, and stairs up to the Library. Everything else is in a shambles.

Leofric lies in a crumpled pile of wreckage from a table, his glasses askew and broken on his face.

Gregory is plastered against a wall with a lantern dangling in his face.

Amy is somehow stuffed under the stairs under a broken chair.

Malger is buried in heavy rubble from the bar.

Xixok is folded over the banister of the stairs.

Jessica has to squirm out of a broken keg, doused in alcohol.

And Belregar is on one knee with three tables upended around and on top of him.

Somehow, everyone is still alive. Or... alive again, maybe?

The Primordius of Fury

The Tavern is definitely not in the best shape of its life. It looks like it's been pillaged by chaos cultists, and almost nothing has escaped the destruction. All the lamps are out, and the space is dark. Behind the bar that no longer exists, the mirror is still smashed out of the wall, and the secret space behind it glows with a dim light. The still --- the Primordius of Spirits --- is crumpled up, rusted over and leaking. Hovering over it is a small (person-sized) object that resembles a semi-humanoid visage cobbled together from fragments of stone and droplets of water, with a wreath of fire and surges of lightning dancing across its surface, and a bed of winds holding the whole thing up. The visage seems serene at first, but as you look closer, you can see the brow is furrowed against some great burden.

Leofric Banin struggles for a few moments to extract himself from the rubble. After fumbling with his broken glasses for a few moments, he realizes that they are broken and applies a quick cantrip to fix them. Peering through them, he marvels at the new Primordius for a moment. "I suppose that's... that's what a Primordius of Fury looks like?" he says sadly, "It wasn't meant for this, but hopefully it can hold long enough for... For whatever those others are doing." There seems to be a little more poignancy in his mind as he looks at the combined Furies. "Hold on, Ember! I hope you're still okay in there."

OOC: Wrap Up and Rewards

Okay, I've got 7 participants in this little event:

@Delia2531

@Faeryl_

@joran1313

@MrNeech

@rogueblade0729

@Rudolf

@Sohala

I'm giving each player 1500 XP for your participation. You can choose to expend that XP on any RFT character you own (it doesn't have to be the one who participated in the event). Just, please keep a receipt so we don't forget where the XP went or came from.

FYI, for this event, I was using a baseline DC of 10 + ECL for all your rolls, and adding some fudge factors to represent how reasonable your actions seemed. With those criteria, there were only a couple rolls that even came close to failing, so maybe if I do this again, I'll bump the DCs up a bit to add some stakes to it. But, thanks to everyone who participated in telling this part of the story.

Now, we just need the Scythe-and-Forge guys to return to complete the arc!

 

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Prince Belregar

image.jpeg.c89bd7c1f0e3fd7d2e14b63df740f8e6.jpegSilence filled the room after all went still, but Belregar's head still swam. He needed a few moments to recover mentally before he realized his current orientation. With a mighty heave, he rose to two feet and threw off the tables that had collapsed atop him. Sheathing his blade and slinging his shield around his shoulders like a backpack, he quickly began moving about the Tavern, helping the others out of their own awkward displacements.

"Is everyone alright? Is anyone harmed, or in need of help?" he asked around, thrusting aside some of the rubble that pinned Malger. Once the warrior was free, he offered him a hand up, before swiftly moving to the next person.

Mechanics & OOC

Belregar Statblock

Prince Belregar Amostiv
Male LG Dragonborn Marshal 4 / Crusader 7 || Fighter (Commander) 6 / Legendary Leader 5, Level 11, Init 0, HP 132/132, Speed 20ft
AC 24, Touch 10, Flat-footed 24, Fort 13, Ref 7, Will 17, Base Attack Bonus +11/+6/+1
+2 Lesser Fire Assault Bastard Sword of Balance +18/+13/+8 (1d10+7+1d6 Fire, 19-20/x2)
Breath Weapon DC 18 (5d8, 45ft line)
Smite +23 (1d10+14+1d6 Fire, 19-20/x2)
+1 Heavy Plate, +1 Commander Darkwood Heavy Steel Shield (+10 Armor, +3 Shield, +1 Natural)
Abilities Str 20, Dex 10, Con 14, Int 10, Wis 10, Cha 20
Condition

Dragonborn

  • +2 Dodge bonus to AC vs dragon types
  • Draconic Aspect: Heart (Su)
  • Immunity to Frightful Presence

Marshal

  • Auras (Ex)
  • Grant Move Action (Ex) [1/1]/day

Fighter (Commander)

  • Helpful Hints
  • Rousing Speech [2/3]/day

Legendary Leader

  • Fearless (Ex)
  • Hero's Luck +3 (Ex)
  • Natural Commander (Ex)
  • Legendary Reputation (Ex)
  • Greater Command (Sp) [2/2]x/day
  • Quick Rally (Ex)
  • Heroic Success (Ex) [0/1]/day
  • Additional Commander Aura (Ex)
  • To Hell and Back (Ex)

Crusader

  • Maneuvers
  • Maneuvers Readied
  • Stances Known
  • Initiator Level: 9
  • Steely Resolve (Ex) [0/10]hp
  • Furious Counterstrike (Ex) [+0]
  • Zealous Surge (Ex) [1/1]/day
  • Smite (Ex) [1/1]/day

Feats

  • Nymph's Kiss
  • Imperious Command
  • Frightful Presence

Magic Items

  • Crimson Dragonhide Bracers
  • +1 Commander Darkwood Heavy Shield
  • Helm of Heroes [1/1]x/day
  • Dragon Spirit Cincture

Auras

  • Marshal Auras
    • Motivate Charisma (m)
    • Motivate Dexterity (m) [active]
    • Motivate Attack (M) [active]
  • Commander Auras
    • Defensive Commander [active]
    • Inspiring Commander [active]

Crusader Maneuvers & Stances

Active Stance: Tactics of the Wolf [White Raven]

Maneuvers Readied

  • White Raven Tactics [White Raven] (NOT GRANTED)
  • Shield Block [Devoted Spirit] (GRANTED)
  • Lion's Roar [White Raven] (USED)
  • Leading the Attack [White Raven] (NOT GRANTED)
  • White Raven Strike [White Raven] (GRANTED)

Active Effects

  • Allies within 60ft: +1 circumstance to attack rolls, +5 circumstance to Dexterity checks and initiative
  • Allies within 30ft: +1 morale to AC, +1 morale to all ability checks and initiative, +1 morale on Will saves
  • Self Only: +2 competence to Diplomacy, -5 to Hide, +2 circumstance to Charisma checks, +1 on saving throws vs spells and SLAs, +5 to Diplomacy on indifferent or higher NPCs

OOC: Awesome! I think I'll have Belregar take the 1500 XP. Combined with the rewards I just claimed from Mothers in Arms, that should be enough for him to finally reach 12th level.

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Amy

AmyThe young wizard groans softly from her newfound position lying beneath a broken chair and somehow underneath the stairs leading to the library. "Did anyone catch the brand on that bull that ran me down?" She inquires dizzily. "I would like to make a complaint..." She doesn't bother trying to get up just yet, choosing to instead wait for her head to stop spinning. "And could someone perhaps make the room stop spinning as well? I'd really appreciate it, thanks..." She slumps in place.

Current Condition

HP: 27/27
Love of Nature: You must succeed at a DC 12 Will save before you can attack any creature with the animal, plant, or vermin type, or you lose your action. Note that animals, plants, and vermin may attack you without penalty.

Statblock

[URL=/sheets/?id=2896587][B][SIZE=+1]Amy of Tethyr[/SIZE][/B][/URL] Female CG Human Storm Domain Wizard||Human Paragon, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 27/27, [B]Speed[/B] 30 ft. [B]AC[/B] 17, [B]Touch[/B] 12, [B]Flat-footed[/B] 15, [B]Fort[/B] 2, [B]Ref[/B] 3, [B]Will[/B] 3, [B]Base Attack Bonus[/B] 2 [B] Masterwork Quarterstaff [/B] +2 (1d6-1, x2) [B] Mage Armor[/B], [B] Masterwork Githcraft Buckler[/B] (+4 Armor, +1 Shield, +2 Dex) [B]Abilities[/B] Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 16 [B]Condition[/B] None
Amy of Tethyr
Female CG Human Storm Domain Wizard||Human Paragon, Level 3, Init 6, HP 27/27, Speed 30 ft.
AC 17, Touch 12, Flat-footed 15, Fort 2, Ref 3, Will 3, Base Attack Bonus 2
Masterwork Quarterstaff +2 (1d6-1, x2)
Mage Armor, Masterwork Githcraft Buckler (+4 Armor, +1 Shield, +2 Dex)
Abilities Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 16
Condition None

((Amy shall take the XP for herself as well. Between her and Shizuka, I suspect Amy would have a harder time on missions, so more xp is helpful for the resident wizard.))

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GZAlbJ8.png

"I have aches in places I did not know I could have aches." Xixok groans and slips from the banister, rubbing at various bruises that are already forming. The apparent elf clears a spot to sprawl down in, wiping sweat from his forehead. "But it could have been much worse."

 

((I'll claim the XP for Xixok - thanks for the event!))

Statblock

[URL=/sheets/?id=2901979][B][SIZE=+1]Xixok[/SIZE][/B][/URL] - Neutral Doppelganger Wu Jen | Doppelganger, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 27/27, [B]Speed[/B] 30' [B]AC[/B] 15, [B]Touch[/B] 12, [B]Flat-footed[/B] 14, [B]Fort[/B] 2, [B]Ref[/B] 4, [B]Will[/B] 5, [B]Base Attack Bonus[/B] +3 [B]Natural Form Only Slam (-) [/B] +3 (1d6, x2) [B] Club (-) [/B] +1 (1d6, x2) [B] Sling (20) [/B] +2 (1d4, x2) (+1 Dex, +1 Deflect, +3 Natural) [B]Abilities[/B] Str 10, Dex 12, Con 12, Int 20, Wis 15, Cha 15 [B]Condition[/B] None Immunity to sleep effects +2 Disguise bonus when being observed and trying to act in character (Bluff synergy) +2 UMD involving scrolls (Spellcraft synergy)
Xixok
- Neutral Doppelganger Wu Jen | Doppelganger, Level 3, Init 1, HP 27/27, Speed 30'
AC 15, Touch 12, Flat-footed 14, Fort 2, Ref 4, Will 5, Base Attack Bonus +3
Natural Form Only Slam (-) +3 (1d6, x2)
Club (-) +1 (1d6, x2)
Sling (20) +2 (1d4, x2)
(+1 Dex, +1 Deflect, +3 Natural)
Abilities Str 10, Dex 12, Con 12, Int 20, Wis 15, Cha 15
Condition None
Immunity to sleep effects
+2 Disguise bonus when being observed and trying to act in character (Bluff synergy)
+2 UMD involving scrolls (Spellcraft synergy)

 

 

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image.png.f921f715d3c730e9357888ffc674b534.png“Eww. It’s even in my hair.” The pixie kicked herself free of the barrel, and stood there for a second, brandy draining off her small frame. She grabbed a handful of her own hair and squeezed, moving her to merely damp.
 

“Still, thank you for your sacrifice, barrel. You were a refuge in a time of need.”

 

She looked about, noticing that the others also looked shaken but not critically hurt. “Just what -was- that?”


 

link to sheet:
https://www.myth-weavers.com/sheets/?id=2891119

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"Demiplanar instability of unknown origin." Xixok climbs to his feet with a sigh and begins trying to help Amy out from underneath chair and stairs. "Something caused the demiplane we currently occupy to turn against its normal nature. We did some jiggery-pokery to merge available souls into a gestalt strong enough to stabilize things for now... but I'm hoping someone shows up with a more permanent solution before any more almost popping out of existence happens."

 

Statblock

[URL=/sheets/?id=2901979][B][SIZE=+1]Xixok[/SIZE][/B][/URL] - Neutral Doppelganger Wu Jen | Doppelganger, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 27/27, [B]Speed[/B] 30' [B]AC[/B] 15, [B]Touch[/B] 12, [B]Flat-footed[/B] 14, [B]Fort[/B] 2, [B]Ref[/B] 4, [B]Will[/B] 5, [B]Base Attack Bonus[/B] +3 [B]Natural Form Only Slam (-) [/B] +3 (1d6, x2) [B] Club (-) [/B] +1 (1d6, x2) [B] Sling (20) [/B] +2 (1d4, x2) (+1 Dex, +1 Deflect, +3 Natural) [B]Abilities[/B] Str 10, Dex 12, Con 12, Int 20, Wis 15, Cha 15 [B]Condition[/B] None Immunity to sleep effects +2 Disguise bonus when being observed and trying to act in character (Bluff synergy) +2 UMD involving scrolls (Spellcraft synergy)
Xixok
- Neutral Doppelganger Wu Jen | Doppelganger, Level 3, Init 1, HP 27/27, Speed 30'
AC 15, Touch 12, Flat-footed 14, Fort 2, Ref 4, Will 5, Base Attack Bonus +3
Natural Form Only Slam (-) +3 (1d6, x2)
Club (-) +1 (1d6, x2)
Sling (20) +2 (1d4, x2)
(+1 Dex, +1 Deflect, +3 Natural)
Abilities Str 10, Dex 12, Con 12, Int 20, Wis 15, Cha 15
Condition None
Immunity to sleep effects
+2 Disguise bonus when being observed and trying to act in character (Bluff synergy)
+2 UMD involving scrolls (Spellcraft synergy)

 

 

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Malger.png.daecee89849e2c6852bd2331e4539c08.png

Malger groaned in pain from beneath the bar that had landed on top of him in the final moments of instability. As his awareness came into focus, he realized he was having a hard time breathing due to the weight. On the plus side, it sounded like the storm was no more...

As the burden was lifted from him, he tried to take in a deep breath and started a brief coughing fit as he inhaled a lung full of dust. He readily accepted the offered assistance from Belregar, getting to his feet unsteadily before quickly recovering. "Looks like I owe you again." He rolled his neck and shoulders trying to loosen his battered body, "Is it over then?"

Xixok's explanations made enough sense for him to nod slowly in understanding. Magics of the magnitude he seemed to be describing were well beyond anything the hellbred had mastered yet. For now, he would stick to what a strong back could solve, while keeping a lookout for a still-sealed bottle, for medical reasons.

Statblock

Malger 'Soulshared'
M NG Hellbred (Body) Ranger 1/Dragonfire Adept 1/Swordsage 1\\Binder 3
Level 3, Init 3, HP 33/33, Speed 50
AC 18, Touch 12, Flat-footed 16, Fort 8, Ref 7, Will 7, BAB 2.55
Abilities Str 14, Dex 14, Con 16, Int 12, Wis 10, Cha 14

Combat:
Unarmed +5 | 1d6+2
30ft Breath Weapon 4d6, DC13 1/5 rnd
30ft/15ft Breath Weapon 2d6, DC14

Effects:
Soul binding - Amon [DC 20]
-Darkvision 60ft
-Breath Weapon 4d6 fire damage, 30ft, 13 Reflex DC
-Ram Horns - +4 | 1d6+3 - Charge +1d8
Pact Augmentation (1)
-Unspecified
Favored Enemy {Arcanists}
-+2 on Bluff, Listen, Sense Motive, Spot, and Survival vs type. +2 attack and damage vs type.
-Sense the presence of Arcanists within 60ft
Scent

Conditional:
+1 vs paralysis and sleep
+4 vs poison
-4 vs ingested poisons
+1 damage taken vs metal weapons

 

 

OOC: Applying the 1500 xp to Malger.

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Posted (edited)
Prince Belregar

image.jpeg.c89bd7c1f0e3fd7d2e14b63df740f8e6.jpegWith Xixok's explanation, Belregar nodded in acknowledgement. Turning to the assembled company, he said, "Then it seems this is not the end of our troubles, not yet. Given the state of our beloved Tavern, it is not safe to linger here. If any of you are in need of shelter, you are all welcome to join my people at Fort Hope. Take the southwestern road out of the Tavern, pass into the forest, and find the clearing. We will be happy to feed, clothe, and house you until the crisis has passed."

Mechanics & OOC

Current Statblock

Prince Belregar Amostiv
Male LG Dragonborn Marshal 4 / Crusader 8 || Fighter (Commander) 6 / Legendary Leader 5 / Dragon Lord 1, Level 12, Init 0, HP 144/144, Speed 20ft
AC 24, Touch 10, Flat-footed 24, Fort 14, Ref 8, Will 18, Base Attack Bonus +12/+7/+2
+2 Lesser Fire Assault Bastard Sword of Balance +19/+14/+9 (1d10+7+1d6 Fire, 19-20/x2)
Breath Weapon (Electricity) DC 20 (6d8 Electricity, 60ft line)
Smite +24 (1d10+15+1d6 Fire, 19-20/x2)
+1 Heavy Plate, +1 Commander Darkwood Heavy Steel Shield (+10 Armor, +3 Shield, +1 Natural)
Abilities Str 20, Dex 10, Con 14, Int 10, Wis 10, Cha 21
Condition

Dragonborn

  • +2 Dodge bonus to AC vs dragon types
  • Draconic Aspect: Heart (Su)A dragonborn who chooses heart as her draconic aspect gains a breath weapon. The breath weapon is a bright, shining line that coruscates with every metallic color. The line's length is 5 feet per Hit Die the dragonborn has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the dragonborn possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). The damage can be acid, cold, electricity, or fire, changing on each use as the dragonborn chooses. A successful Reflex save (DC 10 + 1/2 the dragonborn's HD + her Con modifier) halves the damage. A dragonborn can use her breath weapon once every 1d4 rounds.
  • Immunity to Frightful Presence

Marshal

  • Auras (Ex)The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.

    Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.

    Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.

    Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself ) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.

    A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras, as indicated on Table: The Marshal.

    All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.
  • Grant Move Action (Ex)Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself ). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)

    At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.

    A character can take only one extra move action per round. (In other words, two marshals can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.
    [1/1]/day

Fighter (Commander)

  • Helpful HintsBy standing back and surveying a fight, the commander can shout quick directions to his comrades, pointing out openings and incoming attacks. This allows the commander to use the aid another action from up to 60 feet away, giving an ally in melee combat with an opponent a +2 bonus to her next attack roll against that opponent or a +2 bonus to AC for the next attack against her that opponent makes, so long as the attack comes before the commander's next turn. The commander must use a standard action and successfully make an attack roll against AC to as normal. In addition, the ally must be able to hear and understand the commander.
  • Rousing SpeechWhether it's before the battle or in the midst of it, commanders have a way of delivering stirring speeches that inspire those who stand with them. As a full-round action that does not provoke an attack of opportunity, the commander can give such a speech to his companions, providing allies within 60 feet with a +1 morale bonus to attacks for 1 round. The commander must succeed at a Diplomacy check (DC 15). The effects of his speech last 1 additional round for each point by which the commander's roll exceeds the DC. The commander may use this ability once per day for every two commander class levels he has; he cannot take this ability until 2nd level. [3/3]/day

Legendary Leader

  • Fearless (Ex)Because of their supreme confidence in their own abilities, legendary leaders are not subject to effects that would shake others' resolve. When you enter this class, you become immune to fear effects.
  • Hero's Luck +3 (Ex)Upon becoming a legendary leader, you gain a +1 luck bonus on all saving throws. This bonus improves to +2 at 3rd level and to +3 at 5th level.
  • Natural Commander (Ex)As a legendary leader, your commander rating equals your class level (unless your rank would normally grant you a higher commander rating).
  • Legendary Reputation (Ex)As you advance in the prestige class, tales of your exploits begin to circulate. When people match your face with your reputation, they are more likely to be friendly toward you. You add your class level to any Diplomacy check you make to influence the attitude of any NPC who is not already unfriendly or hostile.
  • Greater Command (Sp)Beginning at 2nd level, you can focus your powers of persuasion to use greater command (as the spell) once per day (save DC 16 + Cha modifier). At 4th level and higher, you can use this ability twice per day.

    COMMAND, GREATER
    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Clr 5
    Targets: One creature/level, no two of which can be more than 30 ft. apart
    Duration: 1 round/level
    This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.
    [2/2]x/day
  • Quick Rally (Ex)Starting at 2nd level, you can perform a rally check (see page 73) as a free action once per round.
  • Heroic Success (Ex)When you reach 4th level, your deeds become truly legendary, and you demonstrate your ability to beat the odds even when the situation looks bleak. Once per day, you can choose to automatically succeed on a single saving throw instead of rolling the dice. [1/1]/day
  • Additional Commander Aura (Ex)At 5th level, you can select a secondary commander aura, which can be any commander aura for which you qualify (see information on commander auras). Your followers benefit from both commander aura effects, though any bonuses granted follow the normal rules for stacking. If you further increase your commander rating at another time and choose to gain a new commander aura, you can replace either of your existing commander auras.
  • To Hell and Back (Ex)Your followers will accompany you to the ends of the world, and beyond. When you reach 5th level, any followers or cohorts gained from your leadership feat are immune to fear effects (including morale checks) when they have line of sight to you.

Crusader

  • ManeuversYou begin your career with knowledge of five martial maneuvers. The disciplines available to you are Devoted Spirit, Stone Dragon, and White Raven.

    Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by crusaders is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

    You learn additional maneuvers at higher levels, as shown on Table: The Crusader. You must meet a maneuver's prerequisite to learn it. See Blade Magic to determine the highest-level maneuvers you can learn.

    Upon reaching 4th level, and at every even-numbered crusader level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
  • Maneuvers ReadiedYou can ready all five maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready maneuvers by praying for 5 minutes. The maneuvers you choose remain readied until you decide to pray again and change them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend 5 minutes in prayer, you can change your readied maneuvers.

    You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

    Crusaders are unique among martial adepts, relying on flashes of divine inspiration to use their martial maneuvers. As such, you do not control access to your readied maneuvers. Before you take your first action in an encounter, two of your readied maneuvers (randomly determined) are granted to you. The rest of your readied maneuvers are withheld, currently inaccessible. At the end of each turn, one previously withheld maneuver (again, randomly determined) is granted to you, and thus becomes accessible for your next turn and subsequent turns. You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn't matter if you use your maneuvers or not - at the end of each of your turns, one withheld maneuver from your selection of readied maneuvers is granted to you. Over the course of a few rounds, all your maneuvers will eventually be granted.

    If, at the end of your turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you recover all expended maneuvers, and a new pair of readied maneuvers is granted to you. Randomly determine which of your maneuvers are granted and which are withheld. At the end of your next turn, a withheld maneuver is granted to you, and the whole process of divine inspiration begins again.

    You begin an encounter with an additional granted maneuver at 10th level (bringing your total to three), and again at 20th level (bringing your total to four).
  • Stances KnownYou begin play with knowledge of one 1st-level stance from the Devoted Spirit, Stone Dragon, or White Raven discipline. At 2nd, 8th, and 14th level, you can choose an additional stance. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

    Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
  • Initiator LevelSome maneuvers and stances have variable effects (such as duration) that depend on initiator level. However, maneuvers are not impacted as strongly by a user’s level as spells are. This difference in effect is primarily a balance and game play issue. Since you can use maneuvers repeatedly, they tend to scale poorly. As you attain higher levels, you usually use your low-level maneuvers less often (if you haven't already traded them out for higher-level stances, as described in the martial adept class descriptions in Chapter 1). Many stances, boosts, and counters, however, remain useful across all levels.

    If you are a single-class character, your initiator level equals your level in the class that provides access to martial maneuvers (crusader, swordsage, or warblade). If you lack any martial adept levels, your initiator level is equal to 1/2 your character level.

    Even when you gain levels in a class that does not grant martial maneuvers, your understanding of the martial disciplines still increases. A highly skilled fighter has the basic combat training and experience needed to master advanced maneuvers. If you are a multiclass martial adept, and you learn a new maneuver by attaining a new level ina martial adept class, determine your initiator level by adding together your level in that class + 1/2 your levels in all other classes. Look up the result on the table below to determine

    The highest-level maneuvers you can take. You still have to meet a maneuver's prerequisite to learn it.

    For example, a 7th-level crusader/5th-level swordsage has an initiator level of 9th for determining the highest level maneuvers he can take as a crusader. As a result, he can take 5th-level crusader maneuvers. As a swordsage, his initiator level is 8th, allowing him to take 4th-level swordsage maneuvers.

    This process applies to all of a character's levels, whether they are in martial adept classes or other classes.
    : 10
  • Steely Resolve (Ex)Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below).

    Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa's petrifying gaze, takes immediate effect on you.

    At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.
    [0/15]hp
  • Furious Counterstrike (Ex)You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1).

    You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. This ability's benefits last until the end of your turn.
    [+0]
  • Zealous Surge (Ex)Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm you. Once per day, from 3rd level on, you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action. You simply decide to use it after seeing the result of your saving throw roll but before the DM tells you if it fails or succeeds. [1/1]/day
  • Smite (Ex)Driven by the courage of your convictions and the ironclad strength of your beliefs, you can strike back at those who dare stand against your cause. Starting at 6th level, once per day, you can concentrate all your anger, hatred, and determination into a single attack. On the next melee attack you make, you gain a bonus on your attack roll equal to your Charisma bonus (if any) and a bonus on damage equal to your crusader level.

    At 18th level, you gain an additional use of smite per day.
    [1/1]/day

Dragon Lord

  • Draconic Aura +1You know that the image and presence of a dragon can boost or destroy the morale of troops, an effect you study and build into your strategies. At 1st level, you gain the ability to project a single draconic aura.

    At 4th, 7th, and 10th level, you can add another draconic aura to the list of those you can project.

    When you reach 5th level, the bonus granted by both of your auras increases to +2. At 9th level, the bonus granted by all three of your auras increases to +3. The aura gained at 10th level grants a +3 bonus, just as the other three auras you gained earlier.

Feats

  • Nymph's KissNYMPH’S KISS [EXALTED]

    By maintaining an intimate relationship with a good- aligned fey (such as a nymph or dryad), you gain some of the characteristics of fey.

    Benefit: Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.

    Source: Book of Exalted Deeds
  • Imperious CommandIMPERIOUS COMMAND

    You strike deep and abiding terror in your foes.

    Prerequisite: Cha 15, Intimidate 8 ranks.

    Benefit: If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round.

    Source: Drow of the Underdark
  • Frightful PresenceFRIGHTFUL PRESENCE [GENERAL]

    Like a dragon, your mere presence can terrify those around you.

    Prerequisites: Cha 15, Intimidate 9 ranks.

    Benefit: You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your Cha modifier.

    The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier). A successful save indicates that the opponent is immune to your frightful presence for 24 hours.

    This ability can’t affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons.

    Source: Draconomicon

Magic Items

  • Crimson Dragonhide BracersCRIMSON DRAGONHIDE BRACERS
    Price (Item Level): 5,000 gp (9th)
    Body Slot: Arms
    Caster Level: 3rd
    Aura: Faint; (DC 16) abjuration,
    transmutation
    Activation: —
    Weight: 1 lb.

    These leather bracers are crafted from the scaly red hide of a large reptile.

    Crimson dragonhide bracers grant you resistance to fire 5 and a +1 enhancement bonus to your existing natural armor bonus. (A creature without natural armor has an effective natural armor bonus of +0.)

    Prerequisites: Craft Wondrous Item, barkskin, resist energy.
    Cost to Create: 2,500 gp, 200 XP, 5 days.

    Source: Magic Item Compendium
  • +1 Commander Darkwood Heavy ShieldDARKWOOD
    This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

    COMMANDER
    This item looks particularly clean and bright—in fact, it almost seems to shine with its own light.

    A suit of armor or shield that has this property always appears brilliant and gleaming, even in filthy or squalid conditions, though it doesn't shed any useful light. Attempts to paint over or obscure its finish do not diminish its brightness.

    While wearing commander armor or carrying a commander shield, you gain a +2 competence bonus on Diplomacy checks, and each ally within 30 feet of you (not including yourself) gains a +1 morale bonus on Will saves. However, the shiny finish makes you so noticeable that you also take a -5 penalty on Hide checks (in addition to the normal armor check penalty).
  • Helm of HeroesHELM OF HEROES
    Price (Item Level): 5,600 gp (10th)
    Body Slot: Head
    Caster Level: 7th
    Aura: Moderate; (DC 18) evocation
    Activation: —
    Weight: 1 lb.

    This iron helm bears horns of ivory, each etched with scenes from famous battles.

    A helm of heroes is prized by marshals (MH 11), because it allows them to better direct their allies in battle. When you wear this helm and use your grant move action ability, you can choose instead to grant each affected character a single melee attack (using each ally's full base attack bonus). This ability's activation is a part of the grant move action activation.
    This ability functions once per day.

    Prerequisites: Craft Wondrous Item, shout.
    Cost to Create: 2,800 gp, 224 XP, 6 days.

    Source: Magic Item Compendium
    [1/1]x/day
  • Dragon Spirit CinctureDRAGON SPIRIT CINCTURE
    Price (Item Level): 2,000 gp (6th)
    Body Slot: Waist
    Caster Level: 6th
    Aura: Moderate; (DC 18) evocation
    Activation: —
    Weight: —

    This wide, embroidered belt sash is emblazoned with images of fire-breathing dragons.

    While you wear a dragon spirit cincture, your breath weapon damage is increased by one die (or by 1 point if your breath weapon doesn't deal damage expressed in dice).

    If you are also holding a magic weapon that deals the same type of damage as your breath weapon, your breath weapon save DC increases by 1.

    Prerequisites: Craft Wondrous Item, breath weapon.
    Cost to Create: 1,000 gp, 80 XP, 2 days.

    Source: Magic Item Compendium

Auras

  • Marshal AurasBonus Type: Circumstance
    Range: 60ft radius

    Minor Auras (m): Add Belregar's Charisma bonus
    Major Auras (M): Add +1 bonus
    • Motivate CharismaBonus on Charisma checks and Charisma-based skill checks. (m)
    • Motivate DexterityBonus on Dexterity checks, Dexterity-based skill checks, and initiative checks. (m) [active]
    • Motivate AttackBonus on melee attack rolls. (M) [active]
  • Commander AurasBonus Type: Morale
    Range: 30ft radius

    Commander Rating: 5 (Legendary Leader levels)
    • Defensive CommanderDEFENSIVE COMMANDER

      The orders you give in combat always keep the safety of your troops paramount.

      Prerequisite: Commander rating 2, lawful good alignment.

      Benefit: Allies within 30 feet of you gain a +1 morale bonus to Armor Class.

      Source: Heroes of Battle
      [active]
    • Inspiring CommanderINSPIRING COMMANDER

      You bring out the best in your troops.

      Prerequisites: Commander rating 3, Diplomacy 5 ranks or Intimidate 5 ranks.

      Benefit: Allies within your aura range gain a +1 morale bonus on all ability checks and initiative rolls.
      [active]
  • Draconic AurasBonus Type: Untyped
    Range: 30ft radius

    Bonus: +1
    • Energy (Electricity)This aura grants you a bonus on the save DC for your acid, cold, electricity, or fire effects; choose one type when you gain the aura. (A dragon shaman must choose the energy type associated with his totem dragon; see page 13 of Player’s Handbook II). The bonus applies to spells, powers, spell-like abilities, supernatural abilities, or any other ability that either has the appropriate descriptor or deals damage of the chosen type. [active]

Crusader Maneuvers & Stances

Active Stance: Tactics of the Wolf [White Raven]

Maneuvers Readied

  • White Raven Tactics [White Raven] (not granted)
  • Shield Block [Devoted Spirit] (not granted)
  • Lion's Roar [White Raven] (not granted)
  • ... [] (not granted)
  • ... [] (not granted)

Active Effects

  • Allies within 60ft: +1 circumstance to attack rolls, +5 circumstance to Dexterity checks and initiative
  • Allies within 30ft: +1 morale to AC, +1 morale to all ability checks and initiative, +1 morale on Will saves
  • Self Only: +2 competence to Diplomacy, -5 to Hide, +2 circumstance to Charisma checks, +1 on saving throws vs spells and SLAs, +5 to Diplomacy on indifferent or higher NPCs

OOC: -

Edited by rogueblade0729 (see edit history)
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Amy

AmyAmy finally forces herself to sit up again and crawl out from beneath the staircase. "Ugh. And the library here was so nice, too. Still, I'd really rather not be here if that happens again; or worse, the demiplane collapses entirely. We'd be lucky if all it did was dump us out into the Astral or Ethereal Planes. No, I think I'm going to go home. Where magic makes sense! Assuming the portals out of here are stable enough to leave... I'm not quite strong enough to power a Gate on my own yet."

Current Condition

HP: 27/27
Love of Nature: You must succeed at a DC 12 Will save before you can attack any creature with the animal, plant, or vermin type, or you lose your action. Note that animals, plants, and vermin may attack you without penalty.

Statblock

[URL=/sheets/?id=2896587][B][SIZE=+1]Amy of Tethyr[/SIZE][/B][/URL] Female CG Human Storm Domain Wizard||Human Paragon, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 27/27, [B]Speed[/B] 30 ft. [B]AC[/B] 17, [B]Touch[/B] 12, [B]Flat-footed[/B] 15, [B]Fort[/B] 2, [B]Ref[/B] 3, [B]Will[/B] 3, [B]Base Attack Bonus[/B] 2 [B] Masterwork Quarterstaff [/B] +2 (1d6-1, x2) [B] Mage Armor[/B], [B] Masterwork Githcraft Buckler[/B] (+4 Armor, +1 Shield, +2 Dex) [B]Abilities[/B] Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 16 [B]Condition[/B] None
Amy of Tethyr
Female CG Human Storm Domain Wizard||Human Paragon, Level 3, Init 6, HP 27/27, Speed 30 ft.
AC 17, Touch 12, Flat-footed 15, Fort 2, Ref 3, Will 3, Base Attack Bonus 2
Masterwork Quarterstaff +2 (1d6-1, x2)
Mage Armor, Masterwork Githcraft Buckler (+4 Armor, +1 Shield, +2 Dex)
Abilities Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 16
Condition None

 

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Pymir of Frost Claw

image.jpeg.b5972d4a53eaeb581f09b6e65f987d20.jpeg"Fear not denizens of the tavern, for I, Pymir have returned from lands frozen in ice, sundered from the world of man, and explorer or realms unknown, I will save.... What the hell happened in here!?"

Having come in through the main door with a flurry of energy and excitement Pymir froze as it were at the front entrance seeing the destruction and mayhem that had gone on within the tavern. Seeing as how everyone was slowly coming out from under various pieces of furniture and tableware it seems that the storm had passed upon his arrival. Slightly smirking and coughing it away, Pymir rubbed just under his nose.

"I see that my timely arrival has help solve the problems within the tavern space here. *AHEM* Well.. Realistically, if there's anyone who requires some kind of aid or assistance groan once, if you're fine call out in common, and if you're in a critical situation stay silent until we can locate your body. Either way though uhmm.. congratulations to those survived, let's see if we can't clean the place up together now."

Making his way inside from the doorway now, Pymir would offer a small nod towards Amy and Xixok who seemed to be standing and taking care of themselves. There was a large more dragonoid who was offering those who needed a place to rest besides the Tavern who happened to be helping a strange demon-like creature to their feet. Spotting something a little more particular creature, a pixie crawling out what would have been a barrel of some liquid, likely water or alcohol that it would have been, Pymir walks over and grabs a hanging towel and offers it to her. "Seems the festivities got a little out of hand.. Didn't know there'd be such a welcoming party for me. I'd say never do that again, but at least let me be a part of it. Everyone alright?" Calling out to the room to see if there's anyone else who may need tending to.

 

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GZAlbJ8.png

"Leave now? And miss seeing the resolution after all of that?" Xixok, still in the form of a taller-than-average elf, shakes his head. "Maybe it's all the books to the skull talking, but I need to know how this plays out. Plus it's good training for when I make it to Sigil. The City of Doors has a certain reputation for wildness, after all."

He returns Pymir's nod with one of his own, taking a look around the tavern and moving to start helping to straighten up what he can.

 

Statblock

[URL=/sheets/?id=2901979][B][SIZE=+1]Xixok[/SIZE][/B][/URL] - Neutral Doppelganger Wu Jen | Doppelganger, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 27/27, [B]Speed[/B] 30' [B]AC[/B] 15, [B]Touch[/B] 12, [B]Flat-footed[/B] 14, [B]Fort[/B] 2, [B]Ref[/B] 4, [B]Will[/B] 5, [B]Base Attack Bonus[/B] +3 [B]Natural Form Only Slam (-) [/B] +3 (1d6, x2) [B] Club (-) [/B] +1 (1d6, x2) [B] Sling (20) [/B] +2 (1d4, x2) (+1 Dex, +1 Deflect, +3 Natural) [B]Abilities[/B] Str 10, Dex 12, Con 12, Int 20, Wis 15, Cha 15 [B]Condition[/B] None Immunity to sleep effects +2 Disguise bonus when being observed and trying to act in character (Bluff synergy) +2 UMD involving scrolls (Spellcraft synergy)
Xixok
- Neutral Doppelganger Wu Jen | Doppelganger, Level 3, Init 1, HP 27/27, Speed 30'
AC 15, Touch 12, Flat-footed 14, Fort 2, Ref 4, Will 5, Base Attack Bonus +3
Natural Form Only Slam (-) +3 (1d6, x2)
Club (-) +1 (1d6, x2)
Sling (20) +2 (1d4, x2)
(+1 Dex, +1 Deflect, +3 Natural)
Abilities Str 10, Dex 12, Con 12, Int 20, Wis 15, Cha 15
Condition None
Immunity to sleep effects
+2 Disguise bonus when being observed and trying to act in character (Bluff synergy)
+2 UMD involving scrolls (Spellcraft synergy)

 

 

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Amy

AmyThe brunette shakes her head. "I'm curious as to the ultimate resolution, but this has been far too exciting of a day for me and I don't trust this place to not implode if the new/temporary Primordius suddenly slips. Until this place can be proven safe once more, it's not worth the risk. Not to me." She sighs wearily. "Stay if you wish, Elf-with-a-very-strange-name, but I'm returning to Faerun. I think I'll visit home for a bit. Just to relax and unwind again. Haven't seen my parents in awhile, might be nice to check on them too."

A soft smile appears on her face as she contemplates it. "Tethyr, here I come!" She exclaims quietly as she collects her bag and her bird and strides for the front door. If the white-haired cutie just came in from there safely, then surely she can get home that way just as safely.

Current Condition

HP: 27/27
Love of Nature: You must succeed at a DC 12 Will save before you can attack any creature with the animal, plant, or vermin type, or you lose your action. Note that animals, plants, and vermin may attack you without penalty.

Statblock

[URL=/sheets/?id=2896587][B][SIZE=+1]Amy of Tethyr[/SIZE][/B][/URL] Female CG Human Storm Domain Wizard||Human Paragon, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 27/27, [B]Speed[/B] 30 ft. [B]AC[/B] 17, [B]Touch[/B] 12, [B]Flat-footed[/B] 15, [B]Fort[/B] 2, [B]Ref[/B] 3, [B]Will[/B] 3, [B]Base Attack Bonus[/B] 2 [B] Masterwork Quarterstaff [/B] +2 (1d6-1, x2) [B] Mage Armor[/B], [B] Masterwork Githcraft Buckler[/B] (+4 Armor, +1 Shield, +2 Dex) [B]Abilities[/B] Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 16 [B]Condition[/B] None
Amy of Tethyr
Female CG Human Storm Domain Wizard||Human Paragon, Level 3, Init 6, HP 27/27, Speed 30 ft.
AC 17, Touch 12, Flat-footed 15, Fort 2, Ref 3, Will 3, Base Attack Bonus 2
Masterwork Quarterstaff +2 (1d6-1, x2)
Mage Armor, Masterwork Githcraft Buckler (+4 Armor, +1 Shield, +2 Dex)
Abilities Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 16
Condition None

 

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Visitors from Beyond?

As the room calms down and Prince Belregar begins to take steps to clear the Tavern there is a small sound like the tearing of cloth and a black, pointed object begins to appear in mid air. When it gets to about three inches in length it slices down to the floor and retracts leaving a hole in the air through which can be seen ice and snow.
 

A man steps through, more correctly a half-orc, a pair of vicious-looking axes and a bow across his back. Over a chain shirt he wears a green tabard with an icon in the shape of a dragon picked out in gold.
IMG_7980.jpeg.6c23109c3f5de4fdd5e3578baf37cf7c.jpeg

In his hand he holds what looks like another large axe; he calls out to the room "It looks like you've had a tough time here, but have held everything together; we couldn't have done this without you. By working together we have secured the future of the Tavern for the benefit of all." He crosses the room with a nod to a few faces he recognises and approaches the hidden space and the still within. He beckons to a withered figure, previously un-noticed in the corner of the space, and when they are close together continues, "Whilst your intentions have always been for the best, you let things get away from you and put the lives of those here, and thousands of others across the Realms at risk through your vanity and self-confidence. The actions of those present must have shown you that the Tavern can only succeed through the collective actions of those who call it home? Even now the Fury siblings are holding this entire space together through force of will and personality! I understand that it was my development and power of spirit that made the Tavern unstable, but you did not handle it well. I am left with only one choice!"


 

Vengeance? Retribution? Punishment?

As the figure cowers before the mighty warrior, Cufwell (for it is he) raises the axe high as if to strike and then holds it at the top of its arc and extends his other hand to the figure.

 

"All will be well my old friend!" And he hurls the axe towards the still.

 

"No!" Calls the smaller figure as the axe spins end over end towards the equipment.

 

The axe collides with the still, and therefore is a flash of light. When it clears, rather than destruction and wreckage the result is simply a restored still with a clockwork mechanism regulating elements of its action. The metal of the elements seems heavier, more brutal than before, but it is functioning correctly.

 

Reconciliation

Cufwell clasps the hand of the withered figure and helps him to his feet; a line of light can be seen between the still and Cufwell as if they are linked somehow.

 

"My friend, I hold no grudges, you did not wish anyone harm; but the Tavern needs a more stable occupant. Please join me, stay at the Tavern, keep serving drinks and helping adventurers as if nothing had changed."

 

With that magic flows along Cufwell's arm in your the figure who begins to swell, grow, and regain colour until the form of the Barkeep is present once more. His face passing through concern, confusion, and settling on a wide grin.

 

Restitution

IMG_7137.jpeg.775d6119c6873eec8a6fa404c5473850.jpeg
 

"And you, Sir Cufwell of Filbury, how could I ever have doubted your intentions? I can think of no better soul to bind the Tavern in its place in the cosmos and enable the work that needs to be done. I am proud to call you friend. Allow me to make a small gift with what remains of my powers before I resume my hosting duties?"

 

Without waiting for a response, but with Cufwell's hand still on his shoulder he puts two fingers in his mouth and gives a shrill whistle. At first nothing happens, but then a rhythmic pounding can be heard, as if of an animal running. Through one of the walls of the Tavern bounds an enormous brown and black beast, clad in a shining breastplate and caparison of green and gold, a saddle on its back and a surrounded by a golden glow as if lit from within.

IMG_7979.jpeg.bf4358364d15754ec5d0aecbe3ef6eae.jpeg

The beast growls and snarls, then howls before trotting calmly across the room its shoulders as high as a man's head and sitting before the Barkeep and Cufwell.

 

Reunion

The burly half-orc bursts in to a grin; "Welcome back girl, I thought I'd lost you!" to the Barkeep he says "A worthy gift indeed, from a worthy friend!"

 

Association

Cufwell gives the dog's muzzle a ruffle and it pads off to lay by the fire. He heads across to the still and to the unusual figure nearby, whose face now seems less burdened.

"My friends, bravery and efforts have saved the Tavern, I can only imagine the strain it has put on you. You are free to release yourself from the duty, but splitting the burden across two centres may help maintain stability as the power of the residents of the Tavern continues to grow."

 

Adaptation

IMG_7973.jpeg.e79c48011fddadade186e8b27376cf74.jpeg

The figure of the Primordius of Fury looks up, a smile of recognition on its face; "We did it then; we saved the Tavern? The power passing through this place is so vast, the pain of channeling it so intense, no one spirit should have to suffer that alone. We shall share the burden with the Primordius of Spirits, we can balance the flow and cope with any sudden surges; we can already feel the power levels of others in the Tavern growing to match your own Cufwell, and more will surely follow over time; but just for the moment perhaps..."

The figure exits the space behind the mirror,  and continues to cross the room to where Leofric sprawls. It grows in size until it is the approximately the same height as a human, and stops a few paces short of the fallen academic. From within a red and orange glow starts to form, swirling around the Primordius until it takes the shape of a woman, floating above the floor, her fiery hair hanging about her, but connecting her to the Primordius.

 

Not goodbye, but Au Revoir!

IMG_7971.jpeg.67848f4b4b94ac0c1cb446d9c7ef4098.jpeg

"My dear Leofric; we did it, we saved the Tavern; but it has taken a toll and my siblings and I are too weak to take our separate forms for now and it seems the Tavern may still need our help. I am here, my love, I always will be; in time perhaps we give will be strong enough, and the Tavern stable enough, that we can separate from each other that I might spend time with you again!"

 

Blowing a kiss, which travels across the room as a more of glowing light that lands on Leofric's cheek, she sinks back in to the body of the Primordius of Fury.

 

Looking to the future

With a nod to Cufwell and a wave of its hand, the room is restored to its former state, including Leofric's spectacles, and they return to a place behind the bar alongside the Barkeep.

IMG_7137.jpeg.775d6119c6873eec8a6fa404c5473850.jpeg

The Barkeep offers a hand in friendship and they shake, before he calls out "So what's it to be folks? Bar's open!"

 

 

 

Sir Cufwell Greenskin of Filbury, Knight of Aldelberg - Patron of the Realm Folded Tavern!

IMG_7979.jpeg
 

Edited by Delia2531 (see edit history)
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Jarren Grayson, the Nightshade

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Not long after Cufwell's restoration of the Tavern and ascension as its new patron, another figure stepped through the tear in reality. Dusting off some ice shavings from his shoulders, Jarren took a long look around the place. To any who were present at the bar fight, they would recognize him as the one who was trying to be stopped from before.

Several of the patrons were ones he recognized. The warrior he kicked in the chest, others he was pursued by to the Marketplace, and so on. Offering them a humble smile, he stepped over to the bar and settled down on a stool. His knees creaked a little as he did so, causing the assassin to sigh and stretch them out gently.

Lifting his one good eye to the Barkeeper, he replied, "A mug of mead would do me nicely, thank you... No hard feelings, then?"

Mechanics & OOC

OOC: -

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Prince Belregar

image.jpeg.c89bd7c1f0e3fd7d2e14b63df740f8e6.jpegPrince Belregar remained silent as the events unfolded, though he kept a careful eye over the other patrons, ready to protect them from any further backlash. When things were all set to right, he sighed in relief. Stowing weapon and shield once again, he approached the bar and scooped up a mug of ale.

He then turned to the assembled crowd and raised his drink, proclaiming, "The first round is on me! Here's to a new dawn of our home! Long live Sir Cufwell! Long live the Tavern!"

Mechanics & OOC

Current Statblock

Prince Belregar Amostiv
Male LG Dragonborn Marshal 4 / Crusader 8 || Fighter (Commander) 6 / Legendary Leader 5 / Dragon Lord 1, Level 12, Init 0, HP 144/144, Speed 20ft
AC 24, Touch 10, Flat-footed 24, Fort 14, Ref 8, Will 18, Base Attack Bonus +12/+7/+2
+2 Lesser Fire Assault Bastard Sword of Balance +19/+14/+9 (1d10+7+1d6 Fire, 19-20/x2)
Breath Weapon (Electricity) DC 20 (6d8 Electricity, 60ft line)
Smite +24 (1d10+15+1d6 Fire, 19-20/x2)
+1 Heavy Plate, +1 Commander Darkwood Heavy Steel Shield (+10 Armor, +3 Shield, +1 Natural)
Abilities Str 20, Dex 10, Con 14, Int 10, Wis 10, Cha 21
Condition

Dragonborn

  • +2 Dodge bonus to AC vs dragon types
  • Draconic Aspect: Heart (Su)
  • Immunity to Frightful Presence

Marshal

  • Auras (Ex)
  • Grant Move Action (Ex) [1/1]/day

Fighter (Commander)

  • Helpful Hints
  • Rousing Speech [3/3]/day

Legendary Leader

  • Fearless (Ex)
  • Hero's Luck +3 (Ex)
  • Natural Commander (Ex)
  • Legendary Reputation (Ex)
  • Greater Command (Sp) [2/2]x/day
  • Quick Rally (Ex)
  • Heroic Success (Ex) [1/1]/day
  • Additional Commander Aura (Ex)
  • To Hell and Back (Ex)

Crusader

  • Maneuvers
  • Maneuvers Readied
  • Stances Known
  • Initiator Level: 10
  • Steely Resolve (Ex) [0/15]hp
  • Furious Counterstrike (Ex) [+0]
  • Zealous Surge (Ex) [1/1]/day
  • Smite (Ex) [1/1]/day

Dragon Lord

  • Draconic Aura +1

Feats

  • Nymph's Kiss
  • Imperious Command
  • Frightful Presence

Magic Items

  • Crimson Dragonhide Bracers
  • +1 Commander Darkwood Heavy Shield
  • Helm of Heroes [1/1]x/day
  • Dragon Spirit Cincture

Auras

  • Marshal Auras
    • Motivate Charisma (m)
    • Motivate Dexterity (m) [active]
    • Motivate Attack (M) [active]
  • Commander Auras
    • Defensive Commander [active]
    • Inspiring Commander [active]
  • Draconic Auras
    • Energy (Electricity) [active]

Crusader Maneuvers & Stances

Active Stance: Tactics of the Wolf [White Raven]

Maneuvers Readied

  • White Raven Tactics [White Raven] (not granted)
  • Shield Block [Devoted Spirit] (not granted)
  • Lion's Roar [White Raven] (not granted)
  • ... [] (not granted)
  • ... [] (not granted)

Active Effects

  • Allies within 60ft: +1 circumstance to attack rolls, +5 circumstance to Dexterity checks and initiative
  • Allies within 30ft: +1 morale to AC, +1 morale to all ability checks and initiative, +1 morale on Will saves
  • Self Only: +2 competence to Diplomacy, -5 to Hide, +2 circumstance to Charisma checks, +1 on saving throws vs spells and SLAs, +5 to Diplomacy on indifferent or higher NPCs

OOC: -

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