OOC Thread--> http://www.bay12forums.com/smf/index.php?topic=160945.msg7202126#msg7202126
Working out of the metropolis of New Miriam, The Legendary League is a mercenary guild that travels all over the world-hiring adventurers of every race, creed and motivation, working primarily toward good and profitable causes. Which one is more important tends to be up to each individual member.
You're relatively junior ranking in the Guild, all things considered. Sure, you can brag you've seen alot of taverns, and bagged your fair share of giant rats and bandits, but up till now you've not had a real adventure...even your most recent 'quests' from the guild are little more than mail delivery-most guild members of lower ranks act as couriers and information gatherers, staying out of trouble until they've proven their salt.
You might have thought the chance would never come for you, until a sudden, fierce storm kicked up one day, as you were making a routine trip across the Blackendecker Sea.
"Don't worry, mates!" The portly Captain said to you. He notably swigged from a bottle at this point.
"I've been thought a hundred of these sudden storms, aye, two hundred! They kick up like the nineteen Hells, sure, but then they blow away, fade off real quick. We'll be just fine!"
...
You awakened some time later, one by one, with the gritty taste of sand between your teeth and the briny smell of the sea still in your hair. As you regain your wits and stand to your feet, you can see the sun setting behind a distant mountain like a golden crown being set atop the head of a regal king. The beach you stand on is littered with wreckage, though little appears salvageable - a few of your weapons, some armor, a couple days rations, and maybe a length or two of rope. In a daze, you fall back on your survivalist instincts and begin gathering what you need while you survey the surrounding land.
Verdant jungles, herculean cliffs, and cascading waterfalls decorate this island, which might be a tropical paradise if only you weren’t stranded here. Miles off to the North, you barely have time to spy a great stone wall, as of a city, before the sun finally hides behind the mountains.
Just as darkness falls, you hear a panicked cry from the jungle not far off. The voice is high in pitch, like a child’s, though of a foreign tongue. Whatever the language, the meaning is clear: someone is in trouble.
...
Following the screams is always good for business-at least in the Legendary League. That's not a literal motto, thankfully. The League favors "The Ultimate Test Always Comes from Within". Pretty standard stuff.
Heading North, the sounds of the yelling (and the howling, and the buzzing) become louder and louder, and you all arrive to find some poor creature having quite a bad day, as could be guessed.
As best you can tell, he (she?) resembles small frog-like humanoid-surely no more than a foot tall, a swirl of bright green red and blue skin, with sucked tipped fingers and toes. It seems to be barely reigning in it's panic, trying to fend off some sort of monster with a tiny spear-this intriguing creature is both sinking into a large quicksand pit, and being harassed by a half dozen aerial monstrosities that resemble a cross between a wasp and a monkey, being armed with large claws, a stinger, ape-jaws, and a muscular build. At the moment, only one of the Gorillawasps(?) is making loops and passes-trying to snatch the Frogbeing(?) out of the soup with with it's large frontal claws, while the others in the pack hang back, perhaps too cowardly to risk falling in themselves. They don't seem to notice your group yet, too busy beating their chests and howling at each other.
There's good money the little fellow will sink before the Monkeybees (?) 'save' him (for dinner), so if you want to change the odds you'll have to intervene.
(https://s15.postimg.org/w7ybmzvnf/Map.jpg)
The land before you is pretty swampy, but it shouldn't affect your balance much. Unless you fall in that huge quicksand pit. You notice only a few trees and large smooth boulders about, including one jutting of the muck, and another wedged between two trees-the greenery above is heavily festooned with jungle vines and branches.
B=Monkeybees!
@=Our Heroes ((For the first turn, give me a map position of one of the '@' marks, and also a color not red/blue/green. That'll be your character from now on. Which means you can choose your starting position.))
k=Poor Frog Kid
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Boulders. Requires no check to ascend, but does cost all your ground movement to enter a boulder square initially-as long as you have any movement left in a round, you can ascend and arrive on the next turn.
Brown/Leafy: Jungle trees. Easy to climb, but takes all your movement in a round to ascend one-as above. You might take damage if you attempt to jump or fall out of them, tho, depending on the ground you land on.
Dark Brown: Quicksand. Entering from ground level immediately stops any movement, and you can only move 5ft every turn afterwards. Spending more than 3 rounds in Quicksand, and you have to make a might or agility check-if you fail, you become immobile and begin to sink. 3 rounds after that, you DIE.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level via one of the boulders or by climbing the trees, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical.
((Note: I couldn't resist going all microsoft paint on the map, but assume if there's ANY color on a tile, it counts as that terrain.
Btw, map courtesy of http://inkarnate.com/
It's pretty useful.))
Weapon Ranges
Melee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
Monkey Beesx635ft speed, flying, climbing
Hit Points: 12/12
Agility 3
Fortitude 3
Might 3
Perception 5
DEFENSES
Toughness: 13
Evasion: 13
Resolve: 10
ATTACKS
1.
2.
3.
4.
Players
Hero Name: Anders N'thlei
Archetype: Innsmouth Assassin
Level: 1
Player: Draignean
Physical Description: Gaunt and slightly stooped, this man carries a feeling of distinct age despite his physical youth. He would be exceptionally tall if he stood straight, and his entire body seems stretched, with his arm in particular peculiarly long and of... unseemly proportion. His shoulder length black hair, despite the application of any product or heat, behaves as though perpetually damp. His face is angular and particularly distasteful, with a too-wide mouth and large, almost bulging grey eyes that tend to go forego blinking for disturbingly long period of time.
Bio: Anders was once thought of as a miraculous child, the product of the long assumed barren marriage between a well-to-do fishmonger and a weaver. Yet, though the friend's of the couple rejoiced at the happy emergence of a scion, the fishmonger and the weaver always seemed to hold a sort of reserve around the boy. They doted on him. They loved him desperately. Too desperately.
As a child, Anders was beautiful, a normal boy any regard. As he grew, he began to... change. After puberty, he began to take on many of the features that now seem so characteristic of him. The lankness of hair, the overlong limbs and spidery fingers, the wide mouth and singularly bulging eyes... The emergence of these features was slow, but nonetheless sufficient to make the others of his small town step quickly around him. He learned quickly, exhausted what knowledge there was in his little fishing village and mastering reading and writing to a degree that neither of his parents had ever managed. Anders was often described as soft-spoken, but there were few who would engage him in conversation for more than a few minutes at a time. Most had the disconcerting feeling that there was something... else whispering in their ears whenever the young boy talked to them.
As a young man, Anders habits made him a pariah. He enjoyed fishing, and had an aptitude for it that surprised even his father, but the thing that he seemed to enjoy most was watching the process of life leaving a body. It fascinated him, and drove everyone else away. A past-time of his, in they way that a man might skip stones, was to pick up crabs from the rocky shores and pull their legs off, one by one. He'd then set the body down and watch the doomed creature's eyes, trying to find the exact moment that life left the body.
Leaving his small town was an inevitability. He was not driven out, he didn't murder his mother and father, he didn't leave the village a smoldering ruin behind him. Perhaps he sensed that the growing darkness in him would need a more satisfying repast than the lives of fish and crabs and left in order to protect the few people he might have cared for, but that would be far too optimistic an approach.
Physical
Agility: 5 (2d6)
Social
Deception: 4 (1d10)
Mental
Logic: 3 (1d8)
Will: 2 (1d6)
Supernatural
Influence: 2 (1d6)
Movement: 2 (1d6)
Feats
Lethal Strike (3)
Evasive Footwork (2)
Combat Momentum (1)
Race
Deepspawn Hybrid Perfectly Normal Human
Racial Ability: Dagonspeak/You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per day, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM’s choosing about the creature.
Equipment
1. Hand Crossbow
2. Short Bow
3-7. 4xDagger
8. Leather Armor
9. Rogues Pack (Bulky)
10.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Blind
Demoralize
Disarm I
Forced Move I
Immobilize
Incapacitate
Persistent Damage II
Phantasm II
Silence
Slow
Stun
Boons
Haste
(https://s5.postimg.org/7zo802juf/Emilia_Initial.png)
Hero Name: Emilia Reginleif
Archetype: Own Empress
Level: 1
Player: UXLZ
Physical Description: Beautiful and young with pale skin, straight crimson hair, and piercing cyan eyes, Emilia would be a head turner almost anywhere in the world. She wears the armor of a fighter or knight, but does not seem to carry any weapons.
Bio: Found as a baby near a strange shipwreck one night by a kind-hearted couple as they walked along a stormy beach with a white feather clutched to her chest, Emilia was taken in and raised as their own daughter. Despite the strange circumstances, initially she seemed like any other child, but over time they began to notice something strange. Rocks she stood on would disappear, only to later be found in her crib. Food she did not want to eat would vanish entirely, cutlery would disappear into the ether for days. At first they were baffled, but after seeking the advice of a wondering wizard discovered that she could shunt objects into a pocket dimension and withdraw them at will. He offered to take her to a magic academy where her gifts might be further developed, but they declined. It was obvious, they said, that by looking at how she so cheerfully watched the guardsmen practice that she wanted to be a warrior, not a mage.
As time went on the girl began to wonder about her past. She loved her adopted parents dearly, but also felt that it was not her fate to live out a humble life in their small village. She was older now, and knew how to fight, how to use her gifts. Many years of practice had seen to that. Still, they did not listen, they did not let her go. It was too dangerous, she would die or worse, they couldn't bear to see their daughter leave. Many days and nights of arguing eventually culminated in her running away on a stormy night much like the one on which she had been found. Her worried mother and father searched desperately high and low, until they found her crying by an old and decrepit tree. A flash of lightning, a strong gust of wind, and down the tree came toward's the young girl's head, crashing to the ground. Miraculously, she emerged relatively unharmed, with only cuts and bruises to show for what most certainly should have been her end. In the distance unbeknownst to Emilia, her parents noticed a feather floating off in the wind, and the ghostly image of a blonde-haired woman dressed in furs and armor, white wings spreading from her back. It was then that they realized their daughter was truly special, and together they decided to support her whatever the future may bring.
Notes: Emelia is the name her parents gave her, but her last name came from the hull of the broken ship.
=Stats=
Physical
Agility: 5 (2d6)
Fortitude: 3 (1d8)
Might: 1 (1d6)
Social
Presence: 3 (1d8)
Mental
Will: 3 (1d8)
Supernatural
Movement: 3 (1d8)
Feats
Boon Access (Absorb Object)
Race
Race: Celestial
Racial Bonus: Divine Intervention/Once per day, when you are subject to a Finishing Blow while your hit points are below 1, you automatically heal to a hit point total of 1.
Equipment
1. Longsword
2. Glaive
3-15. 12xDagger
16. Scale Shirt (Heavy)
17. Adventurers Pack (Bulky)
20.
Heavy Item Maximum: 1/2?
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Boons
Hero Name: Jao Feng Ling
Archetype: Elderly Bard Git
Level: 1
Player: Lawas
Physical Description:Jao is short, stumpy, and fairly wizened. He’s an old and unremarkable Halfling, with bushy eyebrows and deep scowly wrinkles. He dresses like a dull scholar of geography, or an off-duty alchemist, in clothes that weren’t actually fashionable several decades ago, and have numerous patches in now. He also smells a bit like steamed broccoli, with flat kind of eyes and a mouth that seems to snarl when its owner might want to smile. Which he doesn’t ever, so it’s neither here nor there.
Bio: Jao Feng Ling is a fine example of the triumph of persistence and… well, that’s it, really, over mediocrity, lack of talent, and lack of that wow factor that a bard should, perhaps, possess. He has a thousand poems and only a single fan, although in his darkest nights even Jao himself has begun to doubt his genius.
Jao is from the Dragon Archipelago of the Far West, a scattered collection of small islands on the edge of the known seas. Legend has it that they are so named because the First Dragon, having been created and not sprung from an egg, didn’t know how to care properly for an egg – and so she dropped them all into the sea, where the land beneath the sea took pity on them, and roosted them itself. The earth grew slowly in mounds over the eggs, and eventually broke the surface. And thus, thousands and thousands of years later, from time to time a dragon emerges fully formed from under the waves, and brings terror upon the islanders, until a Dragon Speaker rallies to the misfortune, and persuades the Dragon to leave for the East, where the creatures are larger and, indeed, tastier, and more likely to sustain a glorious and regal creature such as you, m’lord Dragon.
This raises two interesting cultural points about the Dragon Archipelago. Dragon Speakers are their Bards and their Elders: repositories of ancient knowledge and ancient tales, and of course vital in stopping the entire adult population being eaten alive every century or two.
And the Dragon Archipelago is entirely populated by Halflings – a sturdy breed of Sea Halflings, who spend as much time at sea as on the steep mountain slopes of their island homes. They are comfortable at sea and on slope, but not so much in the company of larger folk – that is to say, anyone other than a Halfling.
When Jao was younger, it was his dream to follow in the footsteps of his elder brother and become a trainee Dragon Speaker. He loved the old tales, and he loved to spin new ones. But his brother’s mentor would not accept him as a student – Jao just didn’t “have it”, he said. He never explained what Jao never had, and Jao could never work it out. The problem was, Jao just wasn’t a performer. He didn’t have that starry sparkle, he had no rapport, he had no connection with the people he spoke to. In fact, despite being able to come up with the most outlandish – or even true – tales, he just didn’t have a way with words. To be quite blunt, many people found him incredibly boring.
So as a wandering self-taught Dragon Speaker in training, he came upon rejection after rejection; at street corner after street corner he went home with no takings in his busker’s hat; nowhere would people listen to more than a minute of his carefully crafted but exceedingly dull stories. Nobody cared about his tired, clichéd, awful poetry describing the wonderful mundanities of life on the dusty road, and nobody cared for his stilted, nasally delivery during which he forgot most of the words.
He decided, eventually, that this was because Halflings are idiots and that the Halfling culture they cherished was a bag of nonsense, and no one alive had actually seen one of these so-called dragons anyway, and he took a rare ship to the East. Here he spent years more wandering, travelling, through countrysides and towns that were, to him, unimaginably vast – and he spent years and years dangerously close to starvation. Nobody bloody cared, and he was incapable of making a living as a professional bard. Jao began to feel somewhat bitter towards the whole world, and not just towards the average eejit of a Halfling.
He started looking into methods of forcing people to like his work – he began searching out libraries of rare oeuvres where he could examine the esoteric mysteries of enchantment, and mind control. And he began to be less idealistic – and indeed positively pragmatic, as time went further by – and steal for food, or pick a pocket for drink, or kick a child for fun. Everywhere he went he would steal, lie, and cheat, his complete lack of personality and interest playing considerably in his favour as no one would suspect such a nonentity to be capable of anything other than nothing. He’d typically be forgotten minutes after he passed.
But they were all Wrong. Someday, Jao would make entire towns of people sit down and listen to his orations – and by the gods, they’d enjoy them. And applaud. And give him money.
He dreamt of that day nearly every night.
In the meantime, he criss-crossed New Miriam, running errands that were somewhat below the greatest story teller of his generation, but at least earnt more than his poetry ever did.
=Stats=
Physical
Agility: 3 (1d8)
Fortitude: 2 (1d6)
Social
Deception: 3 (1d8)
Mental
Learning: 3 (1d8)
Logic: 1 (1d4)
Perception: 3 (1d8)
Will: 3 (1d8)
Supernatural
Influence: 3 (1d8)
Feats
1. Supernatural focus - voice - Influence
2. Lightning reflexes - Int+1
3. Well Rounded
Race
Race: Halfling
Racial Trait: Lucky/Once per day, in a moment of need, you can call on luck shine to upon you. The GM decides what form this luck takes. For example, an attack that was meant for you might target an ally instead, you may discover a secret passage to escape from a rolling boulder, or a town guardsman decides to overlook your crime because you happen to have grown up on the same street.
Equipment
1. Club
2. Shortbow
3. Dagger
4. Leather Armor/Hat
5. Adventurers Pack (Bulky)
6.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Boons
Hero Name: Wen-Tsu the Moon Rabbit
Archetype: Moon Rabbit
Level: 1
Player: Gig
Physical Description: A short woman, a perfect five foot tall. She wears a white thigh-length robe, the left arm blue, the right arm red, with the colours flipped for her leggings. Her feet are bare. Her hair is long, a platinum colour, and spills down over her shoulders. A pair of rabbit-like ears rise from her head. Her eyes are a pinky-red.
Where she steps, she leaves the tracks of a rabbit, not a person.
Bio: Wen-Tsu has come from the jade palaces of the Lunar-Fey. From their tranquil gardens, they look to the world above. Many travel to the world through great rituals, that teleport them through the empty void, in order to find love and interesting stuff on the world. Should they find a lover, they return with them to the moon, where they raise a family - Moon-fey only ever have daughters, who look to the world above... Such has it been for a long, long time.
Wen-Tsu made the journey down, having heard from her mother countless tales of the world. She loved listening to tales of the world, so different from the serene, safe palaces of the moon. She's determined to find a heroic love, and thus enlisted in the hero's guild to help that come to pass - and see as much of the world as possible.
Bio:
=Stats=
Physical
Agility: 1 (1d4)
Social
Presence: 3 (1d8)
Persuasion: 3 (1d8)
Mental
Will: 1 (1d4)
Supernatural
Influence: 4 (1d10)
Alteration: 4 (1d10)
Movement: 3 (1d8)
Feats
1. Lucky
2. Boon Focus (Regeneration)
3. Untrackable
Race
Race: Lunar Feytouched
Racial Trait:Fey Aura. Your fey blood gives you a compelling quality that can affect even the coldest of hearts. Once per game session, you can leverage your fey aura to turn an enemies mood in a certain way. Note that such magic is subtle, like a chisel, and can't be used in the fashion of a battlehammer-you cannot convince someone to commit obvious suicide, or otherwise force them to do something entirely out of their character.
Innocence: You radiate an aura of childlike, pure innocence. The enemy might choose to help you out of pity, look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities.
Friendship: You radiate a nimbus of camaraderie and trust. A chosen target usually views you as a good friend, and is willing to help you if it's reasonable.
Romance: If the target would otherwise be attracted to you, that feeling is amplified to what they feel is true love. They will do almost anything for you not against their nature, but such a strong emotion can be difficult to control.
Wrath: You compel a great and terrible anger in your target. It is difficult to control this rage once unleashed, so you have better have a good target in mind.
Equipment
1. Shortbow
2. Quarterstaff
3. Hatchet
4. Leather Armor
5.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 0/1
Wealth level: 3 ($$$)
Banes
Boons
Hero Name: Moubu Karthela
Archetype: Front Line Commander
Level: 1
Player: Criptfeind
Physical Description: Moubu is a physically imposing specimen of half orc, standing at roughly seven feet in height and with well developed muscles under his dusky gray skin. He has spiky short black hair, and often cultivates a goatee or beard. His face is often hard set, with a serious expression and intense green eyes.
Bio: Moubu was born to the Karthela tribe in a seemingly endless stretch of plains and scrub lands of the eastern expanse. Like many of the seemingly countless numbers of eastern tribal people he had a nomadic lifestyle, his tribe traveled endless miles hunting and gathering and making war on clans that roamed the expanse. Moubu grew up learning how to survive in this rugged environment, how to ride a horse, shoot a bow and hunt with a spear were all part of his childhood. As he grew into a teenager he was trained in the ways of a Karthela warrior, to fight with weapon and shield alongside other members of the tribe and to call upon the strength of the tribes ancestors to bless him and his allies with strength and speed. He found that he excelled as a warrior, he was skilled with shield and spear and by virtue of his strength became somewhat a leader among the other youths of the tribe. As Moubu grew into an adult and warrior, the tribe continued their migration though the expanse westward, eventually coming in contact with a number of kingdoms on the western edge of the expanse. The eastern tribes had a complicated relationship with the more organized and advanced kingdoms, some of the tribes would raid and pillage the lands of the kingdoms, whereas other tribes, including the Karthela, would find work as mercenaries, their cavalry and horse archers especially prized as swift, powerful, and expendable troops. Many of the young warriors of the tribes left for the kingdoms to seek their fortunes as mercenaries in the kingdoms, and Moubu was among them.
Moubu took part in a few small campaigns, leading a small group of young warriors from his tribe. He quickly found that the mercenary life was quite enjoyable to him, seeing new lands and new peoples that he had heretofore not dreamed of. He decided he wanted to see more of the world, and to prove himself within it, and so when his first terms of service were completed he declined renewal or returning to his home, and instead headed off to the west, drifting though the world, taking what jobs he could, and eventually landing in New Miriam, where he joined The Legendary League.
Attributes
Physical:
Agility=3 (1d8)
Fortitude=4 (1d10)
Might=4 (1d10)
Social:
Presence=3 (1d8)
Mental:
Perception=1 (1d4)
Will=1 (1d4)
Supernatural:
Alteration=3 (1d8)
Feats:
Feat Points Remaining: 0
1: Battlefield Defender
2: Defensive Reflexes II
Race and Bonus:
Equipment
1. Wahammer
2. Shortbow
3. Large Shield (Heavy)
4. Scalemail (Heavy)
5. Greatsword (Heavy)
6. Adventurers Pack (Bulky)
7.
20.
Heavy Item Maximum: 3/5
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Boons and Banes: (no idea if I got them all to be perfectly honest)
Banes:
Demoralized
Disarmed I
Forced Move II
Intimidated I
Immobile
Knockdown
Silenced
Slowed
Stunned
Boons:
Haste I
Regeneration II
Resistance I
Shapeshift I
Transmutation I
Name: Balecar Silvertongue
Attributes
Physical:
Social:
Deception: 1 (1d4)
Persuasion: 1 (1d4)
Presence: 1 (1d4)
Mental:
Perception=1 (1d4)
Will=1 (1d4)
Learning: 1 (1d4)
Logic: 1 (1d4)
Supernatural:
Entropy: 5 (2d6)
Influence: 5 (2d6)
Abjuration: 1 (1d4)
Alteration: 1 (1d4)
Divination: 1 (1d4)
Feats:
Feat Points Remaining: 0
1: Companion I
2: Unending Charm
Race
Tiefling
Racial Ability: Pure-hearted. Any good-aligned creature you encounter is friendly toward you by default rather than neutral. Circumstances can alter this, but even if rumors or actions you’ve taken would influence a good creature negatively, it remains one step friendlier than it otherwise would have been.
Justification: The devil-half of his family were great manipulators (hence the last name “Silvertongue”); they knew how to pull a person’s strings just right- and good people have a LOT of strings.
Equipment
1. Longbow
2. Dagger
3. Quarterstaff
4. Leather Armor
5. Mages Pack (Bulky)
6.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Emilia attempts to increase her reflexes with a magical cantrip.
[DC 16 vs Movement 2d6+1d20 (8+16)=24], Pass!
Momentarily covered in a nimbus of white energy, her senses expand-her hand eye coordination increasing to supernatural levels.
Effect: Emilia's defense scores are increased +3 against the Finesse Attacks.
She hears the distant flutter of white wings.
...
Moubu charges forward, as usual, bellowing threats.
[DC 10 vs Movement 1d10+1d20 (9+6)=15], Pass!
The Apebee doesn't very seem very intimidated by Moubu's display...oh wait, it totally is now! It looks really scared!
...
Jao unlimbers his shortbow and ponders the meaning of the word 'middlest'. Did he mean X or Y axis? Who can say! After a few seconds ruminating on his mysteriously expanded powers (he almost feels as if one of his mediocre stats have somehow been merged with another, much poorer attribute), he decides to fire at the nearest orangubee.
[DC 13 vs Agility 1d8+1d20 (6+1)=7], STILL ULTRA Fail!
Boing! Jao grimaces in dismay as his shoddy discount black market bow-string snaps in two, as he nocks a shoddy discount arrow-it does so with a cheerful, indeed musical twang, one he would be honored to have the ability to replicate in a more genteel setting for a captive audience.
He reckons it should only take a few tense moments to slapdash a quick repair upon the item (mostly involving a pair of pliers, some glue, and a lot of cursing), but does he have a few moments to spare?
Jao has a choice to make!
~Jao can repair his bow quickly, but he'll arrive last on next turns initiative roll, without his bonus.
~Throw the bow away, repair it later! Go into next turn using your current initiative bonus)
...
Anders decides to use his time to also effect a preparatory spell upon himself...
[DC 14 vs Movement 1d6+1d20 (2+2)=4], Fail!
Unfortunately, the constant distraction of his teammate distracts him (obviously), and he misses a crucial, indeed entirely vital syllable in his chanting. After an intriguing moment, in which nothing at all tentacular emerges from the thin-air between the worlds and begins to feast on reality, he decides to try and recover the threads of his spell before they can escape...the magic he does find is mostly raw, unformed-deadly, in fact. He can sacrifice a bit of his life force to maintain it, but the spell will surely kill him if he tries to handle it too long-it's not entirely unlike trying to cup a live flame in ones hand, or holding a sword without a hilt.
Ah, but what price glory? As if he could understand glory, anyway. He knows all about prices of course.
Anders has a choice to make!
~Gain haste effect as usual, but take 1d4 damage from the strain every round you use it
~Safely cancel the spell before it harms him.
...
Balecar orders his bag of bones to fetch the frog-being. It promptly charges into the quicksand, then teleports a short distance. This understandably enrages the chimpanwasps.
He also mumbles some sort of incantation, but the GM has no idea what he's trying to do, and so ignores him.
...
Moon Rabbit is happy to be doing things. Though her reaction is somewhat slow compared to her allies, she could hope it would be potent...she aims unintentionally, perhaps, at the beeape Moubu is trying to make angry enough to maul him.
[DC 14 vs Alteration 1d10+1d20 (6+10)=16], pass!
Most satisfyingly, a huge muddy paw lifted from the muck and slapped the Monkeybee down. Serves him right! She recalls that this is quite impressive, considering there's not even any mud on the moon.
...
Initiative checks!
Mouba 1d8+1d20 (3+16)=19
Monkeyapebees: 1d8+1d20 (4+8)=12
Wen-Tsu 1d4+1d20 (2+9)=11
Anders 2d6+1d20 (3+6)=9
Emilia 2d6+1d20 (5+3)=8
Balcecar 0+1d20 (6)=6
Jao ?
Mouba and possibly Jao are up!
(https://s9.postimg.org/3vuuw48j3/Map.jpg)
The land before you is pretty swampy, but it shouldn't affect your balance much. Unless you fall in that huge quicksand pit. You notice only a few trees and large smooth boulders about, including one jutting of the muck, and another wedged between two trees-the greenery above is heavily festooned with jungle vines and branches.
B=Monkeybees!
@=Our Heroes ((For the first turn, give me a map position of one of the '@' marks, and also a color not red/blue/green. That'll be your character from now on. Which means you can choose your starting position.))
k=Poor Frog Kid
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Boulders. Requires no check to ascend, but does cost all your ground movement to enter a boulder square initially-as long as you have any movement left in a round, you can ascend and arrive on the next turn.
Brown/Leafy: Jungle trees. Easy to climb, but takes all your movement in a round to ascend one-as above. You might take damage if you attempt to jump or fall out of them, tho, depending on the ground you land on.
Dark Brown: Quicksand. Entering from ground level immediately stops any movement, and you can only move 5ft every turn afterwards. Spending more than 3 rounds in Quicksand, and you have to make a might or agility check-if you fail, you become immobile and begin to sink. 3 rounds after that, you DIE.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level via one of the boulders or by climbing the trees, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical.
Weapon Ranges
Melee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
Monkey Beesx5Monkey Bee AImmobilized, Intimidated!...
35ft speed, flying, climbing
Hit Points: 12/12
Agility 3
Fortitude 3
Might 3
Perception 5
DEFENSES
Toughness: 13
Evasion: 13
Resolve: 10
ATTACKS
1.
2.
3.
4.
Players
((OOC: This section isn't close to being done))
Hero Name: Anders N'thlei
Archetype: Innsmouth Assassin
Level: 1
Player: Draignean
Physical Description: Gaunt and slightly stooped, this man carries a feeling of distinct age despite his physical youth. He would be exceptionally tall if he stood straight, and his entire body seems stretched, with his arm in particular peculiarly long and of... unseemly proportion. His shoulder length black hair, despite the application of any product or heat, behaves as though perpetually damp. His face is angular and particularly distasteful, with a too-wide mouth and large, almost bulging grey eyes that tend to go forego blinking for disturbingly long period of time.
Bio: Anders was once thought of as a miraculous child, the product of the long assumed barren marriage between a well-to-do fishmonger and a weaver. Yet, though the friend's of the couple rejoiced at the happy emergence of a scion, the fishmonger and the weaver always seemed to hold a sort of reserve around the boy. They doted on him. They loved him desperately. Too desperately.
As a child, Anders was beautiful, a normal boy any regard. As he grew, he began to... change. After puberty, he began to take on many of the features that now seem so characteristic of him. The lankness of hair, the overlong limbs and spidery fingers, the wide mouth and singularly bulging eyes... The emergence of these features was slow, but nonetheless sufficient to make the others of his small town step quickly around him. He learned quickly, exhausted what knowledge there was in his little fishing village and mastering reading and writing to a degree that neither of his parents had ever managed. Anders was often described as soft-spoken, but there were few who would engage him in conversation for more than a few minutes at a time. Most had the disconcerting feeling that there was something... else whispering in their ears whenever the young boy talked to them.
As a young man, Anders habits made him a pariah. He enjoyed fishing, and had an aptitude for it that surprised even his father, but the thing that he seemed to enjoy most was watching the process of life leaving a body. It fascinated him, and drove everyone else away. A past-time of his, in they way that a man might skip stones, was to pick up crabs from the rocky shores and pull their legs off, one by one. He'd then set the body down and watch the doomed creature's eyes, trying to find the exact moment that life left the body.
Leaving his small town was an inevitability. He was not driven out, he didn't murder his mother and father, he didn't leave the village a smoldering ruin behind him. Perhaps he sensed that the growing darkness in him would need a more satisfying repast than the lives of fish and crabs and left in order to protect the few people he might have cared for, but that would be far too optimistic an approach.
Physical
Agility: 5
Social
Deception: 4
Mental
Logic: 3
Will:2
Supernatural
Illusion: 2
Movement: 2
Defenses
Toughness = 10
Evasion = 15
Resolve = 12
Hit Points = 14
Feats
Lethal Strike (3)
Evasive Footwork (2)
Combat Momentum (1)
Race
Deepspawn Hybrid Perfectly Normal Human
Perks:
Dagonspeak: You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per day, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM’s choosing about the creature.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater, and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Flaws
Susurrus: Indistinct whispers, caressing the edge of perception, hover around the young N'thlei. The effect is barely noticeable, but still distinctly unsettling for periods of long exposure. Worse, there are times when the voices speak directly to Anders, giving him directions. Sometimes the directions are harmless, but Anders follows them without question.
Orange and Blue: Anders is incapable of recognizing good from evil. Principally this means that he trusts his companions to make the distinction (or the voices in his head), but on his own he's capable of coming to some truly bizarre conclusions about what the appropriate next action should be, in any context with people.
Equipment
Heavy Item Maximum: 1/2
Weapons:
Hand Crossbow |Melee, Versatile , Forceful, Precise |
Short Bow |Melee, Two-Handed, Forceful, Precise, Reach | Knockdown, Immobile
Dagger x5 |Melee, One-Handed, Precise, Range 25, Swift 2| Persistent Damage
Armor:
Leather Armor|DEF 4, Speed Penalty 0, Heavy
Other:
Rogue's Pack|Bulky
Banes
Blind
Demoralize
Disarm I
Forced Move I
Immobilize
Incapacitate
Persistent Damage II
Phantasm II
Silence
Slow
Stun
Boons
Haste
(https://s5.postimg.org/7zo802juf/Emilia_Initial.png)
Hero Name: Emilia Reginleif
Archetype: Own Empress
Level: 1
Player: UXLZ
Physical Description: Beautiful and young with pale skin, straight crimson hair, and piercing cyan eyes, Emilia would be a head turner almost anywhere in the world. She wears the armor of a fighter or knight, but does not seem to carry any weapons.
Bio: Found as a baby near a strange shipwreck one night by a kind-hearted couple as they walked along a stormy beach with a white feather clutched to her chest, Emilia was taken in and raised as their own daughter. Despite the strange circumstances, initially she seemed like any other child, but over time they began to notice something strange. Rocks she stood on would disappear, only to later be found in her crib. Food she did not want to eat would vanish entirely, cutlery would disappear into the ether for days. At first they were baffled, but after seeking the advice of a wondering wizard discovered that she could shunt objects into a pocket dimension and withdraw them at will. He offered to take her to a magic academy where her gifts might be further developed, but they declined. It was obvious, they said, that by looking at how she so cheerfully watched the guardsmen practice that she wanted to be a warrior, not a mage.
As time went on the girl began to wonder about her past. She loved her adopted parents dearly, but also felt that it was not her fate to live out a humble life in their small village. She was older now, and knew how to fight, how to use her gifts. Many years of practice had seen to that. Still, they did not listen, they did not let her go. It was too dangerous, she would die or worse, they couldn't bear to see their daughter leave. Many days and nights of arguing eventually culminated in her running away on a stormy night much like the one on which she had been found. Her worried mother and father searched desperately high and low, until they found her crying by an old and decrepit tree. A flash of lightning, a strong gust of wind, and down the tree came toward's the young girl's head, crashing to the ground. Miraculously, she emerged relatively unharmed, with only cuts and bruises to show for what most certainly should have been her end. In the distance unbeknownst to Emilia, her parents noticed a feather floating off in the wind, and the ghostly image of a blonde-haired woman dressed in furs and armor, white wings spreading from her back. It was then that they realized their daughter was truly special, and together they decided to support her whatever the future may bring.
Notes: Emelia is the name her parents gave her, but her last name came from the hull of the broken ship.
=Stats=
Physical
Agility: 5 (2d6)
Fortitude: 3 (1d8)
Might: 1 (1d6)
Social
Presence: 3 (1d8)
Mental
Will:3 (1d8)
Supernatural
Movement: 3 (1d8)
Defenses
Toughness = 17
Evasion = 19
Resolve = 16
Hit Points = 28/28
Feats
Boon Access (Absorb Object)
Race
Race: Celestial
Racial Bonus: Divine Intervention/Once per day, when you are subject to a Finishing Blow while your hit points are below 1, you automatically heal to a hit point total of 1.
Equipment
Heavy Item Maximum: 0/2
Weapons:
Longsword |Melee, Versatile , Forceful, Precise |
Glaive |Melee, Two-Handed, Forceful, Precise, Reach | Knockdown, Immobile
Dagger x12 |Melee, One-Handed, Precise, Range 25, Swift 2| Persistent Damage
Armor:
Scale Shirt|DEF 4, Speed Penalty 0, Heavy
Other:
Adventurer's Pack|Bulky
Banes
Boons
Hero Name: Jao Feng Ling
Archetype: Elderly Bard Git
Level: 1
Player: Lawas
Physical Description:Jao is short, stumpy, and fairly wizened. He’s an old and unremarkable Halfling, with bushy eyebrows and deep scowly wrinkles. He dresses like a dull scholar of geography, or an off-duty alchemist, in clothes that weren’t actually fashionable several decades ago, and have numerous patches in now. He also smells a bit like steamed broccoli, with flat kind of eyes and a mouth that seems to snarl when its owner might want to smile. Which he doesn’t ever, so it’s neither here nor there.
Bio: Jao Feng Ling is a fine example of the triumph of persistence and… well, that’s it, really, over mediocrity, lack of talent, and lack of that wow factor that a bard should, perhaps, possess. He has a thousand poems and only a single fan, although in his darkest nights even Jao himself has begun to doubt his genius.
Jao is from the Dragon Archipelago of the Far West, a scattered collection of small islands on the edge of the known seas. Legend has it that they are so named because the First Dragon, having been created and not sprung from an egg, didn’t know how to care properly for an egg – and so she dropped them all into the sea, where the land beneath the sea took pity on them, and roosted them itself. The earth grew slowly in mounds over the eggs, and eventually broke the surface. And thus, thousands and thousands of years later, from time to time a dragon emerges fully formed from under the waves, and brings terror upon the islanders, until a Dragon Speaker rallies to the misfortune, and persuades the Dragon to leave for the East, where the creatures are larger and, indeed, tastier, and more likely to sustain a glorious and regal creature such as you, m’lord Dragon.
This raises two interesting cultural points about the Dragon Archipelago. Dragon Speakers are their Bards and their Elders: repositories of ancient knowledge and ancient tales, and of course vital in stopping the entire adult population being eaten alive every century or two.
And the Dragon Archipelago is entirely populated by Halflings – a sturdy breed of Sea Halflings, who spend as much time at sea as on the steep mountain slopes of their island homes. They are comfortable at sea and on slope, but not so much in the company of larger folk – that is to say, anyone other than a Halfling.
When Jao was younger, it was his dream to follow in the footsteps of his elder brother and become a trainee Dragon Speaker. He loved the old tales, and he loved to spin new ones. But his brother’s mentor would not accept him as a student – Jao just didn’t “have it”, he said. He never explained what Jao never had, and Jao could never work it out. The problem was, Jao just wasn’t a performer. He didn’t have that starry sparkle, he had no rapport, he had no connection with the people he spoke to. In fact, despite being able to come up with the most outlandish – or even true – tales, he just didn’t have a way with words. To be quite blunt, many people found him incredibly boring.
So as a wandering self-taught Dragon Speaker in training, he came upon rejection after rejection; at street corner after street corner he went home with no takings in his busker’s hat; nowhere would people listen to more than a minute of his carefully crafted but exceedingly dull stories. Nobody cared about his tired, clichéd, awful poetry describing the wonderful mundanities of life on the dusty road, and nobody cared for his stilted, nasally delivery during which he forgot most of the words.
He decided, eventually, that this was because Halflings are idiots and that the Halfling culture they cherished was a bag of nonsense, and no one alive had actually seen one of these so-called dragons anyway, and he took a rare ship to the East. Here he spent years more wandering, travelling, through countrysides and towns that were, to him, unimaginably vast – and he spent years and years dangerously close to starvation. Nobody bloody cared, and he was incapable of making a living as a professional bard. Jao began to feel somewhat bitter towards the whole world, and not just towards the average eejit of a Halfling.
He started looking into methods of forcing people to like his work – he began searching out libraries of rare oeuvres where he could examine the esoteric mysteries of enchantment, and mind control. And he began to be less idealistic – and indeed positively pragmatic, as time went further by – and steal for food, or pick a pocket for drink, or kick a child for fun. Everywhere he went he would steal, lie, and cheat, his complete lack of personality and interest playing considerably in his favour as no one would suspect such a nonentity to be capable of anything other than nothing. He’d typically be forgotten minutes after he passed.
But they were all Wrong. Someday, Jao would make entire towns of people sit down and listen to his orations – and by the gods, they’d enjoy them. And applaud. And give him money.
He dreamt of that day nearly every night.
In the meantime, he criss-crossed New Miriam, running errands that were somewhat below the greatest story teller of his generation, but at least earnt more than his poetry ever did.
=Stats=
Physical
Agility: 3
Fortitude: 2
Social
Deception: 3
Mental
Learning: 3
Logic: 1
Perception: 3
Will: 3
Supernatural
Enchantment: 3 (1d8)
Defenses
Toughness = 14
Evasion = 15
Resolve = 13
Hit Points = 20/20
Feats
1. Supernatural focus - voice - Enchantment
2. Lightning reflexes - Int+1
3. Well Rounded
Race
Race: Halfling
Racial Trait: Lucky/Once per day, in a moment of need, you can call on luck shine to upon you. The GM decides what form this luck takes. For example, an attack that was meant for you might target an ally instead, you may discover a secret passage to escape from a rolling boulder, or a town guardsman decides to overlook your crime because you happen to have grown up on the same street.
Equipment
Heavy Item Maximum: 0/2
Weapons:
Club |Melee, Versatile , Forceful, Precise |
Shortbow |Melee, Two-Handed, Forceful, Precise, Reach | Knockdown, Immobile
Dagger |Melee, One-Handed, Precise, Range 25, Swift 2| Persistent Damage
Armor:
Leather Armor|DEF 4, Speed Penalty 0, Heavy
Hat |Fashionable
Other:
Adventurer's Pack|Bulky
Banes
Boons
Hero Name: Wen-Tsu the Moon Rabbit
Archetype: Moon Rabbit
Level: 1
Player: Gig
Physical Description: A short woman, a perfect five foot tall. She wears a white thigh-length robe, the left arm blue, the right arm red, with the colours flipped for her leggings. Her feet are bare. Her hair is long, a platinum colour, and spills down over her shoulders. A pair of rabbit-like ears rise from her head. Her eyes are a pinky-red.
Where she steps, she leaves the tracks of a rabbit, not a person.
Bio: Wen-Tsu has come from the jade palaces of the Lunar-Fey. From their tranquil gardens, they look to the world above. Many travel to the world through great rituals, that teleport them through the empty void, in order to find love and interesting stuff on the world. Should they find a lover, they return with them to the moon, where they raise a family - Moon-fey only ever have daughters, who look to the world above... Such has it been for a long, long time.
Wen-Tsu made the journey down, having heard from her mother countless tales of the world. She loved listening to tales of the world, so different from the serene, safe palaces of the moon. She's determined to find a heroic love, and thus enlisted in the hero's guild to help that come to pass - and see as much of the world as possible.
Bio:
=Stats=
Physical
Agility: 1
Social
Presence: 3
Persuasion: 3
Mental
Will: 1
Supernatural
Enchantment: 4
Alteration: 4
Movement: 3 (1d8)
Defenses
Toughness = 10
Evasion = 11
Resolve = 14
Hit Points = 26/26
Feats
1. Lucky
2. Boon Focus (Regeneration)
3. Untrackable
Race
Race: Lunar Feytouched
Racial Trait:Fey Aura. Your fey blood gives you a compelling quality that can affect even the coldest of hearts. Once per game session, you can leverage your fey aura to turn an enemies mood in a certain way. Note that such magic is subtle, like a chisel, and can't be used in the fashion of a battlehammer-you cannot convince someone to commit obvious suicide, or otherwise force them to do something entirely out of their character.
Innocence: You radiate an aura of childlike, pure innocence. The enemy might choose to help you out of pity, look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities.
Friendship: You radiate a nimbus of camaraderie and trust. A chosen target usually views you as a good friend, and is willing to help you if it's reasonable.
Romance: If the target would otherwise be attracted to you, that feeling is amplified to what they feel is true love. They will do almost anything for you not against their nature, but such a strong emotion can be difficult to control.
Wrath: You compel a great and terrible anger in your target. It is difficult to control this rage once unleashed, so you have better have a good target in mind.
Equipment
Heavy Item Maximum: 0/2
Wealth level: 3
Weapons:
Shortbow
Quarterstaff
Hatchet
Armor:
Leather Armor|DEF 4, Speed Penalty 0, Heavy
Other:
Banes
Boons
"Oh, oh! That looked like it hurt! Are you alright?" Wen-Tsu blinked as her ally was half-brained by a oversized nut. "Don't worry! I can fix that right up, with the lovingly kiss of the moon!"
She took a few steps and lifted a hand, before poking Anders on the forehead.
"You'll be good as new!"
Get noble companion in the way of further missiles by moving to E12, then autosucceed at casting regeneration on him due to feat
Wen-Tsu gives Anders a moon-poke that bathes him in silvery glittering illumination. He's much prettier now!
Effects:Anders gains Regeneration I!
Anders gains Moon Sparkles!
...
Debt, Anders thought, was a funny thing. With money, property, and value, he understood the concept perfectly. Here... He wasn't so sure. This was probably a good thing.
Also, Ow. Apparently that had been an attack, not the delivery of a delicious meal as Anders had initially suspected.
Move to K8
Lethal Strike the Vespine-Langur grappling Emilia
+3 HP
-1 HP
In retrospect, the combination of the Moon-Feys healing magic, and the constant drain on his life force from the spells creates an interesting struggle of duality. He seems to be gaining and losing his life simultaneously, both alive and dead, dying, and yet immortal-sleeping and waking, dying-yet dreaming. An interesting, indeed, natural state he might think...he breaks into a sprint pondering imponderables, his hasted speed giving him the momentum he needs to reach his target...
[Time to run. (Advantage 1 from Haste)
DC 20 vs Agility 1d6+1d6+1d6+1d20 (2+4+2+19)=25],
Ascension! He manages to sprint across the field with a blur of inhuman movement, his body briefly warping to the outsiders view-becoming hunched and misshapen, like an eel or some sort of serpent...he clears the jump nearly flawlessly, landing with boneless pounce beside the Monkeywasp who is trying to strangle Emilia.
[Ruin. (Advantage 1 from Lethal Strikes)
DC 13 vs Agility 1d6+1d6+1d6+1d20 (2+1+3+17)=21]
Monkeybee takes 8 damage!
The beast is well skewered by his dagger, shrieking in pain. Musical!
Carefully holding her breath to avoid its wretched smell, Emilia twists in the grip of the Monkeybee. Whipping the dagger in her right hand around and attempting to bury it to the hilt in the foul creature's head, she attempts to kill it instantly. Or at least cause its hold to slacken enough to escape.
She was also a bit curious about the flapping sound, but the things trying to kill and eat her were probably more important.
Attack grappling enemy with one dagger. If the attack does at least 1 damage, leave it stuck inside the monkeybee.
Resist grapple.
Emilia doesn't hear or see the blur behind her, though she sees the agony as a dagger plunges into the monkeywasps vulnerable wing juncture. The beast begins thrashing wildly!
[Dagger Strike!)
DC 13 vs Agility 2d6+1d20 (5+7)=12], Miss!
[Escape Grapple!)
DC 10 vs 1d20=20], Success!
(Emilia can move 15ft as a minor action on this turn for escaping a grapple)
She is unable to reach her dagger to strike it into the creature-it takes both her hands to force the creature away from her face, and send it hurling away from her with an impressive display of strength. Of course, it sends her hurling too! Emilia manages to grab a vine, however-she'll be able to use her momentum if she needs to.
Skelebro continues his previous action.
Balecar immobilizes one of the bees (preferably one that is flying quite high) so that it will fall to the ground and take damage (and be in-range of the melee-focused members of the group).
Skelebro continues to slug through the swamp, with the occasional small teleport. The frog-being, reacting in terror, tries to paddle away. Both of them are still steadily sinking.
Are you sure it was smart to send the skeletal horror to rescue the native?
...
Atath meanwhile, aims his magic at the waspape who is heavily wounded.
[Bring him down!)
DC 13 vs Entropy 2d6+1d20 (6+4)=10], Miss!
Since he didn't describe his actions very well, I can't really explain how he failed, just that he did.
...
Fix the stupid bow and make a mental note to have words with its vendor when I return. Then shoot the immobilised apebee, maybe it won't go as wrong.
"If the damn thing can talk... Looks like an eejit, to me," Jao mumbled to himself.
Jao patently remembers the merchant who sold him the bow. It was a shady looking Desert Elf, and his brutish hammer wielding bodyguard...
"This bow is being, one of the finest qualities of weaponry, my diminutive friend." He said. "A truth I speak, for it has the lifetime of the guarantees-if you should fail, and somehow you are on who will still be the living, come back! And this one will make sure you are...repaid...in full."
He had tried to haggle, but they were having none of it.
"You buy now, zhen leave." The bodyguard had said, raising her hammer menacingly. The Merchant had merely pretended to inspect his fingernails.
...
"Excellent purchasing, little friend! A good business to be done with you-but, might a man interest you in some arrows? Being the ones, that are very cheap!"
He promises not to get mixed up with those two again.
[Arrow Shot!)
DC 13 vs Agility 1d8+1d20 (2+4)=6], Miss!
His shoddy black market arrow corkscrews into a nearby tree.
...
((I know my turn not for like, a billion initiative changes, but I figure it's notabeely unlikely that my action would change, so I'll post one now.))
Moubu pushed himself past the dizziness and starvation for the shipwreck, here, now, in combat, there was no time to bow to the weakness of the flesh! He felt the rush of energy all over his body the numerous scraps and bruises from the crash faded and disappear! He was just readying himself for a defiant shout at his adversaries when they crushed into him, smashing his body to the ground and driving the air from his lungs! He didn't lay down on the ground for long though! A snarl ripped itself from his mouth as he struggled to push himself upward and forward at the bee that had knocked him down! Eschewing any fancy techniques he simply launched himself at the beast, trying to crush it though pure weight and strength alone!
Accept regeneration at cost of fatigue.
Move action: Resist Banes.
Major action: Use Might 4 to attack Monkeybee that knocked Moubu down.
Minor action: Sustain Regeneration.
[Get off the ground, you clown!)
DC 10 vs 1d20=15], Success!
Moubu rises from the dirt, an inspiration to meatshields everywhere.
[Moubu Smash!)
DC 13 vs Might 1d10+1d20 (5+17)=22], hit!
Monkeybee takes 9 damage!
He then proceeds to cave in the horrible monkeywasps head with a satisfying crunch!
Monkeybees turn
Three Waspapes attempts to swarm Moubu from three different sides! Including the little scared one.
[Monkeybee Claw attack!
Moubu Toughness 22 vs MB Might 1d8+1d20 (7+4)=11, evade!]
[Monkeybee Claw attack! (Disadvantage 1)
Moubu Toughness 22 vs MB Might 1d8+1d8+1d20 (7+7+11)=18, evade!]
[Monkeybee Claw attack!
Moubu Toughness 22 vs MB Might 1d8+1d20 (1+11)=2, evade!]
Though the monkey-claws strike from all sides, his heavy armor and natural instincts, long trained from his years at war finally kick in. He manages to fend them all off without so much as a scratch!
The badly injured grappling apebee has had quite enough of all this, thank you very much. In an act of petty vengeance, he tries to flee the map and deny the heroes EXP from killing him! (is there EXP in this game?)
Unfortunately, the triggers attacks of opportunity from both Emilia and Anders.
[More Ruin! (Advantage 1 from Lethal Strikes)
DC 13 vs Agility 1d6+1d6+1d6+1d20 (3+6+6+20, +1d6=5, +1d6=1, +1d20=5)=43?!]
Monkeybee takes 43 damage!
The reaction is...somewhat disturbing. Anders quite literally deletes the thing from existence, blasting the monkeywasp to pieces. Steaming monkeychunks EVERYWHERE.
Most of them land on Emilia.
...
The remaining two monkeybees want no more of that-they screech wildly, in absolute terror, and begin winging North at max speed, crashing off trees and knocking into things. They'll escape in one turn unless stopped.
Turns up!
(https://s15.postimg.org/6pfo8hum3/Map.jpg)
The land before you is pretty swampy, but it shouldn't affect your balance much. Unless you fall in that huge quicksand pit. You notice only a few trees and large smooth boulders about, including one jutting of the muck, and another wedged between two trees-the greenery above is heavily festooned with jungle vines and branches.
B=Monkeybees!
@=Our Heroes ((For the first turn, give me a map position of one of the '@' marks, and also a color not red/blue/green. That'll be your character from now on. Which means you can choose your starting position.))
k=Poor Frog Kid
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Boulders. Requires no check to ascend, but does cost all your ground movement to enter a boulder square initially-as long as you have any movement left in a round, you can ascend and arrive on the next turn.
Brown/Leafy: Jungle trees. Easy to climb, but takes all your movement in a round to ascend one-as above. You might take damage if you attempt to jump or fall out of them, tho, depending on the ground you land on.
Dark Brown: Quicksand. Entering from ground level immediately stops any movement, and you can only move 5ft every turn afterwards. Spending more than 3 rounds in Quicksand, and you have to make a might or agility check-if you fail, you become immobile and begin to sink. 3 rounds after that, you DIE.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level via one of the boulders or by climbing the trees, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical.
Weapon Ranges
Melee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
Monkey Beesx3Monkey Bee AIntimidated!Monkey B (Get it?)3/12 HP
...
35ft speed, flying, climbing
Hit Points: 12/12
Agility 3
Fortitude 3
Might 3
Perception 5
DEFENSES
Toughness: 13
Evasion: 13
Resolve: 10
ATTACKS
1.
2.
3.
4.
((Quick Sheets. I'll do the other stuff when I can, this is good for now.))
Wen-Tsu
Hit Points = 26/26
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=Solidify Mud
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Jao
Hit Points = 20/20
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=None
Active Boons=None
Active Banes=Delayed (Initiative set to 0, unable to remove normally)
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Available)
Passives
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Emilia
Hit Points = 28/28
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=Angelic Forcefield
Active Boons=Angelic Forcefield (+3 Defense vs finesse attacks)
Active Banes=
Cinematic Effects
Covered in Monkeyjuice: Eww.
Swinging high in the sky: Watch out for that tree!
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
None
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Moubu
Hit Points = 26/26
Defenses
Toughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Minor Action (Concentration)=Regeneration I
Active Boons=Regeneration I (1d4)
Active Banes=Speed Penalty -5 (Armor), Hungry (Suffering 1 level of exhaustion until he eats, kicks in after battle)
Cinematic Effects
Literally Coated in Mud: Liberally and literally. Filthy Orc!
Active Effects/Abilities
Inspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
Passives
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, hs also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
Anders
Hit Points = 10/14
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak: Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature. (Available)
Passives
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Balecar
Hit Points = 14/14
Defenses
Toughness: 10+2(Leather armor)=12
Evasion: 10+2(Leather armor)=12
Resolve: 12
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
None
Passives
Pure-hearted: Any good-aligned creature you encounter is friendly toward you by default rather than neutral. Circumstances can alter this, but even if rumors or actions you’ve taken would influence a good creature negatively, it remains one step friendlier than it otherwise would have been.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Skeleton Monk
Hit Points = 12/12
Defenses
Toughness: 11
Evasion: 12
Resolve: 10
Active Boons=
Active Banes=
Active Effects/Abilities
None
Passives
None
Equipped Weapon:
Equipped Armor:
Seeing that the battle is imminently over, Emilia dashes across the canopy and throws a dagger at the retreating monkeyape. The less of those things out in the world, the better. After her shot hits or lands, she drops down from the trees.
Attack retreating dude with thrown dagger (25ft range). Move to wherever that's feasible unless it's over quicksand.
[Knife toss!]
DC 13 vs Agility 2d6+1d20 (6+1+18), +1d6=4, =29], Success!]
Monkeywasp takes 17 damage! Skewered!
Another cunningly tossed dagger flies from Emilia's hands-unlike Anderss, she aims for the creatures head, not it's hind. Her toss is perfectly aimed, impacting the Monkeywaps thick skull with a crunch, piercing through the earhole-poking out it's tiny brain, and killing the beast instantly.
...
Everyone roll butchery checks!
Battle Victory
Loot!
(5 claimed) 0xVials of Howler Venom: Unidentified Effects. Each vial has three doses that can be applied to a piercing or slashing weapon as a minor action-if that weapon does at least one point of damage, the enemy is affected by the venom. Each dose can only affect an enemy once. It smells very sweet, which is odd, considering their pwn horrible smell. I wonder what it tastes like...
(5 claimed) 0xPiles of Howler Chitin: Taking the time to butcher the beasts and scavenge their armored skin might be worth your time, if you're willing to carry it-such materials may be used to construct creepy looking shields, weird looking medium and heavy armor, or funky looking weaponry, or merely to trade to the natives. It's awfully bulky, though. How do those things carry all that weight around?
(5 claimed) 0xHowler Wings: This nearly see through material is tough and flexible, but it doesn't weigh too much-it seems to be tinged with chaotic magic, acting much lighter than it ought to be, almost is it's repelling the effects of gravity. That probably explains alot. Magic! It could be used to make useful light armor, aerial equipment, or perhaps to barter to the natives.
(2 claimed) 3xHowler Stingers: Functions similar to a dagger in all respects, but it can't be thrown as easily as one-each stinger can be used once before breaking, the residual effects of the howler venom potentially inflicting the sickened condition on any target successfully struck with at least one hit point of damage. It uses a power level of entropy 1 as it's base stat.
((OOC: Remember 1 item=1 inventory slot.))
Reward
+1 XP
Everyone gains 1 Feat Point and 3 Attribute Points! ((Spend these as you will, or save them, when you claim your share of loot))
Players
Hero Name: Anders N'thlei
Archetype: Innsmouth Assassin
Level: 1
Player: Draignean
Physical Description: Gaunt and slightly stooped, this man carries a feeling of distinct age despite his physical youth. He would be exceptionally tall if he stood straight, and his entire body seems stretched, with his arm in particular peculiarly long and of... unseemly proportion. His shoulder length black hair, despite the application of any product or heat, behaves as though perpetually damp. His face is angular and particularly distasteful, with a too-wide mouth and large, almost bulging grey eyes that tend to go forego blinking for disturbingly long period of time.
Bio: Anders was once thought of as a miraculous child, the product of the long assumed barren marriage between a well-to-do fishmonger and a weaver. Yet, though the friend's of the couple rejoiced at the happy emergence of a scion, the fishmonger and the weaver always seemed to hold a sort of reserve around the boy. They doted on him. They loved him desperately. Too desperately.
As a child, Anders was beautiful, a normal boy any regard. As he grew, he began to... change. After puberty, he began to take on many of the features that now seem so characteristic of him. The lankness of hair, the overlong limbs and spidery fingers, the wide mouth and singularly bulging eyes... The emergence of these features was slow, but nonetheless sufficient to make the others of his small town step quickly around him. He learned quickly, exhausted what knowledge there was in his little fishing village and mastering reading and writing to a degree that neither of his parents had ever managed. Anders was often described as soft-spoken, but there were few who would engage him in conversation for more than a few minutes at a time. Most had the disconcerting feeling that there was something... else whispering in their ears whenever the young boy talked to them.
As a young man, Anders habits made him a pariah. He enjoyed fishing, and had an aptitude for it that surprised even his father, but the thing that he seemed to enjoy most was watching the process of life leaving a body. It fascinated him, and drove everyone else away. A past-time of his, in they way that a man might skip stones, was to pick up crabs from the rocky shores and pull their legs off, one by one. He'd then set the body down and watch the doomed creature's eyes, trying to find the exact moment that life left the body.
Leaving his small town was an inevitability. He was not driven out, he didn't murder his mother and father, he didn't leave the village a smoldering ruin behind him. Perhaps he sensed that the growing darkness in him would need a more satisfying repast than the lives of fish and crabs and left in order to protect the few people he might have cared for, but that would be far too optimistic an approach.
Attributes
Attribute Points Remaining: 6 (Max Rank=5)
Physical
Agility: 5 (2d6)
Social
Deception: 4 (1d10)
Mental
Logic: 3 (1d8)
Will: 2 (1d6)
Supernatural
Influence: 2 (1d6)
Movement: 2 (1d6)
Feats
Feat Points Remaining=2
Lethal Strike (3)
Evasive Footwork (2)
Combat Momentum (1)
Race
Deepspawn Hybrid Perfectly Normal Human
Racial Ability: Dagonspeak/You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per day, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM’s choosing about the creature.
Equipment
1. Hand Crossbow
2. Short Bow
3-7. 4xDagger
8. Leather Armor
9. Rogues Pack (Bulky)
10. Howler Wings
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Blind
Demoralize
Disarm I
Forced Move I
Immobilize
Incapacitate
Persistent Damage II
Phantasm II
Silence
Slow
Stun
Boons
Haste
(https://s5.postimg.org/7zo802juf/Emilia_Initial.png)
Hero Name: Emilia Reginleif
Archetype: Own Empress
Level: 1
Player: UXLZ
Physical Description: Beautiful and young with pale skin, straight crimson hair, and piercing cyan eyes, Emilia would be a head turner almost anywhere in the world. She wears the armor of a fighter or knight, but does not seem to carry any weapons.
Bio: Found as a baby near a strange shipwreck one night by a kind-hearted couple as they walked along a stormy beach with a white feather clutched to her chest, Emilia was taken in and raised as their own daughter. Despite the strange circumstances, initially she seemed like any other child, but over time they began to notice something strange. Rocks she stood on would disappear, only to later be found in her crib. Food she did not want to eat would vanish entirely, cutlery would disappear into the ether for days. At first they were baffled, but after seeking the advice of a wondering wizard discovered that she could shunt objects into a pocket dimension and withdraw them at will. He offered to take her to a magic academy where her gifts might be further developed, but they declined. It was obvious, they said, that by looking at how she so cheerfully watched the guardsmen practice that she wanted to be a warrior, not a mage.
As time went on the girl began to wonder about her past. She loved her adopted parents dearly, but also felt that it was not her fate to live out a humble life in their small village. She was older now, and knew how to fight, how to use her gifts. Many years of practice had seen to that. Still, they did not listen, they did not let her go. It was too dangerous, she would die or worse, they couldn't bear to see their daughter leave. Many days and nights of arguing eventually culminated in her running away on a stormy night much like the one on which she had been found. Her worried mother and father searched desperately high and low, until they found her crying by an old and decrepit tree. A flash of lightning, a strong gust of wind, and down the tree came toward's the young girl's head, crashing to the ground. Miraculously, she emerged relatively unharmed, with only cuts and bruises to show for what most certainly should have been her end. In the distance unbeknownst to Emilia, her parents noticed a feather floating off in the wind, and the ghostly image of a blonde-haired woman dressed in furs and armor, white wings spreading from her back. It was then that they realized their daughter was truly special, and together they decided to support her whatever the future may bring.
Notes: Emelia is the name her parents gave her, but her last name came from the hull of the broken ship.
=Stats=
Attribute Points Remaining: 2 (Max Rank=5)
Physical
Agility: 5 (2d6)
Fortitude: 3 (1d8)
Might: 1 (1d6)
Social
Presence: 3 (1d8)
Mental
Will: 3 (1d8)
Supernatural
Movement: 4 (1d10)
Feats
Feat Points Remaining=2
Boon Access (Absorb Object)
Combat Momentum
Race
Race: Celestial
Racial Bonus: Divine Intervention/Once per day, when you are subject to a Finishing Blow while your hit points are below 1, you automatically heal to a hit point total of 1.
Equipment
1. Longsword
2. Glaive
3-15. 12xDagger
16. Scale Shirt (Heavy)
17. Adventurers Pack (Bulky)
18. Howler Carapace
19-20. 2xHowler Stinger
Heavy Item Maximum: 1/2?
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Boons
Hero Name: Jao Feng Ling
Archetype: Elderly Bard Git
Level: 1
Player: Lawas
Physical Description:Jao is short, stumpy, and fairly wizened. He’s an old and unremarkable Halfling, with bushy eyebrows and deep scowly wrinkles. He dresses like a dull scholar of geography, or an off-duty alchemist, in clothes that weren’t actually fashionable several decades ago, and have numerous patches in now. He also smells a bit like steamed broccoli, with flat kind of eyes and a mouth that seems to snarl when its owner might want to smile. Which he doesn’t ever, so it’s neither here nor there.
Bio: Jao Feng Ling is a fine example of the triumph of persistence and… well, that’s it, really, over mediocrity, lack of talent, and lack of that wow factor that a bard should, perhaps, possess. He has a thousand poems and only a single fan, although in his darkest nights even Jao himself has begun to doubt his genius.
Jao is from the Dragon Archipelago of the Far West, a scattered collection of small islands on the edge of the known seas. Legend has it that they are so named because the First Dragon, having been created and not sprung from an egg, didn’t know how to care properly for an egg – and so she dropped them all into the sea, where the land beneath the sea took pity on them, and roosted them itself. The earth grew slowly in mounds over the eggs, and eventually broke the surface. And thus, thousands and thousands of years later, from time to time a dragon emerges fully formed from under the waves, and brings terror upon the islanders, until a Dragon Speaker rallies to the misfortune, and persuades the Dragon to leave for the East, where the creatures are larger and, indeed, tastier, and more likely to sustain a glorious and regal creature such as you, m’lord Dragon.
This raises two interesting cultural points about the Dragon Archipelago. Dragon Speakers are their Bards and their Elders: repositories of ancient knowledge and ancient tales, and of course vital in stopping the entire adult population being eaten alive every century or two.
And the Dragon Archipelago is entirely populated by Halflings – a sturdy breed of Sea Halflings, who spend as much time at sea as on the steep mountain slopes of their island homes. They are comfortable at sea and on slope, but not so much in the company of larger folk – that is to say, anyone other than a Halfling.
When Jao was younger, it was his dream to follow in the footsteps of his elder brother and become a trainee Dragon Speaker. He loved the old tales, and he loved to spin new ones. But his brother’s mentor would not accept him as a student – Jao just didn’t “have it”, he said. He never explained what Jao never had, and Jao could never work it out. The problem was, Jao just wasn’t a performer. He didn’t have that starry sparkle, he had no rapport, he had no connection with the people he spoke to. In fact, despite being able to come up with the most outlandish – or even true – tales, he just didn’t have a way with words. To be quite blunt, many people found him incredibly boring.
So as a wandering self-taught Dragon Speaker in training, he came upon rejection after rejection; at street corner after street corner he went home with no takings in his busker’s hat; nowhere would people listen to more than a minute of his carefully crafted but exceedingly dull stories. Nobody cared about his tired, clichéd, awful poetry describing the wonderful mundanities of life on the dusty road, and nobody cared for his stilted, nasally delivery during which he forgot most of the words.
He decided, eventually, that this was because Halflings are idiots and that the Halfling culture they cherished was a bag of nonsense, and no one alive had actually seen one of these so-called dragons anyway, and he took a rare ship to the East. Here he spent years more wandering, travelling, through countrysides and towns that were, to him, unimaginably vast – and he spent years and years dangerously close to starvation. Nobody bloody cared, and he was incapable of making a living as a professional bard. Jao began to feel somewhat bitter towards the whole world, and not just towards the average eejit of a Halfling.
He started looking into methods of forcing people to like his work – he began searching out libraries of rare oeuvres where he could examine the esoteric mysteries of enchantment, and mind control. And he began to be less idealistic – and indeed positively pragmatic, as time went further by – and steal for food, or pick a pocket for drink, or kick a child for fun. Everywhere he went he would steal, lie, and cheat, his complete lack of personality and interest playing considerably in his favour as no one would suspect such a nonentity to be capable of anything other than nothing. He’d typically be forgotten minutes after he passed.
But they were all Wrong. Someday, Jao would make entire towns of people sit down and listen to his orations – and by the gods, they’d enjoy them. And applaud. And give him money.
He dreamt of that day nearly every night.
In the meantime, he criss-crossed New Miriam, running errands that were somewhat below the greatest story teller of his generation, but at least earnt more than his poetry ever did.
=Stats=
Attribute Points Remaining: 6 (Max Rank=5)
Physical
Agility: 3 (1d8)
Fortitude: 2 (1d6)
Social
Deception: 3 (1d8)
Mental
Learning: 3 (1d8)
Logic: 1 (1d4)
Perception: 3 (1d8)
Will: 3 (1d8)
Supernatural
Influence: 3 (1d8)
Feats
Feat Points Remaining: 2
1. Supernatural focus - voice - Influence
2. Lightning reflexes - Int+1
3. Well Rounded
Race
Race: Halfling
Racial Trait: Lucky/Once per day, in a moment of need, you can call on luck shine to upon you. The GM decides what form this luck takes. For example, an attack that was meant for you might target an ally instead, you may discover a secret passage to escape from a rolling boulder, or a town guardsman decides to overlook your crime because you happen to have grown up on the same street.
Equipment
1. Club
2. Shortbow
3. Dagger
4. Leather Armor/Hat
5. Adventurers Pack (Bulky)
6.
8.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Boons
Hero Name: Wen-Tsu the Moon Rabbit
Archetype: Moon Rabbit
Level: 1
Player: Gig
Physical Description: A short woman, a perfect five foot tall. She wears a white thigh-length robe, the left arm blue, the right arm red, with the colours flipped for her leggings. Her feet are bare. Her hair is long, a platinum colour, and spills down over her shoulders. A pair of rabbit-like ears rise from her head. Her eyes are a pinky-red.
Where she steps, she leaves the tracks of a rabbit, not a person.
Bio: Wen-Tsu has come from the jade palaces of the Lunar-Fey. From their tranquil gardens, they look to the world above. Many travel to the world through great rituals, that teleport them through the empty void, in order to find love and interesting stuff on the world. Should they find a lover, they return with them to the moon, where they raise a family - Moon-fey only ever have daughters, who look to the world above... Such has it been for a long, long time.
Wen-Tsu made the journey down, having heard from her mother countless tales of the world. She loved listening to tales of the world, so different from the serene, safe palaces of the moon. She's determined to find a heroic love, and thus enlisted in the hero's guild to help that come to pass - and see as much of the world as possible.
Bio:
=Stats=
Attribute Points Remaining: 4 (Max Rank=5)
Physical
Agility: 2 (1d6)
Social
Presence: 3 (1d8)
Persuasion: 3 (1d8)
Mental
Will: 1 (1d4)
Supernatural
Influence: 4 (1d10)
Alteration: 4 (1d10)
Movement: 3 (1d8)
Feats
Feat Points Remaining: 2
1. Lucky
2. Boon Focus (Regeneration)
3. Untrackable
Race
Race: Lunar Feytouched
Racial Trait:Fey Aura. Your fey blood gives you a compelling quality that can affect even the coldest of hearts. Once per game session, you can leverage your fey aura to turn an enemies mood in a certain way. Note that such magic is subtle, like a chisel, and can't be used in the fashion of a battlehammer-you cannot convince someone to commit obvious suicide, or otherwise force them to do something entirely out of their character.
Innocence: You radiate an aura of childlike, pure innocence. The enemy might choose to help you out of pity, look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities.
Friendship: You radiate a nimbus of camaraderie and trust. A chosen target usually views you as a good friend, and is willing to help you if it's reasonable.
Romance: If the target would otherwise be attracted to you, that feeling is amplified to what they feel is true love. They will do almost anything for you not against their nature, but such a strong emotion can be difficult to control.
Wrath: You compel a great and terrible anger in your target. It is difficult to control this rage once unleashed, so you have better have a good target in mind.
Attractive:Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Equipment
1. Shortbow
2. Quarterstaff
3. Hatchet
4. Leather Armor
5. Howler Wings
6. Vial of Howler Venom
7.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 0/1
Wealth level: 3 ($$$)
Banes
Boons
Hero Name: Moubu Karthela
Archetype: Front Line Commander
Level: 1
Player: Criptfeind
Physical Description: Moubu is a physically imposing specimen of half orc, standing at roughly seven feet in height and with well developed muscles under his dusky gray skin. He has spiky short black hair, and often cultivates a goatee or beard. His face is often hard set, with a serious expression and intense green eyes.
Bio: Moubu was born to the Karthela tribe in a seemingly endless stretch of plains and scrub lands of the eastern expanse. Like many of the seemingly countless numbers of eastern tribal people he had a nomadic lifestyle, his tribe traveled endless miles hunting and gathering and making war on clans that roamed the expanse. Moubu grew up learning how to survive in this rugged environment, how to ride a horse, shoot a bow and hunt with a spear were all part of his childhood. As he grew into a teenager he was trained in the ways of a Karthela warrior, to fight with weapon and shield alongside other members of the tribe and to call upon the strength of the tribes ancestors to bless him and his allies with strength and speed. He found that he excelled as a warrior, he was skilled with shield and spear and by virtue of his strength became somewhat a leader among the other youths of the tribe. As Moubu grew into an adult and warrior, the tribe continued their migration though the expanse westward, eventually coming in contact with a number of kingdoms on the western edge of the expanse. The eastern tribes had a complicated relationship with the more organized and advanced kingdoms, some of the tribes would raid and pillage the lands of the kingdoms, whereas other tribes, including the Karthela, would find work as mercenaries, their cavalry and horse archers especially prized as swift, powerful, and expendable troops. Many of the young warriors of the tribes left for the kingdoms to seek their fortunes as mercenaries in the kingdoms, and Moubu was among them.
Moubu took part in a few small campaigns, leading a small group of young warriors from his tribe. He quickly found that the mercenary life was quite enjoyable to him, seeing new lands and new peoples that he had heretofore not dreamed of. He decided he wanted to see more of the world, and to prove himself within it, and so when his first terms of service were completed he declined renewal or returning to his home, and instead headed off to the west, drifting though the world, taking what jobs he could, and eventually landing in New Miriam, where he joined The Legendary League.
Attributes
Attribute Points Remaining: 1 (Max Rank=5)
Physical:
Agility=3 (1d8)
Fortitude=4 (1d10)
Might=5 (2d6)
Social:
Presence=3 (1d8)
Mental:
Perception=1 (1d4)
Will=1 (1d4)
Learning=1 (1d4)
Supernatural:
Alteration=3 (1d8)
Feats:
Feat Points Remaining: 2
1: Battlefield Defender
2: Defensive Reflexes II
Race and Bonus:
Equipment
1. Wahammer
2. Shortbow
3. Large Shield (Heavy)
4. Scalemail (Heavy)
5. Greatsword (Heavy)
6. Adventurers Pack (Bulky)
7-13. 5xHowler Chitin
14-16. 3xHowler Wings
17-20. 4xHowler Venom Vial (3/3 uses remaining)
Heavy Item Maximum: 3/5
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Boons and Banes: (no idea if I got them all to be perfectly honest)
Banes:
Demoralized
Disarmed I
Forced Move II
Intimidated I
Immobile
Knockdown
Silenced
Slowed
Stunned
Boons:
Haste I
Regeneration II
Resistance I
Shapeshift I
Transmutation I
Name: Balecar Silvertongue
Attributes
Attribute Points Remaining: 3 (Max Rank=5)
Physical:
Social:
Deception: 1 (1d4)
Persuasion: 1 (1d4)
Presence: 1 (1d4)
Mental:
Perception=1 (1d4)
Will=1 (1d4)
Learning: 1 (1d4)
Logic: 1 (1d4)
Supernatural:
Entropy: 5 (2d6)
Influence: 5 (2d6)
Abjuration: 1 (1d4)
Alteration: 1 (1d4)
Divination: 1 (1d4)
Feats:
Feat Points Remaining: 1
1: Companion I
2: Unending Charm
Race
Tiefling
Racial Ability: Pure-hearted. Any good-aligned creature you encounter is friendly toward you by default rather than neutral. Circumstances can alter this, but even if rumors or actions you’ve taken would influence a good creature negatively, it remains one step friendlier than it otherwise would have been.
Justification: The devil-half of his family were great manipulators (hence the last name “Silvertongue”); they knew how to pull a person’s strings just right- and good people have a LOT of strings.
Equipment
1. Longbow
2. Dagger
3. Quarterstaff
4. Leather Armor
5. Mages Pack (Bulky)
6.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
...
Meanwhile, the frog-person (he has been upgraded from merely a frog-being, and he actually is a he), seems to be trying to indicate his thanks.
(https://s-media-cache-ak0.pinimg.com/564x/6f/60/a6/6f60a6e271112d8c2c61112d51073ac9.jpg)
"Blorp! Blorp blurp derp burp! Punlop, Grik. Punjok plop derp!" He says, first point to himself, then pointing to Emilia and nodding-he gives a small perfunctory bow to her. He then shakes a tiny fist at the skeleton, shrugging his shoulders before turning to Balecar with his palms out. "Blop blip blorpdurp plip? Blop plop? Woplungo?" He asks.
It's very difficult to tell what he's trying to say, as most of his voice seems to be sibilant frog-croaking. It sounds a bit like something trying to talk with a mouthful of mud.
((OOC: You can use your logic attribute to try and decipher his language, but fair warning, you'll become the party translator for the rest of the campaign if you succeed.))
Wen-Tsu
Hit Points = 26/26
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=Solidify Mud
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Jao
Hit Points = 20/20
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=None
Active Boons=None
Active Banes=Delayed (Initiative set to 0, unable to remove normally)
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Available)
Passives
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Burp the Best, or Derp with the rest: Jao now grasps understands all reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Emilia
Hit Points = 28/28
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=Angelic Forcefield
Active Boons=Angelic Forcefield (+3 Defense vs finesse attacks)
Active Banes=
Cinematic Effects
Covered in Monkeyjuice: Eww.
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Dreams of Flying: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Moubu
Hit Points = 26/26
DefensesToughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Minor Action (Concentration)=Regeneration I
Active Boons=Regeneration I (1d4)
Active Banes=Speed Penalty -5 (Armor), Hungry (Suffering 1 level of exhaustion until he eats, kicks in after battle)
Cinematic EffectsLiterally Coated in Mud: Liberally and literally. Filthy Orc!
Active Effects/AbilitiesInspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
PassivesBattlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, hs also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Recipe ListEquipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
Anders
Hit Points = 10/14
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak (Elder): Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Twice per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature.
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. (2 Available)
Passives
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Balecar
Hit Points = 14/14
Defenses
Toughness: 10+2(Leather armor)=12
Evasion: 10+2(Leather armor)=12
Resolve: 12
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
None
Passives
Pure-hearted: Any good-aligned creature you encounter is friendly toward you by default rather than neutral. Circumstances can alter this, but even if rumors or actions you’ve taken would influence a good creature negatively, it remains one step friendlier than it otherwise would have been.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Skeleton Monk
Hit Points = 12/12
Defenses
Toughness: 11
Evasion: 12
Resolve: 10
Active Boons=
Active Banes=
Active Effects/Abilities
None
Passives
None
Equipped Weapon:
Equipped Armor:
The group decides staying in place is the best idea for the night
...
She took the fruit, and plucked one of the Lampsur berries, and plopped it in her mouth.
*chew chew chew....BOOOM!*
Hmm! This actually tastes really good! She can feel life magic flowing through her body...somewhat erratically, but it's still there. This fruit could easily heal wounds, much like her own magic does.
Item: Lampsur Fruit
Type: Comestible
Action cost: Major
Effect: When consumed, gives the Heal boon to the user, with a random power level of 1 to 5.
...
As the party settles down to a well deserved rest, they consider their daily efforts and draw new experiences from their shared hardships.
+1 RP XP point for Anders, Wen, Jou, Emilia and Moubu
((OOC: Bonus Perks!
I've offered some suggestions as to how this might effect your character, but you can really think up the final effects for yourself.))
...
Anders
Testing the duality of life and death seems to unlock something buried deep within Anders increasingly strange mind. Something beyond human. As the long night rolls on, he feels no need to sleep-the voices he hears come to him clearer than ever.
As he finds himself balanced perfectly between two extremes, he finds an odd tugging in his mind-as if he is being divided yet again...
Choose one bonus Perk
1. Dark and Deep
Anders delves into the darkest depths of his mind. Continuing on this path may lead Anders beyond both what he was, and what he is now, to becoming something else entirely...
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. The answers he receives are usually easier to understand.
2. Love and Life
Anders rests for calmer waters, and gains the gentle wisdom of his Mother-her fathers consort and companion, she knows the truth of the old world and it's many monsters, many of whom are also her children-such as Anders himself. This path may see Anders embracing the inhuman nature he embodies, casting away his human shell...
Effect: Mother Hydra will once a day will heed Anders calls for advice in entirely worldly matters, such as a monsters weakness, it's habits and desires, or merely general knowledge of the world and it's dangers, or his own nature and that of his true people.
3. A placid island of ignorance
Anders flees from the waters, perhaps not in fear, but understanding. Perhaps he wishes to remain who is, or maybe he is not ready to go so far. Grounding himself among such powerful opposing forces give him unique insight into the ways of the mind, of magic, of the spirit...a balance of mortal and immortal has it's own advantages.
Effect: He gains Advantage 1 when resisting any supernatural attacks that affect his mind.
---------------
Wen-Tsu
Tasty fruit and a warm fire to sleep beside, seem to roll Wen-Tsu back in time, back to the Moon-Gardens she left behind. Perhaps for a being such as her, memory and deed, or dream and reality, are one and the same. She thinks back hard, her fey mind alighting upon different memories, like a butterfly on a flower petal...
Choose one bonus Perk
1. Remember the lessons of Fio-Fio!
Wen-Tsu could probably recall her gardening lessons...they were pretty boring, but highly informative. She could never have to eat a slug, if she could just remember her peoples secrets about growing living things...perhaps this way, she may feel more peaceful and less aggressive. Hugs for everyone!
Effect: Wen-Tsu can now identify any plant upon merely touching it, and no mere fruit or vegetable will ever harm her by merely doing so. She can also grow her own plants as expendable items, similar to if she took the crafting feat-these can be existing plants she has gathered, or for any effect mimicking an existing boon or bane she personally possesses.
2. Remember the lessons of Chi-Wen!
Wen-Tsu remembers being taught to fight by Chi-Wen, a tough old Moon Rabbit who bragged of fighting in Earth-Wars, falling in love with handsome heroes, and slaying many great monsters with her Moon-Mallet...rather than merely using it bop naughty moon-carrots for lunch. She likely had some effect on a young Wen-Tsu.
The Moon-Mallet is, in fact, her peoples greatest weapon-it relies not on brute strength, but pure magical power. Which most Moon-Rabbits have in abundance. Wen-Tsu could really become a lot tougher if she was more like Chi-Wen! She could perhaps be much more...proactive...in combat situations. Mallets for everyone!
Effect: As a Minor action, Wen-Tsu can turn any ordinary stick into a magical Moon-Mallet, which she wields in both hands. If she lets go of the weapon, it immediately turns back into a stick. Aside from it's general properties, such as being big and mashy, it uniquely uses her transmutation skill level for it's attack bonus, and is particularly effective when mashing vegetables.
Weapon: Moon Mallet
Effects: Two-handed, Magical Weapon (Transmutation), Veggie Bane (Advantage 1 on attacks/banes vs Plant Enemies)
Bane Bonus: Knockdown, Forced Move, Stunned
---------------
Jao
Jao is likely going to be spending all night listening to frog burps and belching. It's not a pretty job, but someone has to do it...right?
Or, maybe he can tinker with his bow a bit more...try to block out that annoying creature...
Choose one bonus Perk
1. Burp with the best of them
Blorp burp derp glorp glop blorp derp glorp slurp derp...
Effect: Jao now grasps Griks language completely (and early), and having done so, understands all similar reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities. Perhaps he becomes more friendly, but probably not.
2. Or maybe actually be useful in a fight
This fecking bow is a right piece of shite, yer bugger, but maybe he can make it better...a little customization, and it should shoot arrows TWICE AS FAST! Really going to exploit the fact that this game doesn't count ammunition.
Effect: Jao can fire two ranged attacks in one round, if he gives up his move action.
---------------
Emilia
Emilia's head hits the 'pillow' (a fairly soft rock, actually) and she immediately falls asleep...and dreams...of distant winding horns, fluttering wings, the gleam of sunlight on silvery spears and gilded shields...she sees green fields, puffy white clouds, a the gentle touch of a silent, stoic warrior mother...whom she only dimly knows...
Bringing a sense of contentment that is not to be found in the living world. And then, there are other dreams...
Choose one bonus Perk
1. She dreams of Flying
One moment, swinging through the jungle...then, her soft feathered wings unfurled, hurtling through sunlit clouds, with no fear...she perhaps is no longer quite of afraid heights as she might once have been.
Effect: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled. This effectively increases her speed by that amount on the ground, and allows her to make aerobatic movements that would be impossible for a mere human, as well as physically hovering very short distances. She might not initially realize she has this ability consciously, merely owing it to superior reflexes. This bonus is added onto any existing flight speed bonuses she gains from ability levels at a later time.
2. She dreams of Battle
...An endless host of foes arrayed against her...a hopeless and endless battle against the elemental forces of entropy, but not without a final purpose, or a sense of peace...a sea of blades breaks against her...she may become more patient and steady, even during the greatest storm...
Effect: Once a day, Emilia can channel her inner warrior to be completely immune to nearly all attacks, as long as she can defend herself-her ability relies on parrying, deflecting or dodging attacks-not physical invulnerability. She can also intercept any amount of attacks intended for a nearby ally.
---------------
Moubu
Moubu enjoys cooking. And fighting.
Orcs may not be very philosophical, but he might wonder which is better to be good at...
Choose one bonus Perk
1. Iron Chef
Orcs tend not to be very picky in what they eat, but this has had the effect of making them fairly skilled in making all sorts of things taste better. Halfling soup needs lot of salt, for example...
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Moubu will always gain 1 point for free in the learning attribute, to demonstrate his newfound thoughtfulness (maybe).
Sample Recipes
Base: Each recipe requires one day of rations as a base.
+Howler Meat=
Bees and Beans
This tasty concoction is made of tangy Howler Bee meat and a generous portion of beans and bacon, among other bits and bobs of meat. It certainly fills up the belly, and toughens the constitution. Also gives you terrible gas.
Effect: +5 HP, Resistance +2 Defense vs Might Attacks (24 hours)
+Lampsur Fruit=
Sunrise Soup
Lampsur Fruit is not only delicious, but has amazing healing properties. Kai Warriors use this traditional dish to prepare for a long day of labors, or as a quick pick me up.
Effect: +5 HP (24 hours), Heals One Level of Exhaustion (Once a day)
+???+???=
Swamp Hot Pot
Made from certain rare swamp spices and mushrooms, the secret to a good soup is lots of heat. It settles the stomach nicely.
Effect: +10 HP, Advantage on Saves vs Sickened Bane (24 hours),
2. Unending Endurance
Moubu's pushed himself to the very limits of physical exhaustion, and found himself stronger for it. He basks in his nature as a true warrior! Not a 'cooker of meals'!
Effect: Moubu effectively has one bonus level added to his fatigue penalty. If he would take 1 level of fatigue, he suffers no effects at all, and all other effects are one level higher. Thus, he only dies after 7 levels of fatigue, and takes an attack disadvantage on 4 levels of fatigue, for example.
---------------
Wen-Tsu
Hit Points = 26/26
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Jao
Hit Points = 20/20
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Available)
Passives
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Emilia
Hit Points = 28/28
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=None
Active Boons=None
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Moubu
Hit Points = 26/26
Defenses
Toughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Minor Action (Concentration)=None
Active Boons=
Active Banes=Speed Penalty -5 (Armor)
Cinematic Effects
Literally Coated in Mud: Liberally and literally. Filthy Orc!
Active Effects/Abilities
Inspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
Passives
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, hs also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
Anders
Hit Points = 14/14
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=None
Active Boons=Regeneration I (1d4)
Active Banes=Persistent Damage I (1d4)
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak: Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature. (Used for today)
Passives
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Balecar
Hit Points = 14/14
Defenses
Toughness: 10+2(Leather armor)=12
Evasion: 10+2(Leather armor)=12
Resolve: 12
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
None
Passives
Pure-hearted: Any good-aligned creature you encounter is friendly toward you by default rather than neutral. Circumstances can alter this, but even if rumors or actions you’ve taken would influence a good creature negatively, it remains one step friendlier than it otherwise would have been.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Skeleton Monk
Hit Points = 12/12
Defenses
Toughness: 11
Evasion: 12
Resolve: 10
Active Boons=
Active Banes=
Active Effects/Abilities
None
Passives
None
Equipped Weapon:
Equipped Armor:
Anders didn't dream, not precisely, but the whispers painted pictures. Pictures of a different island; floating upon a distant and sunless sea. Anders was not alone on the island. There was a fire built among the rocks, filth and driftwood making a pitiful flame that seemed to cast shadow as much as light. Around that fire were seated familiar shapes, humanoid in composition, but whether they were elf, orc, or human... Anders could not say. Anders could not count how many such indistinct creatures sat around that flickering fire -with each ebb and flow of the embers the shadows twisted, and figures seem to both emerge from and disappear into that blackness- but their habits inspired a ghastly curiosity in Anders. The figures laughed, but it was a hollow, croaking sound that revealed tongues tattered by the gnashing of their own teeth. They looked at one another, yet their eyes were gone, nothing left but gouged out sockets and weeping sores. Their ears were similarly disfigured, torn to shreds with layers upon layers of scars eradicating anything but the most vestigial remnants. They ate, but there was nothing living upon the island but their companions and Anders- and so from time to time one would be grabbed by his companions and pulled into the flames, held there while he screamed and burned. The others laughed and tore into his cooking flesh, stuffing their scarred mouths with the fresh meat.
They blasphemous revelers never looked away from the flame, never looked to where Anders stood at the rocky edge of the island. They kept their eyes ever fastened on the flames, as though the light could still blind their rotting eyes to the sight of what lay beyond their squalid camp. They were the only thing upon the rocky island besides Anders himself, and he knew that the only way to stay would be to join them. To stay upon the island was to make himself blind, to tear away his own tongue, and claws his ears until the weight of dried blood deafened him. It was a horrible thought, to turn utterly inward rather than embrace the beauty of the elder ocean that lapped at the island's rocky shore.
Voices called up from the water, imploring Anders to join them. Beautiful things, born of the utter dark, yet covered in queer and eldritch light, spoke to him. They promised him the court of his mother, to let him sit by her side as she spoke of the world she had birthed, of her children- and of Ander's place among them. The voices sang, though none but Anders would have listened to that fae clamor and proclaimed it song. They sang of hidden wonders beneath the waves, of the wretched slimy things that had crawled forth to become man, and of their brothers who had returned beneath the waves. The sang of the creation of all things, of the ancestral root beneath the waves. They Sang of the union of Father Dagon and Mother Hydra, of the new kith that his former village struck their mignight bargains with, and somewhere, deep in Ander's thoughts, Mother Hydra sang too.
Yet for all its beauty, the song of his Mother could not hold Anders' thoughts. He loved his Mother and his brothers and sisters that swam and sang within the utter deep, but his eyes were fixed upon the horizon. With the light of the fire at his back, Anders stared out, his too-human mind struggling to make sense of the warped geometry of the world. Wherever he looked, the horizon flowed towards a vertical line, a silver pillar which never left Anders' vision and from which all the ocean seemed to flow. Wrapped in sinuous loops about that pillar, both a part of it and seemingly the source of it, was Father Dagon. The distance was impossible to determine, the distortion of spacing making Father Dagon more distant than the farthest star and yet terrifying in his reality defying scale. Dagon's eye found Anders, and Anders looked back. There was no love there, not the way that Mother Hydra loved her children, but there was something else. Acknowledgement. An invitation for Anders to join his Father at the Spire-That-Was-The-Sea-And-Sky, but it was an invitation no human could accept- a journey no man could complete.
Anders knelt at the edge of the rocky shore, running his fingers along the buttons of his coat, unclasping them one by one. He left everything upon the rocks, removing all the adornments and protections of humanity from his skin- leaving himself naked against the freezing spray of his Ancient father's sea.
Then he removed one more layer, and plunged into the welcoming blackness of the frigid sea.
Anders would not stand upon an island to mutilate himself and feast upon those likewise crippled, he would not rest in the waters and join his Mother and his brothers and his sisters. Anders would go to his Father, and become what he was meant to become.
(http://vignette4.wikia.nocookie.net/lovecraft/images/c/c6/Dagon2.jpg/revision/latest?cb=20150525010028)
Take Deep and Dark, listen to the nearing voice of Father Dagon.
Emilia had experienced dreams before, but tonight... Something was different. They were indistinct, hazy things. Memories forgotten, a past she had never experienced, a world she never knew existed, parents she had never met, a future that would never come. Tonight of all those things she dreamt, yet also none.
Beneath her stretched a verdant plain, alive with life, flowers in full bloom. Crystal streams of pure water, trues that never lost their leaves. It was beautiful.
And suddenly, the sound of snapping chains, echoing across the universe like shattering glass. In an instant, the plains and flowers turned to wasteland, bejewled by skulls beneath her. The crystal rivers red with blood. Fighting, roaring. A wolf unlike any she had ever seen. A battle unlike any there could ever possibly be. The souls of all the living, all the dead, they swirled beneath, a cacophony of noise and chaos.
And then, looking down at the melee, she felt her wings falter. Losing their strength, she plummeted toward the ground. Closer, closer, closer... She knew that if she touched the ground, within the maelstrom she would be forever trapped.
The shriek of the wind, the flapping of black wings. raven swooped down in front of her, and she heard its cry. "FLY!" it seemed to scream.
Time seemed to freeze. Emilia was perfectly still, hovering, the ground mere inches from her face, the sound of battle no longer ringing around her.
Then she awoke.
Her eyes opened with a snap, taking in the darkness, her pulse racing.
She did not remember the dream.
Spend four attribute points to upgrade Movement from 3 to 4.
[[Maan, mine isn't anywhere near as good as Draig's, but I tried. =P]]
Caern was lucky he'd never been one to spend time considering philosophical questions, because the first thing the illusion tried to do was remain 'alive' for longer to explain the situation. "LISTEN, this-I'm an illusion or something! The real 'me' is in one of the houses, go get me quick! No time to explain but I'm a goner anyway so go get the real thing!" he shouted to get his message across to Moubu as fast as possible.
His major regret as he faded away was not being able to punch the bats' faces. It was funny, but despite knowing he was going to disappear, he felt actually relieved the reason he couldn't break the chains was because he was an illusion, not because he was weak.
Since the chains aren't real, at least free myself and point in the right direction.
You have no idea where exactly he (you) are. Only that he is definitely close by. The chain, at least, no longer holds you-with a shrug, your body floats through them as if you were a ghost. Gravity still seems to bind you, however you much you may wish to fly away...
You feel your life force is heavily bound to this strange man, Anders. It's not a good feeling, having your life quite literally in another persons hands. You feel if he loses concentration (or merely wills it) you will no longer be, and the further you are from him the harder it will be for him to keep you 'alive'.
All in all, it's not much of a life, but the fear that you will suddenly vanish is at least momentarily gone.
"Urrrrr-"
Jao first runs in a circle two or three times and then runs to the nearest hut thingy and dashes unthinkingly inside.
"Stony man! Where are you! Where them fecking bats put you?!"
1d6=6
Jao runs in six circles, before he realizes the GM put up a combat encounter map. Oh no! Now he'll have to give more precise actions!
((Buy Influence 3))
Anders reached out an placed a palm on the fading man's chest, attempting to force him to remain within reality. It was in defiance of what should be, but that was never really a concern for him.
It's not entirely difficult, like throwing a rope to a drowning man-most of it is reliant on him not letting go. His existence, such as it is, is now entirely reliant on you keeping concentration and a close proximity. Perhaps there's a way to improve this, but for now his body is at least no longer fading into the mists of the swamp.
Wen-Tsu looked around as the illusion faded, revealing a decrepit village. Skeletons... eurgh!
Well, where they'd kept their prisoner was where the illusion would have been strongest, right?
She breathed in the scent of magic, trying to work out where the illusions had been strongest.
Influence Check
+Perception Check
(Influence) 1d20+1d10 (8+13)=21
Vs DC 20 = PASS
(Perception, Advantage 1) 1d20 (1, 8)=8
Vs Dc 15 = FAIL
The finer arts of illusion magic are not unknown to Wen, but while she manages to sniff the powerful flows of magic around here, she is unable to locate a definite source for them. In fact, she feels the dark presences attempting to interfere with her senses...there's a lot of old magic here...a lot of bloodshed...
Wen-Tsu can continue her efforts, but it may evoke a more direct response from the shadow beings.
...
Actions, everyone! (No init until the shadow monsters leap out at you)
(http://i63.tinypic.com/wv9xzm.jpg)
(http://i63.tinypic.com/9a6ae1.jpg)
The land before you is pretty swampy, but it shouldn't affect your balance much-this place was once a village, the detritus of those that lived here, and the battle that ended them, is still strewn about. Several buildings of oblong, trunk-like shape lay about in rotting grandeur.
The greenery above is heavily festooned with jungle vines and branches-there are platforms above, that once allowed for easy traversal around the village, with ladders that once extended from the roofs of the buildings, but now they are all in a derelict state, traps for those with unwary footing.
B=Monkeybees! (if there's any around)
@=Our Heroes ((Caern, you can choose a color for your '@' or you can inherit Balecars cursed color blue.))
k=Frog Friend
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Pale, skinny swamp trees, with few leaves or handholds.. Very difficult to climb, requiring an agility check of 15 to reach the canopy.
Dark Brown: Log Branch Houses, with crudely carved windows and doors. Costs no extra movement to go through, if you have opened the way, otherwise it's a minor action to open them-unless they are being jammed shut in some way. Climbing on top of the houses is difficult due to their degraded state and height, requiring an agility check of 15.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level by climbing the trees or houses, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical. You can also rely on the platforms, which don't require any obvious check to move about, but are likely to be risky to step upon.
Weapon Ranges
Melee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
((Note: Map courtesy of http://inkarnate.com/
It's pretty useful.))
Wen-Tsu
Hit Points = 31/31 (+5 HP Bonus)
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Well Fed (Sunrise Soup)=+5 HP and +1 Exhaustion Level, Lasts for 24 hours
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Plant Growing: WIP
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Jao
Hit Points = 25/25 (+5 HP Bonus)
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=Regeneration II
Active Boons=Regeneration II (1d6)
Active Banes=None
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Burp the Best, or Derp with the rest: Jao now grasps understands all reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Emilia
Hit Points = 33/33 (+5 HP Bonus)
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
Power Attack=Advantage 1 on all melee attacks (two handed weapon)
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Dreams of Flying: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled.
Equipped Weapon: Longsword in both hands (One-handed, Versatile, Precise/Banes: None)
Equipped Armor: Scale Shirt (Toughness/Evasion +4)
Moubu
Hit Points = 31/31 (+5 HP Bonus)
DefensesToughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Minor Action (Concentration)=Regeneration I
Active Boons=Regeneration I (1d4)
Active Banes=Speed Penalty -5 (Armor)
Cinematic EffectsLiterally Coated in Mud: Liberally and literally. Filthy Orc! STILL DIRTY!
Active Effects/AbilitiesInspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
PassivesWell Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, hs also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Recipe List+Bees and Beans
This tasty concoction is made of tangy Howler Bee meat and a generous portion of beans and bacon, among other bits and bobs of meat. It certainly fills up the belly, and toughens the constitution. Also gives you terrible gas.
Effect: +5 HP, Resistance +2 Defense vs Might Attacks (24 hours)
+Lampsur Fruit=
Sunrise Soup
Lampsur Fruit is not only delicious, but has amazing healing properties. Kai Warriors use this traditional dish to prepare for a long day of labors, or as a quick pick me up.
Effect: +5 HP (24 hours), Heals One Level of Exhaustion (Once a day)
+Wen-Tsu=
Tasty Rabbit Surprise
Those ears are really meaty!
Effect:
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
Anders
Hit Points = 19/19 (+5 HP Bonus)
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=Keeping the Illusion Caern 'Real'
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak (Elder): Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Twice per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature.
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. (2 Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Caern
Hit Points = 30/30
DefensesToughness: 15+2(Large Shield)=17
Evasion: 10+2(Large Shield)=12
Resolve: 15
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic EffectsTotally not real, or is he?
Active Effects/AbilitiesResilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
PassivesBeserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to hisToughness and Evasion defenses.
Equipped Weapon:
Equipped Armor: Large Shield (Toughness/Evasion +2)
Posted for no reason! (No init until the shadow monsters leap out at you) ((Map not updated because combat hasn't started yet))
(http://i63.tinypic.com/wv9xzm.jpg)
(http://i63.tinypic.com/9a6ae1.jpg)
The land before you is pretty swampy, but it shouldn't affect your balance much-this place was once a village, the detritus of those that lived here, and the battle that ended them, is still strewn about. Several buildings of oblong, trunk-like shape lay about in rotting grandeur.
The greenery above is heavily festooned with jungle vines and branches-there are platforms above, that once allowed for easy traversal around the village, with ladders that once extended from the roofs of the buildings, but now they are all in a derelict state, traps for those with unwary footing.
B=Monkeybees! (if there's any around)
@=Our Heroes ((Caern, you can choose a color for your '@' or you can inherit Balecars cursed color blue.))
k=Frog Friend
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Pale, skinny swamp trees, with few leaves or handholds.. Very difficult to climb, requiring an agility check of 15 to reach the canopy.
Dark Brown: Log Branch Houses, with crudely carved windows and doors. Costs no extra movement to go through, if you have opened the way, otherwise it's a minor action to open them-unless they are being jammed shut in some way. Climbing on top of the houses is difficult due to their degraded state and height, requiring an agility check of 15.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level by climbing the trees or houses, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical. You can also rely on the platforms, which don't require any obvious check to move about, but are likely to be risky to step upon.
Weapon Ranges
Melee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
((Note: Map courtesy of http://inkarnate.com/
It's pretty useful.))
Wen-Tsu
Hit Points = 31/31 (+5 HP Bonus)
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Well Fed (Sunrise Soup)=+5 HP and +1 Exhaustion Level, Lasts for 24 hours
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Plant Growing: WIP
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Jao
Hit Points = 25/25 (+5 HP Bonus)
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=Regeneration II
Active Boons=Regeneration II (1d6)
Active Banes=None
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Burp the Best, or Derp with the rest: Jao now grasps understands all reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Emilia
Hit Points = 33/33 (+5 HP Bonus)
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
Power Attack=Advantage 1 on all melee attacks (two handed weapon)
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Dreams of Flying: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled.
Equipped Weapon: Longsword in both hands (One-handed, Versatile, Precise/Banes: None)
Equipped Armor: Scale Shirt (Toughness/Evasion +4)
Moubu
Hit Points = 31/31 (+5 HP Bonus)
DefensesToughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Minor Action (Concentration)=Regeneration I
Active Boons=Regeneration I (1d4)
Active Banes=Speed Penalty -5 (Armor)
Cinematic EffectsLiterally Coated in Mud: Liberally and literally. Filthy Orc! STILL DIRTY!
Active Effects/AbilitiesInspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
PassivesWell Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, hs also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Recipe List+Bees and Beans
This tasty concoction is made of tangy Howler Bee meat and a generous portion of beans and bacon, among other bits and bobs of meat. It certainly fills up the belly, and toughens the constitution. Also gives you terrible gas.
Effect: +5 HP, Resistance +2 Defense vs Might Attacks (24 hours)
+Lampsur Fruit=
Sunrise Soup
Lampsur Fruit is not only delicious, but has amazing healing properties. Kai Warriors use this traditional dish to prepare for a long day of labors, or as a quick pick me up.
Effect: +5 HP (24 hours), Heals One Level of Exhaustion (Once a day)
+Wen-Tsu=
Tasty Rabbit Surprise
Those ears are really meaty!
Effect:
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
Anders
Hit Points = 19/19 (+5 HP Bonus)
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=Keeping the Illusion Caern 'Real'
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak (Elder): Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Twice per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature.
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. (2 Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Caern
Hit Points = 30/30
DefensesToughness: 15+2(Large Shield)=17
Evasion: 10+2(Large Shield)=12
Resolve: 15
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic EffectsTotally not real, or is he?
Active Effects/AbilitiesResilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
PassivesBeserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to hisToughness and Evasion defenses.
Equipped Weapon:
Equipped Armor: Large Shield (Toughness/Evasion +2)
Surviving and making it to the shore had been quite a feat already, so Caern hadn't been too picky about where he'd get to sleep. That turned out to be a mistake, as he had the oddest of nightmares, so weird it seemed real. He suddenly woke up, eyes going wide open, only to notice reality itself was messed up.
He glanced at the rabbit—Wen-Tsu?—then stared at the demon floating above him, and it was obvious enough that something was really wrong. "What's going on here? What are you?" he asked, though not before deciding to act quickly against whatever the shadow being was doing before asking the Moon Rabbit what was going on. As far as he knew, good creatures didn't try to suck energy from your chest.
Real Caern:
Minor Action: Invoke Light 3 inside the hut, preferably right on top of the shadow demon.
Minor Action: Draw battle ax.
Major Action: Invoke Regeneration 3 boon.
Minor Action: Sustain Regeneration 3.
Move Action: Stand up (?), move away from the shadow and to H15.
Illusion Caern:
Move towards real Caern (I15).
The being doesn't seem to bother trying to stop you. It ceases to draw energy from you, and for a moment seems entirely unconcerned with your existence, instead concentrating on Emilia, who has burst into the front door...
You take the time to catch your breath, and invoke a powerful light upon the Shadow thing...a blazing nimbus erupts and fills the entire hut, revealing it's ugliness in full splendor.
The creature doesn't seem to notice this, either-and looking at revealed against strong light is physically revolting to your senses. It's 'body' is spidery, paper thin, like watching a pencil drawing on a wall move of it's own volition, or a being made of violin strings. It's movements are difficult to track, as it constantly shifts, vibrates, and fidgets in place.
Of interesting note is that one of the black strings it seems to be composed of, leads away to the Southwest corner of the hut and passes right the wall.
After that, Caern rises and scuttles past the creature, leaving the hut.
Emilia, noticing Wen-Tsu's slight withdrawal, understands that her short time as a guard had drawn to a close. Performing an acrobatic leap to crash through the window, she moves like swift wind towards the shadow monster's side, a single silver crescent slash to rend the darkness and cleave its neck in twain.
Emilia to a location adjacent the shadow being.
Basic attack, two-handed.
[Emilia is a hacker! (Advantage 1)
DC 16 vs Agility 1d6+1d6+1d6+1d20 (1+2+6), +1d6 (4) =12], Miss!
Emilia dashes into the hut, which is now brightly lit, covering Caern as he escapes.
She sees the being much as Caern did, but for her it inspires more hatred, than revulsion-something about it is entirely horrible on a level more than merely moral. It's like seeing an bloodstain on the surface of a beautiful piece of vellum.
Emilia strikes with holy rage! She is sure she would have hit any normal being with her swing-it didn't even try to dodge her sword, instead, it just sort of...split apart, like a cloud of smoke being parted a by a strong gust of wind.
Then, reformed, it cocked it's 'head' as if amused.
"You have chosen...poorly. Not even She cannot protect you from us." It said.
Oh, that was a shadowy... demon... thing. Wen-Tsu wasn't the best acquianted with evil beasts (prefering the noble men and women who slay them) but it seemed pretty obvious that the shadow wasn't probably the best person to leave the golem-man with.
"Oh, evil thing! I don't want your scraps... and it's rude to eat in front of guests, anyway!"
That 'witty' (Well, she wasn't at her best, alright?) repartee delivered, Wen-Tsu made a defiant gesture. The monster seemed to be made of dark...
So Wen-Tsu weaved light into the wooden hand erupting from the floor, making it more ethereal than mundane. The light of the air distorted and twisted, wrapping itself around the wooden hand grasping the shadowy thing and binding it to where it stood.
Use alteration to inflict Immobile on the shadow once mr golem has gotten clear, then move out the way of the heroic valkeryie's heroics by moving to D12
[DC 16 vs Alteration 1d10+1d20 (5+13)=18]
Wen-Tsu sees what the others do, and she tries to make her hand as dense as possible to trap the slippery being...
*pop*
While she is sure she would have caught it, the being merely seems to dissolve into a cloud of oily black lines and slip through wooden fingers!
Perception Roll (auto-succeed, Light boon)
Being able to make out the frame of the creature well enough, both Emilia and Wen watch as the Black Strings are drawn to the Southwest corner of the hut, as a spider might retract a line of webbing. Only a few of the strings seemed to have been left behind by the impact of Wen-Tsus wooden fist, and they momentarily twitch feebly on the ground like worms, before melting into a distinct nothingness.
-1 HP, ?
...
"Ohhh not that eejit again. Half gnome! The bloody cheek, I'll- oooh, I feel funny. Like that time when- hmm, what was I doing? Let's see if..."
Jao concentrates hard, walks out of the hut, and tries to levitate directly 20 feet up.
From there, he presumably see the horrifying tendrils: OH DEAR GODS I must know something well-rounded about these awful feckers.
Jao floats past the dancing party guests and through the ceiling-both of the hut, and the party hall. The girl with the cheese plate seems sad.
...
His height advantage gives him a pretty clear of the battlefield and the village-he can see four pillars of darkness touching down on the cardinal points of the village...and furthermore, he can see the pillars are all attaching to one another, to something even darker, flying far above his head. And whatever that is, stretches another tendril, to something firmly to the North.
Also, the floor he's on seems to be a different hall, probably one he wasn't invited to....
Yondalla (Halfling God of Gardening), Baervan (Gnomish God of Racoons), and Chauntea (Human God of Farming) seem to be having some sort of gardening party-they're trying out various fancy dips, and passing around plates of veggies. Also, no one is wearing any clothes, and the floor is made of dirt. Jao might feel a bit embarrassed.
He seems to be in a fancy forest of some sort, with little critters jumping around everywhere...Wen-Tsu would probably like it here, but they all seem to be taking offense to Jao's presence. Segojan (Gnomish God of Gems) is also slumming in a corner here, but upon seeing you he frowns, and begins summoning his celestial Badgers, which are probably the equivalent of Holy club bouncers...
He tries to dismiss all these probable hallucinations (it occurs to him he might be having a stroke of some sort) and think.
[Lore!
DC ? vs Learning 1d8+1d20 (6+12)=18], ?
He has no idea what these shadow things are specifically, but he's sure they are undead spirits. And, the one thing these beings like to do is suck life energy-since they're literally moving blots on anti-life, they constantly need to feed if they want to continue existing. Some Necromancers design beings that gain life energy in other ways, but in the end they all are things you don't wish to touch you.
Spirit Touch (melee): Entropy vs. Toughness, damaging attack
Special: 2 points of damage from a successful attack is automatically applied as lethal damage
"Companions," Anders called, keeping his attention focused on Caern's illusory shell, "there are a number of shadow pillars acting to surround us. I believe their intent may be villainous."
Attempt to arm Caern with an illusory sword made of lightning. Don't tell him what I'm doing or why I'm doing it.
It's not difficult to modify an existing illusion with your own, but it is beginning to strain your abilities.
Illusion Caern notices he seems to have received a sword that crackles with lightning. Hmm, where did that come from? It sure looks like it can do some damage!
Hearing that Caern had been found, Moubu made no waste in his time, long strides eating up ground as he swiftly made his way over to the hut.
"How is Caern doing? Can he walk? Fight?" Moubu asked, as he came up to the group, readying himself to fight off attacks from possible shadow beasts.
Minor action: Sustain Regeneration
Move Action: Move to E8
Major Action: Move to E13
Use Interrupt: Defend using might on any damaging/bane attacks that hits on allies but are below the enemies own armor.
Use Interrupt: Defend using might on any damaging attack that would down an ally so long as reducing the damage by (19-Ally AC) would stop them from being downed.
Use Interrupt: Defend using might on bane attacks that inflict: Blinded, Death, Dominated, Fear, Incapacitated 7 or 9, Stunned, or Stupefied that hit at 19 or lower.
I get advantage 2 on these defend actions. Advantage 3 if I can use my shield in my defense. Also can move 15 feet during it but idk how I'd plan that, I guess just move me if appropriate, I'm sure it'll be fine.
Moubu runs into position, which is good because...
...
At each corner of the village, the shadows seems to gather, taking more solid forms.
In the North, against Jao and Anders, two Hulking Shadowy trolls materialize from the dankness, their long arms stretching grotesquely.
In the South, against the rest, at least four shapes come into being-two of them resemble the spider-monkey beings (though much more spider, than monkey), one resembles the string thing Emilia and Wen just drove away, and one further in the back actually looks sort of like Jao-a shadow halfling, hopping on the roof of the hut. It's features are particularly difficult to make out, as it seems to be wearing a facade of stylized armor and carrying a large, tube like weapon, which it begins to aim at the party...
The party springs into action before these grotesque parodies can attack, however!
....
Initiative checks!
Caern (both) 1d20 (19)=19
Moubo 1d8+1d20 (7+10)=17
Emilia 2d6+1d20 (7+7)=14
Wen-Tsu 1d4+1d20 (1+11)=12
Anders 2d6+1d20 (9+3)=12
Shadow Creatures 1d6+1d20=11
Jao 1d10+1d20 (1+8)=9
Everybody, your actions are up! (Except for Jao)
(http://i63.tinypic.com/2zqtqv7.jpg)
(https://s18.postimg.org/49djmg5yx/Map.jpg)
The land before you is pretty swampy, but it shouldn't affect your balance much-this place was once a village, the detritus of those that lived here, and the battle that ended them, is still strewn about. Several buildings of oblong, trunk-like shape lay about in rotting grandeur.
The greenery above is heavily festooned with jungle vines and branches-there are platforms above, that once allowed for easy traversal around the village, with ladders that once extended from the roofs of the buildings, but now they are all in a derelict state, traps for those with unwary footing.
&=Shadow Critters
B=Monkeybees! (if there's any around)
@=Our Heroes
k=Frog Friend
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Pale, skinny swamp trees, with few leaves or handholds.. Very difficult to climb, requiring an agility check of 15 to reach the canopy.
Dark Brown: Log Branch Houses, with crudely carved windows and doors. Costs no extra movement to go through, if you have opened the way, otherwise it's a minor action to open them-unless they are being jammed shut in some way. Climbing on top of the houses is difficult due to their degraded state and height, requiring an agility check of 15.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level by climbing the trees or houses, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical. You can also rely on the platforms, which don't require any obvious check to move about, but are likely to be risky to step upon.
Weapon Ranges
Melee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
((Note: Map courtesy of http://inkarnate.com/
It's pretty useful.))
Shadow Spider ?
Shadow Man ?
Shadow Troll ?
Shadow Halfling ?
Shadow Pillar ?
Hit Points: ?
Agility ?
Fortitude ?
Might ?
Perception ?
DEFENSES
Toughness: 16
Evasion: ?
Resolve: ?
SPECIAL ATTACKS
Spirit Touch (melee): Entropy vs. Toughness, damaging attack
Special: 2 points of damage from a successful attack is automatically applied as lethal damage
Wen-Tsu
Hit Points = 31/31 (+5 HP Bonus)
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Well Fed (Sunrise Soup)=+5 HP and +1 Exhaustion Level, Lasts for 24 hours
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Plant Growing: WIP
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Jao
Hit Points = 25/25 (+5 HP Bonus)
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=Regeneration II
Active Boons=Regeneration II (1d6)
Active Banes=None
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Used)
Garls Glamourous Gala: Jao has been invited into a higher, Godly realm for an afterlife party. He gains the ability to pass freely through all physical barriers as if they were unoccupied spaces. In addition, he gains the ability to freely move in any direction in both the horizontal and vertical planes at his normal non-magical speed. Jao is immune to all attacks that target either Evasion or Toughness, however, he also cannot deliver any attacks that target Evasion or Toughness. He's only invited as long as they want him there, however-If the spell is cancelled solid structure, then he is forcibly transported to...somewhere else...
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Burp the Best, or Derp with the rest: Jao now grasps understands all reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Emilia
Hit Points = 33/33 (+5 HP Bonus)
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
Power Attack=Advantage 1 on all melee attacks (two handed weapon)
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Dreams of Flying: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled.
Equipped Weapon: Longsword in both hands (One-handed, Versatile, Precise/Banes: None)
Equipped Armor: Scale Shirt (Toughness/Evasion +4)
Moubu
Hit Points = 31/31 (+5 HP Bonus)
DefensesToughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Minor Action (Concentration)=Regeneration I
Active Boons=Regeneration I (1d4)
Active Banes=Speed Penalty -5 (Armor)
Cinematic EffectsLiterally Coated in Mud: Liberally and literally. Filthy Orc! STILL DIRTY!
Active Effects/AbilitiesInspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
PassivesWell Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, hs also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Recipe List+Bees and Beans
This tasty concoction is made of tangy Howler Bee meat and a generous portion of beans and bacon, among other bits and bobs of meat. It certainly fills up the belly, and toughens the constitution. Also gives you terrible gas.
Effect: +5 HP, Resistance +2 Defense vs Might Attacks (24 hours)
+Lampsur Fruit=
Sunrise Soup
Lampsur Fruit is not only delicious, but has amazing healing properties. Kai Warriors use this traditional dish to prepare for a long day of labors, or as a quick pick me up.
Effect: +5 HP (24 hours), Heals One Level of Exhaustion (Once a day)
+Wen-Tsu=
Tasty Rabbit Surprise
Those ears are really meaty!
Effect:
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
Anders
Hit Points = 19/19 (+5 HP Bonus)
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=Keeping the Illusion Caern 'Real'
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak (Elder): Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Twice per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature.
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. (2 Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Caern (Illusion)
Hit Points = 30/30
Defenses
Toughness: 15+2+2(Large Shield+Natural Defense)=19
Evasion: 10+2+2(Large Shield+Natural Defense)=14
Resolve: 15
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Totally not real, or is he?
Big Honking Lightning Sword
Active Effects/Abilities
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to his Toughness and Evasion defenses.
Equipped Weapon: Battleaxe
Equipped Armor: Large Shield (Toughness/Evasion +2)
Caern (Real)
Hit Points = 30/30
Defenses
Toughness: 15+2+2(Large Shield+Natural Defense)=19
Evasion: 10+2+2(Large Shield+Natural Defense)=14
Resolve: 15
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Totally confused right now
Active Effects/Abilities
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to hisToughness and Evasion defenses.
Equipped Weapon: Battleaxe
Equipped Armor: Large Shield (Toughness/Evasion +2)
. Though still focused on the enemies before them, the two Caerns began an intense and short-lived display of power by furiously flexing, beating their chests and hollering until they were properly pumped up and ready for combat. "FEEL THE BURN!"
Caern:
Free Action: Start Berserking.
Minor Action: Sustain Regeneration 2.
Move Action: Move to J17.
Major Action: MIGHT SMASH Shadow Man.
Illusion Caern:
Free Action: Start Berserking.
Move Action: Move to K17.
Major Action: MIGHT SMASH Shadow Man.
The Double Caerns have a flex off, simultaneously enraging themselves against the shadow beings.
DC 16 vs 1d10+1d10+1d20 (4+6+1)=7 (Advantage 1)
DC 16 vs 1d10+1d10+1d20 (1+4+2)=6 (Advantage 1)
The sneaky shadowman dips, dives, and evades with inhuman grace-though the Caerns work together, the being seems to know how they think, and utilizes their numbers advantage against them-several times one Caern must pull back from his attack or end up striking his 'brother'. It's sort of like trying to fight a mirror, and not hitting your own reflection.
For the moment, both Caerns have been definitively trumped.
Moubu takes in the various shadow creatures consolidating around them as he listens to Jaos scream. "Hagh.... So the spider wants to suck our fluids does it? I suppose that makes sense! But before we start to panic friend, lets see if they can simply be smashed!" Moubu yelled to Jao as he ran forward. Banging his warhammer with a loud clang against his shield, the closed in on the shadowy spider. A feral roar loosing itself from his mouth as he brought his warhammer down on the beast!
Minor action: Sustain Regeneration
Move Action: Move to I17
Major Action: Use MIGHT to attack shadowspider 2
Use Interrupt: Defend using might on any damaging/bane attacks that hits on me or my allies but are below the enemies own armor.
Use Interrupt: Defend using might on any damaging attack that would down an ally so long as reducing the damage by (19-Ally AC) would stop them from being downed.
Use Interrupt: Defend using might on bane attacks that inflict: Blinded, Death, Dominated, Fear, Incapacitated 7 or 9, Stunned, or Stupefied that hit at 19 or lower.
DC 16 vs 2d6+1d20 (9+14)=21
Moubu's warhammer strikes down viciously on the doppler-arachnid, causing it to burst in a spray of shadowstuff.
-3 HP ?
As before, however, most if it's interior darkness seems to be pretty lively, despite the damage-it collapses into a pile of dangling threads at the strike of the hammer-some of which writhe and vanish on the ground, but most of which skitter off, being pulled away like the strings of a puppet.
Who was "she?"
Well, that would have be figured out later.
"Went Tsu! Shine your light into that corner!"
Emilia yells out for her compatriot to illuminate where the string had gone. She stands back, ready to spring at the slightest strange-looking thing. Even if there's nothing there, she drives her sword through a wall in the corner.
Emilia does so, chasing the retreating shadow-stuff angrily-she even drives her sword into the rotten wood wall at the corner.
This makes a sizable dent in the wall-in fact, it knocks the wood away completely, showering her in dark dirt, vegetable matter, and a nest of confused wood-eating beetles, that infest this village. They land in her hair, armor, clothes, and her other parts-she shakes them off hurriedly.
The shadow-strings that fled aren't in the wall anymore, but she can see through the wall now, and trailing off to the Southeast-where, there is what seems to be a shifting pillar of the same darkness these monsters are created of. It almost looks like a tentacle, anchored to the ground and two trees by numerous darkened hooks.
Wen looked around. Monsters were literally appearing from thin air. She looked up, at the vague impression of something, up above...
She quickly knelt and traced a circle in the ground. What looked like glowing coral, a bright blue light, sprouted from the ground like a tooth, shaped into a narrow natural javelin. The moon-rabbit plucked the incandescent spear from the ground, and threw it up with a small 'hup'. Half way through the throw, her ears twitched and her magic took over, the lunar fey's muscles somewhat... insufficient.
The missile soared up, to stick like a splinter in whatever was above. That done, she realized she was being called to.
"... into that corner!"
That done, however, the rabbit decided sticking around might not be the wisest option, and bounded through the window into the corner, as Emilia seemed to want, taking the larger woman for a protector.
Grow a glowing spear, then launch it to stick in the monster hub above; then move to E14
Wen-Tsu launches a mini-moon above the parties head, illuminating only the dimmest reach of the thing floating above them like a malevolent rain cloud, and it's appendages trying to kill them. Like an insect, it has four legs extended to each corner of the village, and each of those legs is reaching out, connecting to each of the shadow-monsters, by even more shadowy links. Her light spear seems to be of no concern to it otherwise-it's doubtful it even recognizes it as an actual attack.
The Shadow-Spiders and the Shadow-man seem to have very thin threads, while the Shadow-Trolls and the Shadow-Halfling seem to have much thicker bundles of black webbing...
She scoots into the 'safety' of the building afterwards.
Wait, watch, maintain Caern and the Illusions, Defend Self.
Anders is content to wait and watch all that has occurred here, preparing for an attack from any side.
...
Shadows Attack!
The Shadow-Spider on the roof seems to fixate Moubu as the closest target, and tosses a shadowy coil of rope at him from above! It seems to draw in an extra infusion of darkness from it's 'parent', by holding in place and not moving.
Moubu Agility/DC 21 vs Shadow Agility 1d6+1d6+1d6+1d20 (1+3+3+9)=15 (Advantage 1)
Moubu raises his shield in time to deflect the lasso-for a moment, he has to struggle to keep it from being pulled from his hand, as the rope adheres to his shield like strong glue. He eventually pulls it free with a mighty yank.
...
The Shadow-Man, meanwhile, aims a shadowy punch toward Caerns heart.
Caern Toughness/DC 19 vs Entropy 2d8+1d20 (7+19)=26
Caern is nearly knocked to his feet by the force of the blow...tendrils of darkness wrap around him, draining his life away...
"Corrupted souls are so...easily...harvested..." It gloats.
Moubu Interruption!
Attack Damage/DC 26 vs Moubu Might 1d6+1d6+1d6+1d6+1d6+1d20 (4+4+2+2+1+20)=28 (Advantage 3)
Moubu intercedes heroically and with no delay, brutally slamming his shield into the creatures body, knocking the tendrils askew! With his experience as a soldier, he casually finishes it with a brutal hammer blow.
-3 HP ?
Caern immediately feels better, but the feeling doesn't last for long.
...
The Shadowy Halfling, meanwhile, has aimed his strange tube at the party...and blasted a gout of oily darkness at Moubu and Caern artillery style!
Caern Evasion/DC 19, Moubu DC 21 vs Entropy 2d6+1d20 (3+3+6+3+20)=26... 1d20=19 (disadvantage 2, multi attack)
"Feck you, fleshlies!" It squeaks. Evilly. Hmm, the accent sounds sort of familiar...
Caern takes 7 damage, +7 of which is Lethal damage!
Moubu takes 5 damage, +5 of which is Lethal damage!
((Had to jury rig a way to determine how enemies can do lethal damage on crits without actually critting, so I just decided to toss another d20 and make a portion of the amount of damage you took, into lethal damage. Kaboom!))
The resulting blast is terribly powerful-a volley of explosive shadow-shells arcs down upon them. They only have a moment...take the blast in the face, or dive away madly?
Moubu and Caern have a choice to make!
Stand your ground, or time to duck and cover? You can choose to leap away-gaining the knockdown bane, and moving 10 ft in a random direction-this will allow you to avoid half the damage you just took.
Otherwise, you take the full damage as normal.
...
The Shadow-Trolls split up, one going for Anders and the other reaching up to snatch Jao, extending it's arms ridiculously so.
Anders Agility/DC 17 vs Shadow Entropy 2d6+1d20 (3+1)=4
Anders manages to easily evade his lumbering pursuer-thinking quickly, he flings one of his daggers end over end at the long, shadowy arms reaching for him. Just as he thought, they part easily as a string of silk at the touch of the blade. It seems these beings are all string and sinew, no meat...the lopped off appendage twists wildly in the air, before ultimately melting into nothingness-it has no where to return to...
-4 HP ?
The Shadow-Troll reaching for Jao is unpleasantly surprised to find that the Halfling is immune to such attacks, for now. Who's immaterial now?!
...
Another Shadow-Spider pops back into existence on a roof of a nearby house, chuckling evilly.
...
Everybody's turn is back up!
Initiative checks!
Caern (both) 1d20 (19)=19
Moubo 1d8+1d20 (7+10)=17
Emilia 2d6+1d20 (7+7)=14
Wen-Tsu 1d4+1d20 (1+11)=12
Anders 2d6+1d20 (9+3)=12
Shadow Creatures 1d6+1d20=11
Jao 1d10+1d20 (1+8)=9
Everybody, your actions are up! (Even Jao)
(http://oi64.tinypic.com/2zyelcm.jpg)
(http://oi67.tinypic.com/25qxb2u.jpg)(Shadowman actually got popped, after I updated the map))
The land before you is pretty swampy, but it shouldn't affect your balance much-this place was once a village, the detritus of those that lived here, and the battle that ended them, is still strewn about. Several buildings of oblong, trunk-like shape lay about in rotting grandeur.
The greenery above is heavily festooned with jungle vines and branches-there are platforms above, that once allowed for easy traversal around the village, with ladders that once extended from the roofs of the buildings, but now they are all in a derelict state, traps for those with unwary footing.
&=Shadow Critters
B=Monkeybees! (if there's any around)
@=Our Heroes
k=Frog Friend
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Pale, skinny swamp trees, with few leaves or handholds.. Very difficult to climb, requiring an agility check of 15 to reach the canopy.
Dark Brown: Log Branch Houses, with crudely carved windows and doors. Costs no extra movement to go through, if you have opened the way, otherwise it's a minor action to open them-unless they are being jammed shut in some way. Climbing on top of the houses is difficult due to their degraded state and height, requiring an agility check of 15.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level by climbing the trees or houses, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical. You can also rely on the platforms, which don't require any obvious check to move about, but are likely to be risky to step upon.
Weapon Ranges
Melee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
((Note: Map courtesy of http://inkarnate.com/
It's pretty useful.))
Shadow Spider
Weak and cowardly, uses dark ropes to bind opponents from afarShadow Man
Very dangerous assassins, steal life force and have high attack statsShadow Troll
Slow, lumbering, and strong, but vulnerable...Shadow Halfling
Fires fecking artillery from afar, ye gits.Shadow Pillar
Hit Points: -11/?
Agility ?
Fortitude ?
Might ?
Perception ?
DEFENSES
Toughness: 16
Evasion: ?
Resolve: ?
SPECIAL ATTACKS
Spirit Touch (melee): Entropy vs. Toughness, damaging attack
Special: 2 points of damage from a successful attack is automatically applied as lethal damage
Wen-Tsu
Hit Points = 31/31 (+5 HP Bonus)
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Well Fed (Sunrise Soup)=+5 HP and +1 Exhaustion Level, Lasts for 24 hours
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Plant Growing: WIP
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Jao
Hit Points = 25/25 (+5 HP Bonus)
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=Regeneration II
Active Boons=Regeneration II (1d6)
Active Banes=None
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Used)
Garls Glamourous Gala: Jao has been invited into a higher, Godly realm for an afterlife party. He gains the ability to pass freely through all physical barriers as if they were unoccupied spaces. In addition, he gains the ability to freely move in any direction in both the horizontal and vertical planes at his normal non-magical speed. Jao is immune to all attacks that target either Evasion or Toughness, however, he also cannot deliver any attacks that target Evasion or Toughness. He's only invited as long as they want him there, however-If the spell is cancelled solid structure, then he is forcibly transported to...somewhere else...
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Burp the Best, or Derp with the rest: Jao now grasps understands all reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Emilia
Hit Points = 33/33 (+5 HP Bonus)
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
Power Attack=Advantage 1 on all melee attacks (two handed weapon)
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Dreams of Flying: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled.
Equipped Weapon: Longsword in both hands (One-handed, Versatile, Precise/Banes: None)
Equipped Armor: Scale Shirt (Toughness/Evasion +4)
Moubu
Hit Points = 26/26 (+5 HP Bonus, 5 Lethal Damage)
DefensesToughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Minor Action (Concentration)=Regeneration I
Active Boons=Regeneration I (1d4)
Active Banes=Speed Penalty -5 (Armor)
Cinematic EffectsLiterally Coated in Mud: Liberally and literally. Filthy Orc! STILL DIRTY!
Active Effects/AbilitiesInspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
PassivesWell Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, hs also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Recipe List+Bees and Beans
This tasty concoction is made of tangy Howler Bee meat and a generous portion of beans and bacon, among other bits and bobs of meat. It certainly fills up the belly, and toughens the constitution. Also gives you terrible gas.
Effect: +5 HP, Resistance +2 Defense vs Might Attacks (24 hours)
+Lampsur Fruit=
Sunrise Soup
Lampsur Fruit is not only delicious, but has amazing healing properties. Kai Warriors use this traditional dish to prepare for a long day of labors, or as a quick pick me up.
Effect: +5 HP (24 hours), Heals One Level of Exhaustion (Once a day)
+Wen-Tsu=
Tasty Rabbit Surprise
Those ears are really meaty!
Effect:
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
Anders
Hit Points = 19/19 (+5 HP Bonus)
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=Keeping the Illusion Caern 'Real'
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak (Elder): Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Twice per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature.
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. (2 Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Caern (Illusion)
Hit Points = 30/30
Defenses
Toughness: 15+2+2(Large Shield+Natural Defense)=19
Evasion: 10+2+2(Large Shield+Natural Defense)=14
Resolve: 15
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Totally not real, or is he?
Big Honking Lightning Sword
Active Effects/Abilities
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to his Toughness and Evasion defenses.
Equipped Weapon: Battleaxe
Equipped Armor: Large Shield (Toughness/Evasion +2)
Caern (Real)
Hit Points = 23/23 (7 lethal damage)
Defenses
Toughness: 15+2+2+5(Large Shield+Natural Defense+Rage)=24
Evasion: 10+2+2+5(Large Shield+Natural Defense+Rage)=19
Resolve: 15+5 (Rage)=20
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Totally confused right now
Active Effects/Abilities
Ragin'!: +5 to all defense scores, advantage 1 on all attacks (Rage Reserves=3 turns)
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to hisToughness and Evasion defenses.
Equipped Weapon: Battleaxe
Equipped Armor: Large Shield (Toughness/Evasion +2)
"Ha! Yer gert big shadowy eejits! Yer can't touch Garl's Glamourous Jao, yer feckwizzles! Have this! Avast!"
Immobilise the shadowgit attacking Anders with the voice of poetry (+1 due to voice). Continue to float around distractingly towards K9
"I tell you shadows you can't touch me!
I'm here but also there and you know you can't touch me!
Look in my eyes - ewww, actually don't -
You know let me declaim my wonderful poetry because you can't touch me!
Eejits!"
Once arrived nearer Anders warn him:
"I can't hold them off forever, young Anders - I've left behind a cheeseboard in distress... I do likes a bit of cheese... and damsels."
Jao finally decides to use the abilities he has had all along!
DC 12 vs 1d8+1d8+1d20 (7+7+5)=13 (Advantage 1)
The sheer power of his magical compulsion freezes the shadowgit to the ground!
Then he floats Southwards, gladly taking the attack of opportunity-because immaterial, duh.
Those Celestial Badgers are getting closer, though...if they catch him, he'll get thrown back in the real world! Which would really be disappointing.
...
Both Caerns were frustrated with how easily their opponent dodged their hits, but only became truly pissed off at having their souls called corrupted. "You're the monster here! I'll make you swallow those words and my fists along with 'em!!" he roared before Moubu came to his rescue.
"Thanks!" It was good he was one for short thanks, because there wasn't enough time to say or do much before he and the orc were bombarded with darkness. The half-golem's attempts to avoid the onslaught were far from graceful and ended up with him hurting and on the ground. He was still pumped up, though, as was his illusionary copy. "Come down here too and get some of this!" "No time to lay down and rest! Back up!"
Illusion Caern:
Focus Action: Superior Action: Cast Restoration on Caern.
Caern:
Minor Action: Sustain Regeneration 2.
Move Action: Try to shrug off Knockdown in case I haven't been freed from it already.
Major Action: MIGHT THROW spear at Shadow Halfling.
In case Illusion Caern can't actually cast restoration, he instead superior action throws a spear at Shadow Halfling while Caern uses his Move Action to shrug Knockdown off. In case it works, he throws a spear at Shadow Halfling with his Major Action, and in case it doesn't, he casts Restoration on himself instead.
Illusion Caern's magic doesn't seem to work like it's should...he feels he could cast if 'master' Anders channeled power to him.
Shrugging, he tosses his spear at the Shadow Halfling.
DC 16 vs 1d10+1d10+1d20 (5+9+6)=15 (Advantage 1)
The little being manages to barely duck the first missile!
...
Meanwhile, real Caern trips forward in a panic to avoid the shadow explosives...
Random Direction: 1d8=8
Round up/down: 1d2=2
Caern saves from 3 lethal damage
And, promptly smacks his face into the side of a building, stunned.
Shake Off Bane vs Dc10: 1d20=5
A deep exhaustion battles with his fury, a calling to rise and fight...
DC 16 vs 1d10+1d20 (1+11)=12 (Advantage 1/Disadvantage 1)
His own wildly thrown spear ricochets off the side of the building. Disappointing!
Caern has a choice to make!
Will he call upon his reserves of strength?
In exchange for burning his daily use of Resilient, Caern can choose to remove his bane automatically on the next turn, without costing any action. Otherwise, he will automatically succeed standing up, still at the cost of a movement action.
...
Moubu grunted in frustration as the shadowman popped into shadowstuff as he struck at it. His frustration turned in a growl of anger and pain as the as the shadowy explosions rocked around him! He stood his ground against the deadly attack, stumbling out of the dust coughing and bleeding from multiple wounds. "Whatever these things are, I'm not sure that we're actually making progress! Pop one and it skitters away, who knows if we're even really damaging these things, but they sure as hell are doing damage to us!" Moubu shouted to his allies as he stumbled forward. "I'm going to go see what happens if we break one of those pillars!"
Move action: Move to M22
Minor Action: Sustain Regeneration
Major action: N/A
Moubu gets rocked by explosives, but he sprints closer to the pillar all the same.
As he notes Emilias and Wens attack against the other pillar in the next action, this one seem to notice the parties intent-it begins to firmly link itself to the ground, growing armor-plates of darkness around the pillar, to protect it...
...
Wen-Tsu called out to the others with a surprising volume for such a little rabbit-girl, sticking her head out the window.
"Oh, oh! Cut the threads that connect the shadows to the pillars! Then attack the pillars! Otherwise, they'll keep coming!"
Coincidentally, she called out pretty much at the same time as Moubu, and nodded to herself. She snapped her fingers. Looking back towards the woman demolishing the wall, she could just see the edge of the pillar through a different window. She pulled herself back inside and clapped once.
Two blades of mud, sharp rocks held like the teeth of a saw in the mud, formed scissors and closed onto the pillar at B23
Urgh!
Emilia didn't like insects very much, but the heat of battle kept her relatively calm.
"Wen Tsu! I'll go for the pillar!" she cries, agilely twisting through the hole she had formed before dashing south and slicing at the strange tentacle-like object with all she could muster.
Emilia to 22-C, attack nearby Shadowy Pillar.
Emilia and Wen-Tsu combo attack the pillar-Emilia giving a mighty slice and Wen-Tsu attempting to snip it like a moon-flower stalk.
It seems to work, at least partially.
? -5 HP
As soon as the tentacle takes damage from the attacks, it quickly begins to retract itself into the sky. They manage to cut off quite a few of the shadowy appendages, before it escapes back into it's 'body'. That's one pillar down!
...
There was a part of Anders that wished he had enough concentration free to attempt to touch one of the Shadow things, and see what he could wrest from those bizarre threads. The advice of his mother would doubtless have been helpful in this moment, but, well, he had chosen a very different path.
The arrival of the peculiar Jao afforded Anders something of an opportunity, a moment to strike at the filaments that seemed to feed the Troll. He didn't understand exactly that cheeseboard Jao had left behind, and Anders hadn't recalled seeing any Damsels, but, well, there was no sense in delay.
Persistent Damage II, target the bundle of black threads currently tethering adjacent Shadow Troll
Maintain Illusory Caern
Anders aims carefully at the strands connecting the Troll...
DC 12 vs 2d6+1d20 (6+4+4+14)=24 (Advantage 1 Weapon)
His knife manages to slice, yet not separate, the cord. Perfect.
...
Shadows Turn!
Shadow-Troll 1 frozen to the ground and unable to strike the taunting Halfling, promptly implodes. Well, that's one way to clear a bane.
Shadow-Troll 2 aims a heavy two handed blow down on the annoying insect stinging him...
Anders Agility/DC 17 vs Shadow Entropy 2d6+1d20 (7+1)=8
But, only strikes the ground. The Shadow-Troll also doesn't seem to notice, as pure darkness begins to leak out of his strand behind him, like blood from an artery.
? -2 HP
Shadow-Halfling seems hesitant to fire when his enemies don't politely clump up for him.
Sneering, he aims a shadowy shotgun shell of darkness at the proned real Caern!
Caern Evasion/DC 19 vs Entropy 2d6+1d20 (2+6+3+18)=23 (Disdvantage 1, Prone)
Caern is blasted by black buckshot! Brutality! Boom!
Caern -4 HP
Interestingly, the destruction of the shadow pillar in the Southwest corner causes Shadow-Spider and Shadow-Spider 3 to panic-they double move toward the same roof the Halfling is on, clinging above the parties heads, before leaping into the pillar in the Southest corner, and reconnecting themselves. Afterwards, they join the halfling on the roof.
And a few seconds later, another shadow Halfling appears beside them!
Meanwhile, the Shadow-Troll who vanished in the North is replaced by three Shadow-Monkey Bees!
...
Everybody's turn is back up!
Initiative checks!
Caern (both) 1d20 (19)=19
Moubo 1d8+1d20 (7+10)=17
Emilia 2d6+1d20 (7+7)=14
Wen-Tsu 1d4+1d20 (1+11)=12
Anders 2d6+1d20 (9+3)=12
Shadow Creatures 1d6+1d20=11
Jao 1d10+1d20 (1+8)=9
Everybody, your actions are up! (Even Jao)
(http://oi67.tinypic.com/fm6yck.jpg)
(http://oi64.tinypic.com/2hdqpuf.jpg)
The land before you is pretty swampy, but it shouldn't affect your balance much-this place was once a village, the detritus of those that lived here, and the battle that ended them, is still strewn about. Several buildings of oblong, trunk-like shape lay about in rotting grandeur.
The greenery above is heavily festooned with jungle vines and branches-there are platforms above, that once allowed for easy traversal around the village, with ladders that once extended from the roofs of the buildings, but now they are all in a derelict state, traps for those with unwary footing.
&=Shadow Critters
B=Monkeybees! (if there's any around)
@=Our Heroes
k=Frog Friend
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Pale, skinny swamp trees, with few leaves or handholds.. Very difficult to climb, requiring an agility check of 15 to reach the canopy.
Dark Brown: Log Branch Houses, with crudely carved windows and doors. Costs no extra movement to go through, if you have opened the way, otherwise it's a minor action to open them-unless they are being jammed shut in some way. Climbing on top of the houses is difficult due to their degraded state and height, requiring an agility check of 15.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level by climbing the trees or houses, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical. You can also rely on the platforms, which don't require any obvious check to move about, but are likely to be risky to step upon.
Weapon Ranges
Melee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
((Note: Map courtesy of http://inkarnate.com/
It's pretty useful.))
Shadow Monkey-Bee
Shadow Spider
Weak and cowardly, uses dark ropes to bind opponents from afarShadow Man
Very dangerous assassins, steal life force and have high attack statsShadow Troll
Slow, lumbering, and strong, but vulnerable...Shadow Halfling
Fires fecking artillery from afar, ye gits.Shadow Pillar
The shadow-critters are connected to the pillars, and the pillars to the greater darkness above...Hit Points: -18/?
Agility ?
Fortitude ?
Might ?
Perception ?
DEFENSES
Toughness: 16
Evasion: ?
Resolve: ?
SPECIAL ATTACKS
Spirit Touch (melee): Entropy vs. Toughness, damaging attack
Special: 2 points of damage from a successful attack is automatically applied as lethal damage
Wen-Tsu
Hit Points = 31/31 (+5 HP Bonus)
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Well Fed (Sunrise Soup)=+5 HP and +1 Exhaustion Level, Lasts for 24 hours
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Plant Growing: WIP
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Jao
Hit Points = 25/25 (+5 HP Bonus)
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=Regeneration II
Active Boons=Regeneration II (1d6)
Active Banes=None
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Used)
Garls Glamourous Gala: Jao has been invited into a higher, Godly realm for an afterlife party. He gains the ability to pass freely through all physical barriers as if they were unoccupied spaces. In addition, he gains the ability to freely move in any direction in both the horizontal and vertical planes at his normal non-magical speed. Jao is immune to all attacks that target either Evasion or Toughness, however, he also cannot deliver any attacks that target Evasion or Toughness. He's only invited as long as they want him there, however-If the spell is cancelled solid structure, then he is forcibly transported to...somewhere else...
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Burp the Best, or Derp with the rest: Jao now grasps understands all reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Emilia
Hit Points = 33/33 (+5 HP Bonus)
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
Power Attack=Advantage 1 on all melee attacks (two handed weapon)
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Dreams of Flying: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled.
Equipped Weapon: Longsword in both hands (One-handed, Versatile, Precise/Banes: None) (Attack Bonus=1d10)
Equipped Armor: Scale Shirt (Toughness/Evasion +4)
Moubu
Hit Points = 26/26 (+5 HP Bonus, 5 Lethal Damage)
DefensesToughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Minor Action (Concentration)=Regeneration I
Active Boons=Regeneration I (1d4)
Active Banes=Speed Penalty -5 (Armor)
Cinematic EffectsLiterally Coated in Mud: Liberally and literally. Filthy Orc! STILL DIRTY!
Active Effects/AbilitiesInspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
PassivesWell Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, hs also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Recipe List+Bees and Beans
This tasty concoction is made of tangy Howler Bee meat and a generous portion of beans and bacon, among other bits and bobs of meat. It certainly fills up the belly, and toughens the constitution. Also gives you terrible gas.
Effect: +5 HP, Resistance +2 Defense vs Might Attacks (24 hours)
+Lampsur Fruit=
Sunrise Soup
Lampsur Fruit is not only delicious, but has amazing healing properties. Kai Warriors use this traditional dish to prepare for a long day of labors, or as a quick pick me up.
Effect: +5 HP (24 hours), Heals One Level of Exhaustion (Once a day)
+Wen-Tsu=
Tasty Rabbit Surprise
Those ears are really meaty!
Effect:
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown) (Attack Bonus=2d6)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
Anders
Hit Points = 19/19 (+5 HP Bonus)
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=Keeping the Illusion Caern 'Real'
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak (Elder): Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Twice per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature.
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. (2 Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Caern (Illusion)
Hit Points = 30/30
Defenses
Toughness: 15+2+2(Large Shield+Natural Defense)=19
Evasion: 10+2+2(Large Shield+Natural Defense)=14
Resolve: 15
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Totally not real, or is he?
Big Honking Lightning Sword
Active Effects/Abilities
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to his Toughness and Evasion defenses.
Equipped Weapon: Battleaxe (Attack Bonus=1d10)
Equipped Armor: Large Shield (Toughness/Evasion +2)
Caern (Real)
Hit Points = 22/26 (4 lethal damage)
Defenses
Toughness: 15+2+2+5(Large Shield+Natural Defense+Rage)=24
Evasion: 10+2+2+5(Large Shield+Natural Defense+Rage)=19
Resolve: 15+5 (Rage)=20
Minor Action (Concentration)=None
Active Boons=None
Active Banes=Knockdown (Caern has disadvantage 1 on all attacks he makes. Melee and area attacks against him characters gain advantage 1. Projectile attacks against him suffer disadvantage 1.)
Cinematic Effects
Totally confused right now
Active Effects/Abilities
Ragin'!: +5 to all defense scores, advantage 1 on all attacks (Rage Reserves=3 turns)
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to hisToughness and Evasion defenses.
Equipped Weapon: Battleaxe (Attack Bonus=1d10)
Equipped Armor: Large Shield (Toughness/Evasion +2)
Moubu grimly grins as he notices the shadowspiders reacting to the attack on their pillar. "It seems that whatever this is attacking the pillars is working!" He shouted as he barreled forward. Noticing the Pillar in front of him growing stronger against his approach only prompted a snarl as he sped up, raising his shield and readying his warhammer as he went barreling into the pillar with all his might! It was time to see if the defenses of a shadow pillar could stand to the full might of Moubu!
Minor Action: Upkeep Regeneration
Move Action: Move to N22
Major action: Use Might 5 to make a Damaging Attack on Shadowpillar!
Use Interrupt: Defend using might on any damaging/bane attacks that hits on me or my allies but are below the enemies own armor.
Use Interrupt: Defend using might on any damaging attack that would down an ally so long as reducing the damage by (19-Ally AC) would stop them from being downed.
Use Interrupt: Defend using might on bane attacks that inflict: Blinded, Death, Dominated, Fear, Incapacitated 7 or 9, Stunned, or Stupefied that hit at 19 or lower.
DC 18 vs 2d6+1d20 ([3+2+20), +1d20=19, =44
Moubu roars with Orcish fury, chopping with all his considerable strength-seeing an enemy fall back and attempt to regroup, awakens his inner predatory bloodlust!
His Orcish blade goes SNICKER-SNACK, he leaves it dead, without a head-sending an injured stump, galumphing back into the sky.
Unlike the other cut off bits, this mass of shadowy threads he leaves behind is still quite a bit of it is still lively, though...it seems to be trying to form into something else...
-10 HP, ?
...
Anders could feel a tug from the illusory Caern, a bizarre sort of need. It was peculiarly like the feeling when he channeled the influence of his heritage to warp the world, but yet of a very different candor. He fed the feeling, letting the illusion he sculpted sculpt him in turn.
Stay just out of reach of the troll, focus my efforts on keeping it bleeding darkness and on feeding illusory Caern the necessary energy to do whatever an illusory Caern can
"Measure your cuts," Anders said, not really caring if the others heard his barely raised voice. "Destruction merely leads to more shadows, but they bleed just fine..."
Anders continues the dance of death...
DC 12 vs 2d6+1d20 (5+5+4+3)=13 (Advantage 1 Weapon)
Another carefully measured blow to the cord at a different spot results in a swifter flow of departing negative energy. He perhaps reflects it's something of a waste, all things considered. You could do alot with...all of this...
Periodic Damage increased to -4 a turn
He notes the cord itself is getting 'drier'-it might snap on it's own all too soon. He wonders if it's a side effect of using a slow witted being as a shadow construct matrix (some would say 'blueprint'), that it seems unable to understand it's predicament.
...
Channeling his energy to the Caern construct is...interesting. He feels an echo of power in return for his own gift, that glowing mortality he once had himself. Such a warm ember, cupped in his unsteady hands...
He feels he wouldn't be able to cast any supernatural abilities himself now, but the construct should be able to.
"GRRRR!!" "GRRAAHHH!" Roaring and groaning seemed to do little in the Caerns' benefit, because they kept failing at all their attempts at being useful. The original article had to throw his spear while simultaneously recovering from his face's impromptu meeting with a wall while his copy had no better luck with his throw. It's not like either of them were about to quit, though. Hitting the pillars seemed like a good idea, but neither liked the idea of just letting the shadow creatures blast at them in the meanwhile.
Illusion Caern:
Minor Action: Draw Spear.
Major Action: MIGHT THROW spear at Shadow Halfling.
Caern:
Minor Action: Sustain Regeneration 2.
Move Action: Stand up.
Minor Action: Draw Spear.
Major Action: MIGHT THROW spear at Shadow Halfling.
Caern never met a problem he couldn't copy/paste his actions toward victory with.
DC 16 vs 1d10+1d20 (3+6+11)=17 (Advantage 1)
DC 16 vs 1d10+1d20 (7+7+13)=21 (Advantage 1)
Both Caerns finally manage to connect, and the beings who caused them so much trouble pops into irrelevance. It leaves behind quite a mess though...a very twitchy mess.
Good riddance, right?
1d6=3 HP regained
Caern gets a little of his wind back, buoyed by the feeling of momentary victory from himself and his allies.
...
Illusion Caern also gets an infusion of strange energies...not entirely worldly one...he feels distinctly uncomfortable. Having someone throw you a lifeline is one thing-them giving you a blood transfusion is a bit more personal. Still, he feels he can now use his supernatural abilities, as long as they remain linked
...
Haha! That had worked! Feeling triumphant, the moon rabbit span and repeated the magic at the pillar behind her. The ground bubbled and formed another pair of blades, resembling garden shears - to snip the pillar like she did that one time (by accident!) to Nu-Lu's favourite bonsai.
Rabbit scissoro: second slice - snip the pillar at B2 with all the benefits of not moving, etc
DC 16 vs Alteration 1d10+1d20 (4+6+4)=8 (Disadvantage 1, Range penalty)
Wen-Tsu feels the bitter memory of Nu-Lu ear tugs, as her scissors collapse back into dirt and rock, before she even gets it close to the pillar. Oops!
....
Emilia, deciding that the adorable moon rabbit probably had things under a decent level of control, decides that taking a vantage point in the canopy would be a good decision. It had worked well for her last time, after all, and she wanted to see if she could spot where the pillars were heading to.
Emilia casts Haste II on herself before scaling the building at (16,E).
((I'm assuming the overhead rules are the same as the last encounter. If not, I might change my actions.))
((They are))
DC 14 vs Movement 1d10+1d20 (9+1)=10
Emilia is a bit confused, when her spell doesn't seem to work correctly. She usually merely needs to calculate her velocity, and feed energy towards propelling it. There seems to be some sort of force interfering with it! It's almost as if she is already moving faster than she ought to be, but how could that be?
Either way, she sprints to the building and climbs up without anything difficulty.
Abridged Shadows Attack!
TLDR, the shadows Monkey-Bees sting the shite out of Jao. Ow! Ow! Feck!
-13 HP (3 lethal)
The Second Troll pops out of existence (but not before taking -4 damage)
-4 HP ?
The friendly neighborhood Spider-Twins combo a heavy thrown branch, knocking out a portion of the wall defending Wen-Tsu, with a webbing lasso that wraps around her waist, immobilizing her. They seem to be intent on dragging her away with them!
...
Everybody's turn is back up!
Initiative checks!
Caern (both) 1d20 (19)=19
Moubo 1d8+1d20 (7+10)=17
Emilia 2d6+1d20 (7+7)=14
Wen-Tsu 1d4+1d20 (1+11)=12
Anders 2d6+1d20 (9+3)=12
Shadow Creatures 1d6+1d20=11
Jao 1d10+1d20 (1+8)=9
(http://i64.tinypic.com/wlitt.jpg)
(http://i68.tinypic.com/23vf30i.jpg)
The land before you is pretty swampy, but it shouldn't affect your balance much-this place was once a village, the detritus of those that lived here, and the battle that ended them, is still strewn about. Several buildings of oblong, trunk-like shape lay about in rotting grandeur.
The greenery above is heavily festooned with jungle vines and branches-there are platforms above, that once allowed for easy traversal around the village, with ladders that once extended from the roofs of the buildings, but now they are all in a derelict state, traps for those with unwary footing.
&=Shadow Critters
B=Monkeybees! (if there's any around)
@=Our Heroes
k=Frog Friend
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Pale, skinny swamp trees, with few leaves or handholds.. Very difficult to climb, requiring an agility check of 15 to reach the canopy.
Dark Brown: Log Branch Houses, with crudely carved windows and doors. Costs no extra movement to go through, if you have opened the way, otherwise it's a minor action to open them-unless they are being jammed shut in some way. Climbing on top of the houses is difficult due to their degraded state and height, requiring an agility check of 15.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level by climbing the trees or houses, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical. You can also rely on the platforms, which don't require any obvious check to move about, but are likely to be risky to step upon.
Weapon Ranges
Melee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
((Note: Map courtesy of http://inkarnate.com/
It's pretty useful.))
Shadow Monkey-Bee
Love the taste of Gnome
Shadow Spider
Weak and cowardly, uses dark ropes to bind opponents from afar
Shadow Man
Very dangerous assassins, steal life force and have high attack stats
Shadow Troll
Slow, lumbering, and strong, but vulnerable...
Shadow Halfling
Fires fecking artillery from afar, ye gits.
Shadow Pillar
The shadow-critters are connected to the pillars, and the pillars to the greater darkness above...
Hit Points: -32/?
Agility ?
Fortitude ?
Might ?
Perception ?
DEFENSES
Toughness: 16
Evasion: ?
Resolve: ?
SPECIAL ATTACKS
Spirit Touch (melee): Entropy vs. Toughness, damaging attack
Special: 2 points of damage from a successful attack is automatically applied as lethal damage
Wen-Tsu
Hit Points = 31/31 (+5 HP Bonus)
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=None
Active Boons=None
Active Banes=Immobilized (Cannot move from square)
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Well Fed (Sunrise Soup)=+5 HP and +1 Exhaustion Level, Lasts for 24 hours
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Plant Growing: WIP
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Jao
Hit Points = 12/22 (+5 HP Bonus, 3 Lethal Damage)
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=Regeneration II
Active Boons=Regeneration II (1d6)
Active Banes=None
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Used)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Burp the Best, or Derp with the rest: Jao now grasps understands all reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Emilia
Hit Points = 33/33 (+5 HP Bonus)
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
Power Attack=Advantage 1 on all melee attacks (two handed weapon)
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Dreams of Flying: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled.
Equipped Weapon: Longsword in both hands (One-handed, Versatile, Precise/Banes: None) (Attack Bonus=1d10)
Equipped Armor: Scale Shirt (Toughness/Evasion +4)
Moubu
Hit Points = 26/26 (+5 HP Bonus, 5 Lethal Damage)
DefensesToughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Minor Action (Concentration)=Regeneration I
Active Boons=Regeneration I (1d4)
Active Banes=Speed Penalty -5 (Armor)
Cinematic EffectsLiterally Coated in Mud: Liberally and literally. Filthy Orc! STILL DIRTY!
Active Effects/AbilitiesInspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
PassivesWell Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, hs also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Recipe List+Bees and Beans
This tasty concoction is made of tangy Howler Bee meat and a generous portion of beans and bacon, among other bits and bobs of meat. It certainly fills up the belly, and toughens the constitution. Also gives you terrible gas.
Effect: +5 HP, Resistance +2 Defense vs Might Attacks (24 hours)
+Lampsur Fruit=
Sunrise Soup
Lampsur Fruit is not only delicious, but has amazing healing properties. Kai Warriors use this traditional dish to prepare for a long day of labors, or as a quick pick me up.
Effect: +5 HP (24 hours), Heals One Level of Exhaustion (Once a day)
+Wen-Tsu=
Tasty Rabbit Surprise
Those ears are really meaty!
Effect:
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown) (Attack Bonus=2d6)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
Anders
Hit Points = 19/19 (+5 HP Bonus)
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=Keeping the Illusion Caern 'Real'
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak (Elder): Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Twice per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature.
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. (2 Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Caern (Illusion)
Hit Points = 30/30
Defenses
Toughness: 15+2+2(Large Shield+Natural Defense)=19
Evasion: 10+2+2(Large Shield+Natural Defense)=14
Resolve: 15
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Totally not real, or is he?
Big Honking Lightning Sword
Active Effects/Abilities
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to his Toughness and Evasion defenses.
Equipped Weapon: Battleaxe (Attack Bonus=1d10)
Equipped Armor: Large Shield (Toughness/Evasion +2)
Caern (Real)
Hit Points = 25/26 (4 lethal damage)
Defenses
Toughness: 15+2+2+5(Large Shield+Natural Defense+Rage)=24
Evasion: 10+2+2+5(Large Shield+Natural Defense+Rage)=19
Resolve: 15+5 (Rage)=20
Minor Action (Concentration)=None
Active Boons=None
Active Banes=Knockdown (Caern has disadvantage 1 on all attacks he makes. Melee and area attacks against him characters gain advantage 1. Projectile attacks against him suffer disadvantage 1.)
Cinematic Effects
Totally confused right now
Active Effects/Abilities
Ragin'!: +5 to all defense scores, advantage 1 on all attacks (Rage Reserves=3 turns)
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to his Toughness and Evasion defenses.
Equipped Weapon: Battleaxe (Attack Bonus=1d10)
Equipped Armor: Large Shield (Toughness/Evasion +2)
...
Also, Father Jao the Holy awesomely exploded the enemy with his mind amidst the incompetent flailing of his comrades yet remained modest, so modest we won't even talk about it!
”Whatwouldapriestdowhatwouldapriestdowhatwouldapriestdo oh feck it I don’t fecking know-“
Jao thinks about running behind Anders! He doesn't want to die! Instead, since he also doesn't want to die, he stays where he is and panics.
”Begone, foul flecking’ stinging bobwhites! Behold the power of my faith: (it’s another joke, okay, so get ready) Mrs and no, wait, bugger. Mr and Mrs Pawl, and… and their daughter… Annie! Yeah! By the gods, my wit flows almost literally like an above averagely fast-growing tree now that Earl has placed his blessing upon me.”
Immobilize one of the bee-gits with the Awful Power of my Voice.
DC 12 vs 1d8+1d8+1d20 (1+5+9)=14 (Advantage 1)
Jao is totally successful, in what will soon be shown as a completely useless tactic. The bee can't move, but it's otherwise still within range to attack him. Let's hope Anders can lurch to the rescue!
Meanwhile-The Gods watching mutter and shrug, chuckling. Why didn't Jao just attack? They shadow-beings die in one hit! He's so unpredictably wacky, it's hilarious! This show is great!
...
On the upside, Jao feels a burst of healing energy flowing to him...
1d6=2
Well, a tiny burst. In addition, Caern's magic is now bolstering him as well. He just has to live long enough to benefit.
What will happen next? Stay tuned after this commercial break!
The Caerns threw their spears with force one after the other, and this time they struck true, eliciting immediate commemoration from the excited men. "HURRAAHHH-" "FEEL THE BURN!" Both illusion and original cheered and roared, though their moment of double triumph was cut short by noticing Wen-Tsu's cry and the dangerous situation Jao was in.
Berserking or not, they quickly sprung into action to help their companions, thrown spears left to be recovered at a later time—preferably after all enemies were taken care of. Noticing his powers seemed to be working, the illusionary Caern tried to provide Jao with some healing while the real half-golem concentrated on trying to free the bunny-person before she could be dragged away.
Illusion Caern:
Move Action: Move to K14.
Major Action: Cast Regeneration 2 on Jao.
Minor Action: Sustain Regeneration 2.
Minor Action: Draw spear.
Caern:
Move Action: Move to K16.
Minor Action: Sustain Regeneration 2.
Minor Action: Draw Spear.
Major Action: Cast Restoration on Wen-Tsu.
Both Caern's finally take a break from throwing spears, to concentrate on throwing spells.
DC 14 vs 1d10+1d20 (8+16)=24
DC 14 vs 1d10+1d20 (9+1)=10
Oddly, Illusion Caern manages to cast his spell perfectly-perhaps because he's channeling it on a target in Anders close proximity. Normal Caern feels a moment of existential doubt as his own spell fails to materialize and flickers out-as often is the case, many beings have innate resistance to magical alteration, even beneficial magic. Wen-Tsu's aura is particular bright and powerful, and it's difficult to touch due to her very real panic.
She sheds his efforts completely unintentionally, as if she was scratching a moon-flea off her backside.
Moubu was conscious that his time away from his allies would be dangerous for them, their ability to look after themselves was still largely unknown to him, however finally one of the shadow beings did not merely fade away at his touch, but instead stood against him, ready to match it's strength against him! Moubu could not let this challenge go unanswered and so he waded back into combat, a snarl ripping itself from his mouth as he furiously attacked the still forming shadow blob! There would be time to see to his allies once he had shown this monster what a true warrior was!
Minor Action: Upkeep Regeneration
Major Action: Use Might 5 to make a Damaging Attack on this shadowblob that is trying to reform.
Move Action: If the shadowblob is defeated with a single attack and it doesn't spawn new enemies or whatever, move to I18, otherwise no move action/resist banes if I pick one up.
Use Interrupt: Defend using might on any damaging/bane attacks that hits on me or my allies but are below the enemies own armor.
Use Interrupt: Defend using might on any damaging attack that would down an ally so long as reducing the damage by (19-Ally AC) would stop them from being downed.
Use Interrupt: Defend using might on bane attacks that inflict: Blinded, Death, Dominated, Fear, Incapacitated 7 or 9, Stunned, or Stupefied that hit at 19 or lower.
Moubu is wise to chop apart the...leftovers...he more or less just keeps cutting until all the parts stop twitching, keeping it from attempting to reform into a mini-boss monster. It leaves a pool of liquid darkness on the ground that, thankfully, seems inert-it's quickly evaporating before his very eyes leaving no trace.
Satisfied, he trots (perhaps strides, if he prefers it more heroically) back to the battle.
From her vantage point, Emilia immediately notices Wen-Tsu's distress and rushes to the adorable rabbit's aid immediately, flitting nimbly through the treetops. It was strange that her attempt to hasten herself had not succeeded, but it was almost like she was already moving faster than normal and did not need to concentrate to do so... But she did not have the time to think about it.
Pushing such thoughts from her mind, Emilia nimbly lunges forward across the canopy, attempting to strike a powerful and precise blow against one of the shadowy spider figures harassing Wen-Tsu.
Emilia to [H,15], two-handed strike against one of the nearby enemies.
Fan favorite flying fighter Emilia somehow manages to swing on a rope with one hand, while executing a two-handed attack with her sword. She would realize in a moment how this is actually physically possible...
Agility Check: DC 13 vs 2d6+1d20 (3+3+6+1), +1d6=1, =11 (Advantage 1)
Missing a crucial vine by mere inches would normally preface a painful face first landing into the cold, unforgiving ground...but, just as Emilia feels the pull of gravity...she feels something else, pulling her upward. In that moment, she realized something about her had changed.
She doesn't gain the normal double speed bonus or the attack bonus, but continues to move normally for the duration of the turn.
Agility Check: DC 16 vs 2d6+1d20 (1+4+6+17), +1d6=6,+1d6=3, =36 (Advantage 1)
36 damage!
CHOP!
Emilia doesn't waste time questioning her abilities-she fearlessly lets go of her handhold, and executes a brilliant two-handed horizontal slices that obliterates the spider entirely, in a brilliant flash of white light. She managed to catch hold of the vine before she can sink any further, as well.
"Aaaahhh!"
Her distress was slightly quieter, now that she was indeed being helped.
She swiftly clawed a few shapes in the earthern floor of the hut, and the plantlife came alive around the spiders - ensnaring them in turn.
Immobile the spiders.
If freed by Caern, scramble backwards to B16
If not, try to get free
Abridged rabbit turn!
Wen-Tsu manages to free herself (16 vs dc10) from the rope and scuttle to the far end of the hut, and she also manages to entangle the shadow-spider in revenge with a trap of thorny branches.
That shadow-thread she shucked off herself, seems a bit lively though...oh no!
The destruction of the Shadow Troll annoyed Anders. He'd been rather curious to see what the continued effects of the shadow drain would do to the creature, rather than a simple explosion. Ah, well, a matter for another time. There was still the matter of keeping Jao alive. The little man provided Anders with a wealth of insight into how other people interacted, and it would be shame to see him eaten here.
Lethal Strike the Bee diagonal to Me
Avoid crushing the fragile spark of Caern's humanity. In fact, see if there's anything with me that resonates with said humanity.
Abridged eldritch things turn!
Anders manages to deal some decent damage-he severs the strand from behind, before delivering a critical hit to the bees main 'body'. It's a lot easier to kill them that way.
? -5 HP
As for the question...he supposes that, by virtue of asking, the answer is yes. He must some humanity within him still, that still feels akin to Caern's own spirit. Otherwise, it would be like trying to imagine the color orange as a blind man-it would literally never occur to him, except as abstract philosophy. He in fact feels if he were to take a portion of Caern he has in hands, it might...change his perspective. A step back, or a step forward? Hard to say. But, probably not good for the incarnation of that spark of his soul, no.
Abridged Shadows Attack!
This week, on every Gods favorite mortal divine-o-vision series-'Jao gonna make me lose my mind!'-he gets pummeled by bees! (https://www.youtube.com/watch?v=7NtksEHYtK4)
It's a ratings winner!
He manages to avoid one sting, before being critted in the face once again. Oh that Jao, always getting into trouble!
-11 HP (https://www.youtube.com/watch?v=8Am_Ljw1SmU)
Poor Jao is really feeling the pain now. How will the boy get out of this pickle!? Tune in next week for more of Jao's exciting adventures in being hurt a whole bunch.
...
The other spider is desperately trapped by branches, unable to escape from the sword-toting angel maniac who chopped down his buddy, but even more shadows begin to rise up, from those left to reform. Though the one directly facing Jao seems perfectly happen to explode and reform, making his actions well and truly meaningless.
On the roof, a thick two-headed being (seemingly an amorphous combination of two shadow-Halflings) staggers to it's feet, begins to bring it's dual wielded hand-cannons down to bear on the party.
Wen-Tsu notes that the 'rope' she just shucked, has now taken on a life of it's own. It's turned into a perfectly alliterative shadow-snake! Snakes savor the flavor of moon-rabbits!
In the North, two more Shadow-Bees appear near the unbroken pillars (though both pillars seem much fainter, almost near collapse by now due to the constant damage), and they've got a'stinging Halflings on their minds.
Everybody's turn is back up!
Initiative checks!
Caern (both) 1d20 (19)=19
Moubo 1d8+1d20 (7+10)=17
Emilia 2d6+1d20 (7+7)=14
Wen-Tsu 1d4+1d20 (1+11)=12
Anders 2d6+1d20 (9+3)=12
Shadow Creatures 1d6+1d20=11
Jao 1d10+1d20 (1+8)=9
(http://i66.tinypic.com/dfhzlx.jpg)
(http://i63.tinypic.com/vdgwn8.jpg)
The land before you is pretty swampy, but it shouldn't affect your balance much-this place was once a village, the detritus of those that lived here, and the battle that ended them, is still strewn about. Several buildings of oblong, trunk-like shape lay about in rotting grandeur.
The greenery above is heavily festooned with jungle vines and branches-there are platforms above, that once allowed for easy traversal around the village, with ladders that once extended from the roofs of the buildings, but now they are all in a derelict state, traps for those with unwary footing.
&=Shadow Critters
B=Monkeybees! (if there's any around)
@=Our Heroes
k=Frog Friend
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Pale, skinny swamp trees, with few leaves or handholds.. Very difficult to climb, requiring an agility check of 15 to reach the canopy.
Dark Brown: Log Branch Houses, with crudely carved windows and doors. Costs no extra movement to go through, if you have opened the way, otherwise it's a minor action to open them-unless they are being jammed shut in some way. Climbing on top of the houses is difficult due to their degraded state and height, requiring an agility check of 15.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level by climbing the trees or houses, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical. You can also rely on the platforms, which don't require any obvious check to move about, but are likely to be risky to step upon.
Weapon Ranges
Melee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
((Note: Map courtesy of http://inkarnate.com/
It's pretty useful.))
Shadow Monkey-Bee
Love the taste of Gnome
Shadow Spider
Weak and cowardly, uses dark ropes to bind opponents from afar
Shadow Man
Very dangerous assassins, steal life force and have high attack stats
Shadow Troll
Slow, lumbering, and strong, but vulnerable...
Shadow Halfling
Fires fecking artillery from afar, ye gits.
Shadow Pillar
The shadow-critters are connected to the pillars, and the pillars to the greater darkness above...
Hit Points: -37/?
Agility ?
Fortitude ?
Might ?
Perception ?
DEFENSES
Toughness: 16
Evasion: ?
Resolve: ?
SPECIAL ATTACKS
Spirit Touch (melee): Entropy vs. Toughness, damaging attack
Special: 2 points of damage from a successful attack is automatically applied as lethal damage
Wen-Tsu
Hit Points = 31/31 (+5 HP Bonus)
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Well Fed (Sunrise Soup)=+5 HP and +1 Exhaustion Level, Lasts for 24 hours
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Plant Growing: WIP
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Jao
Hit Points = 3/22 (+5 HP Bonus, 3 Lethal Damage)
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=Regeneration II
Active Boons=Regeneration II from Self (1d6), Regeneration II from Caern (1d6)
Active Banes=None
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Used)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Burp the Best, or Derp with the rest: Jao now grasps understands all reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Emilia
Hit Points = 33/33 (+5 HP Bonus)
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
Power Attack=Advantage 1 on all melee attacks (two handed weapon)
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Dreams of Flying: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled.
Equipped Weapon: Longsword in both hands (One-handed, Versatile, Precise/Banes: None) (Attack Bonus=1d10)
Equipped Armor: Scale Shirt (Toughness/Evasion +4)
Moubu
Hit Points = 26/26 (+5 HP Bonus, 5 Lethal Damage)
DefensesToughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Minor Action (Concentration)=Regeneration I
Active Boons=Regeneration I (1d4)
Active Banes=Speed Penalty -5 (Armor)
Cinematic EffectsLiterally Coated in Mud: Liberally and literally. Filthy Orc! STILL DIRTY!
Active Effects/AbilitiesInspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
PassivesWell Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, hs also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Recipe List+Bees and Beans
This tasty concoction is made of tangy Howler Bee meat and a generous portion of beans and bacon, among other bits and bobs of meat. It certainly fills up the belly, and toughens the constitution. Also gives you terrible gas.
Effect: +5 HP, Resistance +2 Defense vs Might Attacks (24 hours)
+Lampsur Fruit=
Sunrise Soup
Lampsur Fruit is not only delicious, but has amazing healing properties. Kai Warriors use this traditional dish to prepare for a long day of labors, or as a quick pick me up.
Effect: +5 HP (24 hours), Heals One Level of Exhaustion (Once a day)
+Wen-Tsu=
Tasty Rabbit Surprise
Those ears are really meaty!
Effect:
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown) (Attack Bonus=2d6)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
Anders
Hit Points = 19/19 (+5 HP Bonus)
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=Keeping the Illusion Caern 'Real'
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak (Elder): Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Twice per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature.
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. (2 Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Caern (Illusion)
Hit Points = 30/30
Defenses
Toughness: 15+2+2(Large Shield+Natural Defense)=19
Evasion: 10+2+2(Large Shield+Natural Defense)=14
Resolve: 15
Minor Action (Concentration)=Regeneration II on Jao
Active Boons=None
Active Banes=None
Cinematic Effects
Totally not real, or is he?
Big Honking Lightning Sword
Active Effects/Abilities
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to his Toughness and Evasion defenses.
Equipped Weapon: Battleaxe (Attack Bonus=1d10)
Equipped Armor: Large Shield (Toughness/Evasion +2)
Caern (Real)
Hit Points = 26/26 (4 lethal damage)
Defenses
Toughness: 15+2+2+5(Large Shield+Natural Defense+Rage)=24
Evasion: 10+2+2+5(Large Shield+Natural Defense+Rage)=19
Resolve: 15+5 (Rage)=20
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Totally confused right now
Active Effects/Abilities
Ragin'!: +5 to all defense scores, advantage 1 on all attacks (Rage Reserves=3 turns)
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to his Toughness and Evasion defenses.
Equipped Weapon: Battleaxe (Attack Bonus=1d10)
Equipped Armor: Large Shield (Toughness/Evasion +2)
Wen-tsu struck a pose at the praise.
"Mighty moon rabbit, that's me. So are you coming with us, Mr Frog? Um, burp ribbit ribbit blargh?"
Moubu rolled his shoulders in an expansive shrug. "Aye. Whether or not there's more going on here then the creepy shadow woman would tell us, it seems like the best bet for more information would be to go to her."
Moubu looked up at the newly unshadowed sky, judging the time and direction that they would need to head in as he casually started trying to wipe away some of the mud from his armor. Turning to Grik he said "I'm sure you probably don't want us to go near the Wapungo, as dangerous and evil as they are. But it sounds like that's where we need to head if we're to get quick answers. If you don't want to come with us, will you be able to get back to your home safely alone?""
Grik seems a bit downcast, perhaps more than a bit, but he puts on a brave face.
"Burp! ...Grik will not follow you all the way...they would attack him, and you for being with him, but without they might let you be. He will help you get up the river, though! Will help, to pay you back for saving him.
As for home, he must now wait a little longer, keep looking for answers. Without his answers, or your swords and strength to offer, he could not go back-the Bighats would drive him away, or kill him maybe." He says, turning away.
Anders' pulled at his own soul, using Caern's warm little soul to find the bits of him that remembered being human, and he tore them free. When free, he pushed the tender little sparks of humanity back into Caern. Who knew, it might help the phantasm.
Anders detaches the Phantom, channeling as much as his own remaining humanity as he can...it's amazingly resilient, for so small a thing. Of course, losing ones humanity tends to go easier the further you go. Anders briefly falls into a trance like state, dredging up memories of a dream he has often had. It has always helped when divesting himself like this...or freeing himself, depending on your point of view.
When your Father first beholds a re-born world, from his vantage point in the higher darkness, he sees it's potential. The potential never lasts...blessed chaos is always overwritten by sentience, craving purpose and order, and that purpose breeds Gods who fashion life to their own petty needs.
Your Fathers greatest acts are his most subtle ones. He can be the fist that shatters the continent, or the whisper in the ear of just the right child. He always starts with beings Anders knows as PRIMORDIALS. Some-most-are actually made by the New Gods as their own toys, and he slowly enlightens them to his designs. Others he does make himself, or combines. They are rough, crude, animalistic beings in design-the closest to pure chaos, and yet they share a common theme, that of burgeoning life...those who survive the worlds re-ordering become the great totems of animal life that spread through the World. The Great Wolf. The World Turtle. The Grand Dragon. From them, all species descend...any many already have his blessing, though they are unaware.
Next, comes the ANCESTORS-those early attempts at mixing beast, mortal and immortal. Few will survive to become the 'great' races, such as Humans, Elves and Orcs. Your father watches over these lost ones, long after the Gods have left them to rot on the bottom of the darkest seas...a common theme among them is burgeoning humanity, ironically, antithetical to his designs. It was from the ANCESTORS his mother came, who would become the 'mother of beasts'. Such pain, and such sorrow. She only wished for her children to survive the world your father would, inevitably, create...and for this, she has been damned, her children cursed into horrible forms by the Gods, her image displayed alongside Demons (that is, fallen Gods) in countless religious workings-an amusing irony, to be sure. Anders sometimes hear their voices, on nights when the moon is full. They are full of sadness-lonely, dying beings, hunted and hated. They will not survive in his Fathers future...many of them even fight against it.
Your father grows bolder, once his seeds are well laid in the Earth. He fashions his own species, and seeks followers-cloaking himself in the false need for order, races rise devoting themselves. These are often called the DEEP ONES, for they are almost always driven to the sea. These beings are doomed, of course. No matter how large their Empires, how vast and populous their peoples, no matter how rich their temples or well trained their armies-they always fall. The Gods will always destroy them. The Ancestors mourning cries is all Anders has ever heard of them. What is left are vicious beasts, hardly those who could reshape the world into an image of perfect chaos. The ultimate irony being that their destruction, is their ultimate design goal. The DEEP ONES do have one final purpose, however-that is to corrupt the mortals the Gods have made. Always where land meets sea, where desperate men and women ply their trades in small towns, the DEEP ONES watch and wait. They can wait as long as they need. They have forgotten everything, are scarcely sentient, but they breed rapidly...and they hold the knowledge of your Father. When one grows desperate enough for something they very much want, they may call to the uncaring sea their wishes...and occasionally, the sea answers.
A Child arises from a barren women, a miracle. If she sold something dear to her, was it not her own choice? They keep their secrets, in those small out of the way places. Often they live happy lives, unaware they carry their Fathers blessing. Eventually, however, they feel the call to the sea. The one Anders too, will one day feel-unless he is destined for more, perhaps. They become one with the sea, and each one lets his Father know a little...bit...more...these sea-children are often called MERMS, for they can inhabit both worlds, land and sea-while truly belonging to neither. Some serve his father, other his mother, some deny all. But all must choose.
Anders is not sure if he one of these, though he often hears their voices-begging for explanation, screaming for worship, giving comfort. They are much a mass as humanity is, begging for direction, even yes, as Anders often does. Unfit...if he is one of these, Anders knows he is not meant to go on. Like all that came before him, dreaming their father would hand them the Earth, he will be yet another creation that merely played a part. One day he will go to them, perhaps-there are many that would welcome him.
At last comes the greatest-beings either from the future, or perhaps, now, Anders does not know.
They have NO NAME. Not yet. At least none they have told him.
They are merely the apotheosis of all his designs, a perfect mimicry of the life the Gods twisted to suit their vision Order-absolute inhumanity in mortal form, warming a mask of perfect humanity. They will serve the Gods, even, live and worship and grow and play...a root growing into the heart of the world. When the World comes to its crashing end, and all is undone for another cycle...when the Gods and the Great Serpent battle to their end, and the world is created-the next one is just a little more chaotic, and stranger, than what became for. Even the Gods who fight him could be called his children. This is how your father undoes all that is not supposed to be. One gentle push at a time. And, when the stars are right, and the chaos is enough, he will make all worlds his-everywhere. Indeed, he will be welcomed.
All will fall into glorious chaos, as it was always meant to be.
Anders opens his eyes. Frowns. It's not all gone...not yet...that helped, though. He feels clearer in his purpose, insofar as he can be said to feel anything at all.
Like his father, he must use one gentle push at a time, lest he dissolve before he finds his purpose. Chaos needs orders to breed chaos...irony. He may be amused (may) that he can still understand irony...or, perhaps he is meant for something greater. To know both worlds?
Every time the amphibious creature began belching and derping, Caern had no choice but to wait for a translation by Jao. Weren't it for the recent events, he'd start thinking that strange language was some kind of elaborate joke. After Jao had given the party a rough translation, the half-golem crossed his arms once more. "How 'bout we check that?" he might not be the smartest member of the group, but he wasn't too happy about the prospect of using deadly force against other people (or sentient beings) without a good reason to.
Meanwhile, Illusion Caern stretched and sighed. "Ya know, the longer I stay 'round, the harder it'll be to leave. How should I go back? Think about it, hit mys-him?" He asked, trying to make a conscious effort to merge back into the original.
Feeling...detachment...followed by the fear of dissolution...and, then comfort. Taking hold of his 'brothers' hand is divinely solid, a pure joy.The 'illusion' Caern, for his own time, was as alive as anything. He does not feel the sting of death as he merges, nor the pain of erasure. He only feels like coming home, for a soul always know the way back to its bones.
...
And now, he and he are merely one, again. Caern now has...two sets of memories...very strange, but not at all bad. Surely not as strange as some people.
"I think we should visit Aisha first. I'm interested in talking to her and her mistress."
Father Jao suddenly remembered what he was doing, and looked with what was either distaste or a horrified repressed flashback at Caern's illusion's face. He turned to the Mighty moon rabbit.
"Yes. I too am interested in... visiting this Aisha. And furthermore and what is further, I think that - nay, my deity decrees! that doing this helping thing is the correct thing to do. We should help, yes. Stop this badness. Yo sir. Grik, kind friend. Wilt thou cometh with us, to adventure and fame? I cannot emphasise enough the great number of ladyfrogs that will stand (or not) in awe before you, should you save the world with us. Yet - if you flee, and somehow this comes to jeapordise our saving of the world, the Magnificent Garl should be quite displeased, I warn you in advance. Now, who would like a morale-warming joke before we advance? Or perhaps a song? Or to touch my Golden Swede? I will allow it for no payment, this time."
I... er... are we moving on then? To Glory?
Grik rubs his chin, probably something he picked up from Jao, seeing as his lacks facial hair.
"Grik has long wanted to adventure...yet, you are right, he and we must end this war. So he may leave here, in body and soul...but, he cannot follow you to the Wapungo-his heart...Griks heart...burns with hatred for them, and they for him. He will wait for you, hide away, until you return to the river. Do what you must do, and he will follow...he is not very useful though...very small hands. Not brave or strong. Knows much, but knows little. You still wish for him to follow?"
Considering their next move, the group seems to be getting back into the rhythm of battle-they've regained a good deal of their strength and recovered wits lost by the panic of being stranded, and the removal of the shadowy pall seems to have reinvigorated their spirits. As the fear fades, the old skills come easier to hand and mind...
Battle Victory!
Reward
+3 XP
Everyone gains 3 Feat Points and 9 Attribute Points!
Players
Hero Name: Anders N'thlei
Archetype: Innsmouth Assassin
Level: 2 [1/3] (Grasping at Eternity)
Player: Draignean
Physical Description: Gaunt and slightly stooped, this man carries a feeling of distinct age despite his physical youth. He would be exceptionally tall if he stood straight, and his entire body seems stretched, with his arm in particular peculiarly long and of... unseemly proportion. His shoulder length black hair, despite the application of any product or heat, behaves as though perpetually damp. His face is angular and particularly distasteful, with a too-wide mouth and large, almost bulging grey eyes that tend to go forego blinking for disturbingly long period of time.
Bio: Anders was once thought of as a miraculous child, the product of the long assumed barren marriage between a well-to-do fishmonger and a weaver. Yet, though the friend's of the couple rejoiced at the happy emergence of a scion, the fishmonger and the weaver always seemed to hold a sort of reserve around the boy. They doted on him. They loved him desperately. Too desperately.
As a child, Anders was beautiful, a normal boy any regard. As he grew, he began to... change. After puberty, he began to take on many of the features that now seem so characteristic of him. The lankness of hair, the overlong limbs and spidery fingers, the wide mouth and singularly bulging eyes... The emergence of these features was slow, but nonetheless sufficient to make the others of his small town step quickly around him. He learned quickly, exhausted what knowledge there was in his little fishing village and mastering reading and writing to a degree that neither of his parents had ever managed. Anders was often described as soft-spoken, but there were few who would engage him in conversation for more than a few minutes at a time. Most had the disconcerting feeling that there was something... else whispering in their ears whenever the young boy talked to them.
As a young man, Anders habits made him a pariah. He enjoyed fishing, and had an aptitude for it that surprised even his father, but the thing that he seemed to enjoy most was watching the process of life leaving a body. It fascinated him, and drove everyone else away. A past-time of his, in they way that a man might skip stones, was to pick up crabs from the rocky shores and pull their legs off, one by one. He'd then set the body down and watch the doomed creature's eyes, trying to find the exact moment that life left the body.
Leaving his small town was an inevitability. He was not driven out, he didn't murder his mother and father, he didn't leave the village a smoldering ruin behind him. Perhaps he sensed that the growing darkness in him would need a more satisfying repast than the lives of fish and crabs and left in order to protect the few people he might have cared for, but that would be far too optimistic an approach.
Attributes
Attribute Points Remaining: 15 (Max Rank=5)
Physical
Agility: 5 (2d6)
Social
Deception: 4 (1d10)
Mental
Logic: 3 (1d8)
Will: 2 (1d6)
Supernatural
Influence: 2 (1d6)
Movement: 2 (1d6)
Feats
Feat Points Remaining=6
Lethal Strike (3)
Evasive Footwork (2)
Race
Deepspawn Hybrid Perfectly Normal Human
Racial Ability: Dagonspeak/You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per day, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM’s choosing about the creature.
Equipment
1. Hand Crossbow
2. Short Bow
3-7. 4xDagger
8. Leather Armor
9. Rogues Pack (Bulky)
10. Howler Wings
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Blind
Demoralize
Disarm I
Forced Move I
Immobilize
Incapacitate
Persistent Damage II
Phantasm II
Silence
Slow
Stun
Boons
Haste
(https://s5.postimg.org/7zo802juf/Emilia_Initial.png)
Hero Name: Emilia Reginleif
Archetype: Own Empress
Level: 2 [1/3] (AFK Angel)
Player: UXLZ
Physical Description: Beautiful and young with pale skin, straight crimson hair, and piercing cyan eyes, Emilia would be a head turner almost anywhere in the world. She wears the armor of a fighter or knight, but does not seem to carry any weapons.
Bio: Found as a baby near a strange shipwreck one night by a kind-hearted couple as they walked along a stormy beach with a white feather clutched to her chest, Emilia was taken in and raised as their own daughter. Despite the strange circumstances, initially she seemed like any other child, but over time they began to notice something strange. Rocks she stood on would disappear, only to later be found in her crib. Food she did not want to eat would vanish entirely, cutlery would disappear into the ether for days. At first they were baffled, but after seeking the advice of a wondering wizard discovered that she could shunt objects into a pocket dimension and withdraw them at will. He offered to take her to a magic academy where her gifts might be further developed, but they declined. It was obvious, they said, that by looking at how she so cheerfully watched the guardsmen practice that she wanted to be a warrior, not a mage.
As time went on the girl began to wonder about her past. She loved her adopted parents dearly, but also felt that it was not her fate to live out a humble life in their small village. She was older now, and knew how to fight, how to use her gifts. Many years of practice had seen to that. Still, they did not listen, they did not let her go. It was too dangerous, she would die or worse, they couldn't bear to see their daughter leave. Many days and nights of arguing eventually culminated in her running away on a stormy night much like the one on which she had been found. Her worried mother and father searched desperately high and low, until they found her crying by an old and decrepit tree. A flash of lightning, a strong gust of wind, and down the tree came toward's the young girl's head, crashing to the ground. Miraculously, she emerged relatively unharmed, with only cuts and bruises to show for what most certainly should have been her end. In the distance unbeknownst to Emilia, her parents noticed a feather floating off in the wind, and the ghostly image of a blonde-haired woman dressed in furs and armor, white wings spreading from her back. It was then that they realized their daughter was truly special, and together they decided to support her whatever the future may bring.
Notes: Emelia is the name her parents gave her, but her last name came from the hull of the broken ship.
=Stats=
Attribute Points Remaining: 11 (Max Rank=5)
Physical
Agility: 5 (2d6)
Fortitude: 3 (1d8)
Might: 1 (1d6)
Social
Presence: 3 (1d8)
Mental
Will: 3 (1d8)
Supernatural
Movement: 4 (1d10)
Feats
Feat Points Remaining=5
Boon Access (Absorb Object)
Combat Momentum
Race
Race: Celestial
Racial Bonus: Divine Intervention/Once per day, when you are subject to a Finishing Blow while your hit points are below 1, you automatically heal to a hit point total of 1.
Equipment
1. Longsword
2. Glaive
3-15. 12xDagger
16. Scale Shirt (Heavy)
17. Adventurers Pack (Bulky)
18. Howler Carapace
19-20. 2xHowler Stinger
Heavy Item Maximum: 1/2?
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Boons
Hero Name: Jao Feng Ling
Archetype: Elderly Priest Bard Git
Level: 2 [1/3] (Extra Git)
Player: Lawas
Physical Description:Jao is short, stumpy, and fairly wizened. He’s an old and unremarkable Halfling, with bushy eyebrows and deep scowly wrinkles. He dresses like a dull scholar of geography, or an off-duty alchemist, in clothes that weren’t actually fashionable several decades ago, and have numerous patches in now. He also smells a bit like steamed broccoli, with flat kind of eyes and a mouth that seems to snarl when its owner might want to smile. Which he doesn’t ever, so it’s neither here nor there.
Bio: Jao Feng Ling is a fine example of the triumph of persistence and… well, that’s it, really, over mediocrity, lack of talent, and lack of that wow factor that a bard should, perhaps, possess. He has a thousand poems and only a single fan, although in his darkest nights even Jao himself has begun to doubt his genius.
Jao is from the Dragon Archipelago of the Far West, a scattered collection of small islands on the edge of the known seas. Legend has it that they are so named because the First Dragon, having been created and not sprung from an egg, didn’t know how to care properly for an egg – and so she dropped them all into the sea, where the land beneath the sea took pity on them, and roosted them itself. The earth grew slowly in mounds over the eggs, and eventually broke the surface. And thus, thousands and thousands of years later, from time to time a dragon emerges fully formed from under the waves, and brings terror upon the islanders, until a Dragon Speaker rallies to the misfortune, and persuades the Dragon to leave for the East, where the creatures are larger and, indeed, tastier, and more likely to sustain a glorious and regal creature such as you, m’lord Dragon.
This raises two interesting cultural points about the Dragon Archipelago. Dragon Speakers are their Bards and their Elders: repositories of ancient knowledge and ancient tales, and of course vital in stopping the entire adult population being eaten alive every century or two.
And the Dragon Archipelago is entirely populated by Halflings – a sturdy breed of Sea Halflings, who spend as much time at sea as on the steep mountain slopes of their island homes. They are comfortable at sea and on slope, but not so much in the company of larger folk – that is to say, anyone other than a Halfling.
When Jao was younger, it was his dream to follow in the footsteps of his elder brother and become a trainee Dragon Speaker. He loved the old tales, and he loved to spin new ones. But his brother’s mentor would not accept him as a student – Jao just didn’t “have it”, he said. He never explained what Jao never had, and Jao could never work it out. The problem was, Jao just wasn’t a performer. He didn’t have that starry sparkle, he had no rapport, he had no connection with the people he spoke to. In fact, despite being able to come up with the most outlandish – or even true – tales, he just didn’t have a way with words. To be quite blunt, many people found him incredibly boring.
So as a wandering self-taught Dragon Speaker in training, he came upon rejection after rejection; at street corner after street corner he went home with no takings in his busker’s hat; nowhere would people listen to more than a minute of his carefully crafted but exceedingly dull stories. Nobody cared about his tired, clichéd, awful poetry describing the wonderful mundanities of life on the dusty road, and nobody cared for his stilted, nasally delivery during which he forgot most of the words.
He decided, eventually, that this was because Halflings are idiots and that the Halfling culture they cherished was a bag of nonsense, and no one alive had actually seen one of these so-called dragons anyway, and he took a rare ship to the East. Here he spent years more wandering, travelling, through countrysides and towns that were, to him, unimaginably vast – and he spent years and years dangerously close to starvation. Nobody bloody cared, and he was incapable of making a living as a professional bard. Jao began to feel somewhat bitter towards the whole world, and not just towards the average eejit of a Halfling.
He started looking into methods of forcing people to like his work – he began searching out libraries of rare oeuvres where he could examine the esoteric mysteries of enchantment, and mind control. And he began to be less idealistic – and indeed positively pragmatic, as time went further by – and steal for food, or pick a pocket for drink, or kick a child for fun. Everywhere he went he would steal, lie, and cheat, his complete lack of personality and interest playing considerably in his favour as no one would suspect such a nonentity to be capable of anything other than nothing. He’d typically be forgotten minutes after he passed.
But they were all Wrong. Someday, Jao would make entire towns of people sit down and listen to his orations – and by the gods, they’d enjoy them. And applaud. And give him money.
He dreamt of that day nearly every night.
In the meantime, he criss-crossed New Miriam, running errands that were somewhat below the greatest story teller of his generation, but at least earnt more than his poetry ever did.
=Stats=
Attribute Points Remaining: 2 (Max Rank=5)
Physical
Agility: 4 (1d10) Rank up! (4pts)
Fortitude: 2 (1d6)
Social
Deception: 3 (1d8)
Mental
Learning: 3 (1d8)
Logic: 1 (1d4)
Perception: 3 (1d8)
Will: 3 (1d8)
Supernatural
Influence: 5 (2d6) 2xRank up! (9pts)
Feats
Feat Points Remaining: 1
1. Supernatural focus - voice - Influence
2. Lightning reflexes - Int+1
3. Well Rounded
4. Evasive Footwork New Feat! (2pts)
5. Skill Specialization I (Influence) New Feat! (2pts)
Race/Traits
Race: Halfling
Racial Trait: Lucky/Once per day, in a moment of need, you can call on luck shine to upon you. The GM decides what form this luck takes. For example, an attack that was meant for you might target an ally instead, you may discover a secret passage to escape from a rolling boulder, or a town guardsman decides to overlook your crime because you happen to have grown up on the same street.
Priest Card
Holiness Tier: College Professor (Tier 0.5)
Goodness Grade: C
Lawful Inclinations: Maverick Rulebreaker
Strongest Current Sin: Lust
Strongest Current Virtue: Kindness
Current Probable Afterlife: Reborn to a couple of Rutabaga farmers, and immediately turned into an Orphan
Granted Powers:
3 turns/Day Immaterial Boon (Invitation to Garls Glamourous Gala)
Equipment
1. Club
2. Shortbow
3. Dagger
4. Leather Armor/Hat
5. Adventurers Pack (Bulky)
6.
8.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Boons
Hero Name: Wen-Tsu the Moon Rabbit
Archetype: Moon Rabbit
Level: 2 [1/3] (Incoming Lore Dump)
Player: Gig
Physical Description: A short woman, a perfect five foot tall. She wears a white thigh-length robe, the left arm blue, the right arm red, with the colours flipped for her leggings. Her feet are bare. Her hair is long, a platinum colour, and spills down over her shoulders. A pair of rabbit-like ears rise from her head. Her eyes are a pinky-red.
Where she steps, she leaves the tracks of a rabbit, not a person.
Bio: Wen-Tsu has come from the jade palaces of the Lunar-Fey. From their tranquil gardens, they look to the world above. Many travel to the world through great rituals, that teleport them through the empty void, in order to find love and interesting stuff on the world. Should they find a lover, they return with them to the moon, where they raise a family - Moon-fey only ever have daughters, who look to the world above... Such has it been for a long, long time.
Wen-Tsu made the journey down, having heard from her mother countless tales of the world. She loved listening to tales of the world, so different from the serene, safe palaces of the moon. She's determined to find a heroic love, and thus enlisted in the hero's guild to help that come to pass - and see as much of the world as possible.
Bio:
=Stats=
Attribute Points Remaining: 0 (Max Rank=5)
Physical
Agility: 2 (1d6)
Social
Presence: 4 (1d10) Rank up! (4pts)
Persuasion: 4 (1d10) Rank up! (4pts)
Mental
Will: 1 (1d4)
Supernatural
Influence: 4 (1d10)
Alteration: 5 (2d6) Rank up! (4pts)
Movement: 3 (1d8)
Feats
Feat Points Remaining: 0
1. Lucky
2. Boon Focus (Regeneration)
3. Untrackable
4. Well Rounded New Feat! (4pts)
5. Superior Concentration 1 New Feat! (4pts)
Race
Race: Lunar Feytouched
Racial Trait:Fey Aura. Your fey blood gives you a compelling quality that can affect even the coldest of hearts. Once per game session, you can leverage your fey aura to turn an enemies mood in a certain way. Note that such magic is subtle, like a chisel, and can't be used in the fashion of a battlehammer-you cannot convince someone to commit obvious suicide, or otherwise force them to do something entirely out of their character.
Innocence: You radiate an aura of childlike, pure innocence. The enemy might choose to help you out of pity, look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities.
Friendship: You radiate a nimbus of camaraderie and trust. A chosen target usually views you as a good friend, and is willing to help you if it's reasonable.
Romance: If the target would otherwise be attracted to you, that feeling is amplified to what they feel is true love. They will do almost anything for you not against their nature, but such a strong emotion can be difficult to control.
Wrath: You compel a great and terrible anger in your target. It is difficult to control this rage once unleashed, so you have better have a good target in mind.
Attractive:Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Equipment
1. Shortbow
2. Quarterstaff
3. Hatchet
4. Leather Armor
5. Howler Wings
6. Vial of Howler Venom
7.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 0/1
Wealth level: 3 ($$$)
Banes
Boons
Hero Name: Moubu Karthela
Archetype: Front Line Commander
Level: 2 [1/3] (He Go Face)
Player: Criptfeind
Physical Description: Moubu is a physically imposing specimen of half orc, standing at roughly seven feet in height and with well developed muscles under his dusky gray skin. He has spiky short black hair, and often cultivates a goatee or beard. His face is often hard set, with a serious expression and intense green eyes.
Bio: Moubu was born to the Karthela tribe in a seemingly endless stretch of plains and scrub lands of the eastern expanse. Like many of the seemingly countless numbers of eastern tribal people he had a nomadic lifestyle, his tribe traveled endless miles hunting and gathering and making war on clans that roamed the expanse. Moubu grew up learning how to survive in this rugged environment, how to ride a horse, shoot a bow and hunt with a spear were all part of his childhood. As he grew into a teenager he was trained in the ways of a Karthela warrior, to fight with weapon and shield alongside other members of the tribe and to call upon the strength of the tribes ancestors to bless him and his allies with strength and speed. He found that he excelled as a warrior, he was skilled with shield and spear and by virtue of his strength became somewhat a leader among the other youths of the tribe. As Moubu grew into an adult and warrior, the tribe continued their migration though the expanse westward, eventually coming in contact with a number of kingdoms on the western edge of the expanse. The eastern tribes had a complicated relationship with the more organized and advanced kingdoms, some of the tribes would raid and pillage the lands of the kingdoms, whereas other tribes, including the Karthela, would find work as mercenaries, their cavalry and horse archers especially prized as swift, powerful, and expendable troops. Many of the young warriors of the tribes left for the kingdoms to seek their fortunes as mercenaries in the kingdoms, and Moubu was among them.
Moubu took part in a few small campaigns, leading a small group of young warriors from his tribe. He quickly found that the mercenary life was quite enjoyable to him, seeing new lands and new peoples that he had heretofore not dreamed of. He decided he wanted to see more of the world, and to prove himself within it, and so when his first terms of service were completed he declined renewal or returning to his home, and instead headed off to the west, drifting though the world, taking what jobs he could, and eventually landing in New Miriam, where he joined The Legendary League.
Attributes
Attribute Points Remaining: 1 (Max Rank=5)
Physical:
Agility=3 (1d8)
Fortitude=4 (1d10)
Might=5 (2d6)
Social:
Presence=3 (1d8)
Mental:
Perception=1 (1d4)
Will=1 (1d4)
Learning=1 (1d4)
Supernatural:
Alteration=5 (2d6) 2xRank up! (9pts)
Feats:
Feat Points Remaining: 2
1: Battlefield Defender
2: Defensive Reflexes II
3: Attack Redirection New Feat! (3pts)
Race and Bonus:
Equipment
1. Wahammer
2. Shortbow
3. Large Shield (Heavy)
4. Scalemail (Heavy)
5. Greatsword (Heavy)
6. Adventurers Pack (Bulky)
7-13. 5xHowler Chitin
14-16. 3xHowler Wings
17-20. 4xHowler Venom Vial (3/3 uses remaining)
Heavy Item Maximum: 3/5
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Boons and Banes: (no idea if I got them all to be perfectly honest)
Banes:
Demoralized
Disarmed I
Forced Move II
Intimidated I
Immobile
Knockdown
Silenced
Slowed
Stunned
Boons:
Haste I
Regeneration II
Resistance I
Shapeshift I
Transmutation I
Archetype: Half-Golem Brawler
Level: 2 [1/3] (Squeaky wheel gets the grease)
Player: Celloth
Attributes
Attribute Points Remaining: 7 (Max Rank=5)
Physical:
Fortitude: 5 (2d6)
Might: 5 (2d6) Rank up! (5pts)
Social:
Presence: 2 (1d6)
Mental:
Will: 3 (1d8)
Supernatural:
Creation: 3 (1d8)
Feats:
Feat Points Remaining: 5
1: Berserker
2: Natural Defense I
Traits
Resilient
Equipment
1. Adventurers Pack
2. Large Shield
3. Glaive
4. Great Axe
5. Battle Axe
6. Mace
7-16. Spear
17-18. Hatchet
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Combat Stats
Wen-Tsu
Hit Points = 31/31 (+5 HP Bonus)
Defenses
Toughness= 10
Guard = 12+1 (Armor)=13
Resolve= 14
Minor Action (Concentration)=None
Superior Concentration I=None
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Well Fed (Sunrise Soup)=+5 HP and +1 Exhaustion Level, Lasts for 24 hours
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Well-Rounded: Wen-Tsu knows everything about approximately nothing at all. Any time she makes a non-attack action roll with an attribute in which she has a score of 2 or less, she rolls an additional d20 and keep the highest of the two d20s.
Superior Concentration I: When Wen-tsu take the sustain a boon minor action, she may sustain one additional boon.
Plant Growing: WIP
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor Level: Light (Guard +1)
Jao
Hit Points = 22/22 (+5 HP Bonus, 3 Lethal Damage)
Defenses
Toughness = 14
Guard = 14+2(Armor)=16
Resolve = 13
Minor Action (Concentration)=Regeneration II
Active Boons=None
Active Banes=None
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Used)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Skill Focus I (Influence): When Jao uses the Influence ability for non-damaging rolls, he gains advantage I.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Burp the Best, or Derp with the rest: Jao now grasps understands all reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities.
Evasive Footwork=Jao avoids all AoO's!
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Emilia
Hit Points = 33/33 (+5 HP Bonus)
Defenses
Toughness = 13
Evasion = 16+3 (Armor)=19
Resolve = 16
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
Power Attack=Advantage 1 on all melee attacks (two handed weapon)
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Dreams of Flying: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled.
Equipped Weapon: Longsword in both hands (One-handed, Versatile, Precise/Banes: None) (Attack Bonus=1d10)
Equipped Armor Level: Heavy (Guard +3)
Moubu
Hit Points = 26/26 (+5 HP Bonus, 5 Lethal Damage)
DefensesToughness = 14
Guard = 18+3 (Armor)=21
Resolve = 14
Minor Action (Concentration)=None
Active Boons=None
Active Banes=Speed Penalty -5 (Armor)
Cinematic EffectsLiterally Coated in Mud: Liberally and literally. Filthy Orc! STILL DIRTY!
Active Effects/AbilitiesInspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
PassivesWell Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, he also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Big Shield: Moubu gains advantage 2 on his defend actions for as long as he's wielding a shield.
Attack Redirection: When Moubu makes a Defend action and his roll exceeds the attacker's action roll, he can choose to redirect the attack to any target that could have been hit by the original attack. The original attack roll does not change, only the target. If the attack was a melee attack, he can redirect it to anyone within 5' of him (as opposed to within 5' of the attacker).
=Cooking=
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Recipe List+Bees and Beans
This tasty concoction is made of tangy Howler Bee meat and a generous portion of beans and bacon, among other bits and bobs of meat. It certainly fills up the belly, and toughens the constitution. Also gives you terrible gas.
Effect: +5 HP, Resistance +2 Defense vs Might Attacks (24 hours)
+Lampsur Fruit=
Sunrise Soup
Lampsur Fruit is not only delicious, but has amazing healing properties. Kai Warriors use this traditional dish to prepare for a long day of labors, or as a quick pick me up.
Effect: +5 HP (24 hours), Heals One Level of Exhaustion (Once a day)
+Wen-Tsu=
Tasty Rabbit Surprise
Those ears are really meaty!
Effect:
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown) (Attack Bonus=2d6), Large Shield (Melee, Forceful, Defensive 2/Banes: Forced Move, Stun, Knockdown)
Equipped Armor Level: Heavy (Guard +3),
Anders
Hit Points = 19/19 (+5 HP Bonus)
Defenses
Toughness= 10
Guard = 15+1 (Armor)=16
Resolve= 12
Minor Action (Concentration)=
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak (Elder): Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Twice per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature.
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. (2 Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor Level: Light (Guard +1)
Caern
Hit Points = 26/26 (4 lethal damage)
Defenses
Toughness: 15
Guard: 14+1 (Armor)=15
Resolve: 15=20
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Active Effects/Abilities
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Battle Trance: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. He increases his toughness and resolve defense by 3 If he takes three consecutive turns without making an attack roll against a creature, the rage ends. If his armor bonus is less than 3, it becomes 3. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+1 Guard): When Caern is not wearing armor, he gains an armor bonus to his guard defense.
Equipped Weapon: Battleaxe (Attack Bonus=1d10)
Equipped Armor Level: None