Juryrigg
This one was fairly recent. Sadly the game got cancelled the day before as the DM was experiencing some personal complications. It was for the new Dragonlance Campaign.
Concept: Tabaxi - Artificer/Cleric (Forge)/Wizard - Juryrigg - Smuggler/Shipwright/Sage
Used: Juryrigg - Tabaxi - Cleric (Forge Domain) - Knight of Solamnia
Backstory Used (First Try, Closed due to DM Personal Complications): Juryrigg was born into a simple life in the countryside, son and apprentice to the local blacksmith, promised to a life of modest means and obscurity. At least...until the horde attacked. He never actually learned who they were, be they bandit, or some armed scourge. One of the few in the village with any martial prowess, he was given the opportunity for courage and sacrifice, to protect others at the possible cost of his own life. He didn't take it. Tail tucked between his legs, breeches stained yellow, he fled as fast as his legs would carry him...and straight into the chest of a well groomed stallion. Though late, knights of Solamnia had come to their aid. With a great deal of persistence and pleading, he swore himself in penance to service of the very knight who had come to their rescue, eventually reaching the fabled rank of Knight himself. Nevertheless he remained one unsuited for the battlefield, instead travelling to villages that had been attacked, providing aid in the rebuilding, and warding off any cutthroats who may view an already damaged village as easy pickings.
Backstory Used (Second Attempt): (Ispin Greenshield part of level 1 story hook.)
Juryrigg was born into a simple life in the countryside, son and apprentice to the local blacksmith, promised to a life of modest means and obscurity. At least...until the horde attacked. He never actually learned who they were, be they bandit, or some armed scourge. One of the few in the village with any martial prowess, he was given the opportunity for courage and sacrifice, to protect others at the possible cost of his own life. He didn't take it. Tail tucked between his legs, breeches stained yellow, he fled as fast as his legs would carry him...and straight into the chest of a well groomed stallion. Though late, adventurers (Ispin Greenshield among them) had arrived to render aid. With a great deal of persistence and pleading, he begged Ispin Greenshield to take him on as an apprentice. Rather than rejecting outright however, Ispin directed him to a knight of Solomnia whom Jurryrig went on to squire under, in hopes of one day reaching the rank of Knight himself. Nevertheless he remained one unsuited for the battlefield, instead travelling to villages that had been attacked, providing aid in the rebuilding, and warding off any cutthroats who may view an already damaged village as easy pickings.
Misc:
Father used to say prayers while forging to time things out. Stamped every blade with the mark of their god. "This Hammer can forge not only weapons, it can forge a man!"
Tabaxi so cat habits.
Deity Info:
Reorx (The Life-Giver, Forger of the World, The World Smith)
Symbol: Forging Hammer
Reorx is the god of Creation, Inspiration, and artisanship. Believed to have made the world of Krynn itself under the instruction of another deity.
Loves gambling.
Prayer Ideas:
"Life-Giver guide my hands, let me create new opportunities by giving in your stead!"
Appearance: 6′4, 250 lbs. Yellow-Green eyes, has a dark smokey coat of fur. Resembles a Norwegian Forest Cat. Severe case of resting bitch face despite his personality. Two small earrings in his left ear. Wears a very dark teal gambeson and a bright teal (sometimes yellow) scarf over that, both scarves have the symbol of Reorx on them. Wears chainmail over the Gambeson, plate depending on the game (first attempt let me start with plate). His gloves are old style blacksmith gloves with iron plates attached to the back. There’s a light metal hoop around his tail with an engraving.
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Cleric (Forge Domain)
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Forge Domain Spells:
Cleric Level 1: Identify and Searing Smite
Cleric Level 3: Heat Metal and Magic Weapon
Cleric Level 5: Elemental Weapon and Protection from Energy
Cleric Level 7: Fabricate and Wall of Fire
Cleric Level 9: Animate Objects and Creation
Bonus Proficiencies: When you choose this domain at level 1, you gain proficiency with heavy armor and smith's tools.
Blessing of the Forge: At level 1, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
Once you use this feature, you can't use it again until you finish a long rest.
Channel Divinity: Artisan's Blessing: Starting at level 2, you can use Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Soul of the Forge: Starting at level 6, your mastery of the forge grants you special abilities:
You gain resistance (Half Damage) to fire damage.
While wearing heavy armor, you gain a +1 bonus to AC.
Divine Strike: At level 8, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Saint of Fire and Forge: At level 17, your blessed affinity with fire and metal becomes more powerful:
You gain immunity to fire damage.
While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Source: Xanathar's Guide to Everything
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On a prior trip to a fantastic out-of-state bookstore, I'd managed to snag a copy of Heroes and Fools, another wonderful Dragonlance anthology!
I'd purchased it specifically for the short stories "Reorx Steps Out" and "To Convince the Righteous of the Right"—I'm a sucker for draconians, especially Kang's Regiment—And, after purchasing this book all those years ago, I'd apparently only read those stories.
So in a weird way, I have another new (read: old) book to read! =D
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I love playing dnd so much. I love our party even more. We're currently running through Hoard of the Dragon queen, and I may have mentioned my character before I want to introduce everyone. I'm playing a half-orc barbarian. She's the youngest in the party, precocious, very smart, not that wise. She went to college in Waterdeep to take over her dad's accounting business, got conned into a get rich quick mercantile scheme and lost all her parents money. She now has panic attacks and when she freaks out she fights whoever is closest or the most threatening. She's wonderful, I love her so much.
Wayne is playing a dwarf cleric of the forge and, well his rolls were abysmal, so intelligence became his dumpstat. He plays it to well, I mean he does such ridiculous things, and will repeat his stories "forgetting" that he told the party several times why his beer steins are named after women in his life. He aged his dwarf up to be much older than usual, so the party calls him gramps. This last session he was dredging the river for scrap metal and jumped off the side of the boat in full plate mail for some reason. The ranger managed to keep him from drowning right away and Nomi (my barbarian) got him back aboard the ship.
"What have we learned?"
"absolutely nothing..."
"metal sinks"
"yes it does, I'm dredging for some"
"you're wearing metal. Metal armor, head to toe"
"I am"
"you will sink"
"Reorx will protect me!"
Mel is playing a halfling rogue, that is currently dating my character Nomi. The height difference is hilarious, the fact that the halfing is the older of the two just makes it better. She's definitely the most cutthroat of the group -- our first session she tried to bully health potions from the mayor of the town we came into save --, and she will prank folks for sport. We're also working on the mechanics that her character can stand on my characters back for ranged attacks.
Homer's character is the ranger, human with the drakewarden subclass, so he's got a pet. He's generally quiet but he's putting his spells to good use, really good tricks with both the mould earth cantrip and the shape water one. The shape water came in handy to keep gramps alive when he dove into the river.
We added a new player this week and the first session went really well. Mechanically I know they're playing a warlock, but he's playing the class close to his chest, he says he's a mage and he's studied for many years and he has a spell book. Pay no attention to the jewel he wears that he can disappear into that's just wizardy magic stuff.
We have a somewhat recurring character a paladin played by Mel's brother when he's home. A decent kind of dude, managed to keep us alive during one particularly terrible fight. Let's just say the rogue now remembers the value of looking for traps before looting.
We're still trying to come up with a name for the party, we're not nearly as chaotic as our other group in the limbo campaign, so we are still trying to figure out something that works for us that doesn't feel slapped on.
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This week on @letterstosestrilles the team spends a last few days gathering strength in Reorx’s plane before going to the Feywild to start their journey into the darkest parts of it. Feat. a Niko backstory drop, the return of a Feywild buddy, and a reminder that we have no idea how to find the guy we’re hunting for.
It's fine, everything's fine, we're in the endgame and it's all fiiiiiine.
This week’s recap is right HERE, or as always, Elyn’s adventures from level one begin right HERE.
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hey uh so after tonight’s d&d session I’m banning two of our players from speaking to gods ever again
@ibrokeadesktoday and @alpha-link I’m 100% talking about you
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Dragonlance Week Prompt #5: Vows
Good. Evil. Neutrality. Seven gods of each. All in a precarious balance around the world, trying to sway and influence it to their will.
Probably my favorite AND least favorite aspect to Krynn’s structure is the three pantheons. Specifically, because I don’t believe in the idea of “evil gods.” The word goð means “of goodly nature” in some interpretations, as in it’s the same root as that of the word “good.” Meaning, power and omniscience alone do not make a god. One must also be of goodly nature, given toward creating the world’s future and happiness.
I’d love to have this philosophical conversation with someone (maybe even Margaret Weis and Tracy Hickman), but my opinions and views are irrelevant, as Dragonlance canon clearly establishes the three sets of gods as creators of the world, and one set is established as evil.
Anyway, this spread is a spread done entirely with the Major Arcana in mind, since the gods would be major forces. I don’t have a direct correspondence between the gods and the Majors, because I don’t consider the Majors to be good or evil only. Instead, I’ve created spots for each of the gods in their pantheons, and the cards will determine what those gods’ influences are working on at the moment.
You may place the center card any time you like. You may begin with whichever wheel you like, but you should lay the wheel in the order the cards are laid.
The rightmost wheel represents the Gods of Good. All the cards meet together in a council-like fashion, but their numbering system descends down from the first card, showing that Paladine is the Chief God of Good and supercedes all others. They correspond as follows:
Paladine, Father of Good and Master of the Law
Mishakal, Matron of Healing and Love
Kiri-Jolith, First Knight of Righteous Honor
Branchala, Song of Inspiration
Majere, Teacher of Discipline
Habbakuk, Blue Phoenix of Life and the Sea
Solinari, Keeper of the Silver Moon of Good Magic
The leftmost wheel represents the Gods of Evil. The very layout is shifty, and Takhisis’ position is the only upright card, showing that she is supreme, but her card is down at the bottom of the wheel, reflecting her tendency to be sneaky about her influence, and also reflecting some of the recent canonical changes in pantheon... The cards correspond thusly:
Takhisis, Queen of Darkness
Sargonnas, Consort of Vengeful Honor
Hiddukel, Prince of Tarnished Gold
Chemosh, Lord of the Undead
Zeboim, Lady of Tempests and the Sea
Morgion the Seething, god of Envy and Disease
Solinari, Keeper of the Black Moon of Evil Magic
The topmost wheel represents the Gods of Neutrality. Each card in a loose lockstep, allowing for independent action but with an eye toward balance. They correspond to the following card positions:
Gilean, Observer and Keeper of the Tobril (the book of creation)
Sirrion, Lord of Flame
Shinare, Lady of Trade and Craft
Reorx, Lord of the Forge
Chislev, World Mother of Nature
Zivilyn, Seeker of Wisdom
Lunitari, Keeper of the Red Moon of Neutral Magic
The central card represents Krynn and the free will of mortals, symbolized by the one wild force which no god can control- Chaos, the god within the Graygem, coveted and feared by all gods.
You may place the center card any time you like. You may begin with whichever wheel you like, but you should lay the wheel in the order the cards are laid. Once all cards are laid, you will see what each god’s influence is upon your world. The Fool card is of particular interest, as it means they seek to directly influence the mortal realm, and their influence is upon the Graygem (read the center card to tell what they are up to). That god is closest to the querent at this time.
This reading only employs Majors, mind. It will reveal the shape of the world in a rather interesting way, and probably should not be undertaken but once every three months at earliest.
Have fun! Look for more interesting posts on @dragonlance-week!
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For centuries, the intelligent races of Krynn have looked upward, toward the moons, planets, stars, and the very crystal sphere of Krynnspace. They have looked up and wondered, and gone back to their planetbound lives. Meanwhile, on other worlds in other spheres, spelljamming ships have begun to venture into the Void; they have encountered vast evil - and vast wealth - in the trackless reaches of wildspace. Their ships have explored their own spheres and are even now moving toward Krynnspace. And on Krynn, the art of spelljamming is stirring. Unbeknowst to most of the inhabitants, spelljamming ports are opening. Spelljammers from other spheres are exploring the planet, and explorers from Krynn are rising into the sky and into space. Soon the mysteries of Reorx, Chislev, the Black Clouds, and the dark planet Nehzmyth will be yielded up - or will destroy those seeking to investigate. Now you can add spelljamming to your Krynn-based campaign with Krynnspace, an accessory for the SPELLJAMMER campaign setting. The SPELLJAMMER boxed set is needed to use this booklet. This 96-page booklet includes: Details on the planets, moons, and special mysteries of Krynnspace. Statistics for all the major NPCs who inhabit the planets, or who roam wildspace as privateers or pirates. Statistics and descriptions for new monsters, magical items, and encounters. Short adventure hooks to make designing Krynnspace scenarios a snap. SPECIAL BONUS: A full-sized map of the Krynnspace crystal sphere, showing all the planets and their orbits. #oldschool #dnd #vintage #masterlegendario #spelljammer #advanceddungeonsanddragons #5ednd #rollplayer #rollplay #dungeonsanddragons #dungeonmaster #dungeonmasterlife #spelljammer #gygax #greenwood #tsr https://www.instagram.com/p/CSMlfY3rst7/?utm_medium=tumblr
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Peoples of Aegis #1
The Dwarves
The Dwarves ruled vast kingdoms beneath hill and mountain long before the human race woke to sentience. Dwarven history says that the first dwarves woke to sentience early during the First Age, deep within the bowels of the Underdark. During that age of terror the dwarves were driven upwards towards the surface due to predation from the many aberrant and fiendish horrors of the world below.
The three ethnicity's of the Dwarves are
The Durve-a-Reorx (Dwarves of Reorx) who have pale skin, blue or green eyes, and long straight hair ranging from dark brown to red or blond. Reorx’s sons tend to be taller and more musclebound then other dwarves. They include Mountain, Hill, Glacier and Dark Dwarves. The traditional homeland of the durve-a-reorx are the Steelridge and Northern World-peak Mountains where their ancestors emerged from the Underdark early during the First Age.
The Durve-a-Moradin(Dwarves of Moradin) who have dark brown skin, dark colored eyes and curly hair normally brown or black. The children of Moradin are less martial then Reorxite dwarves. They include Gold, Copper, Bronze and Grey Dwarves. The volcano ridden Southern World-peak Mountains are the traditional homeland of the durve-a-moradin.
The Durve-a-Dennari (Dwarves of Dennari) For thousands of years the only durve-a-dennari thought to exist were the Gully Dwarves, it was not until late within the Fourth Age when sailors from what is now Alliance territory brought Korobukuru the eastern dwarves with them to the martial kingdoms of the west. Gully Dwarves look like diminutive overly muscled durve-a-reorx. Korobukuru have pale skin, dark eyes with a epicanthic fold, and straight black hair and thick body hair.
neither Gully Dwarves nor Korobukuru have lands of their own
Dwarven men of any type take pride in their beards the most magnificent of any peoples. Dwarven women do not grow beards, however when traveling dwarf women often wear false beards, they do however pride their braids as much as their menfolk do their beards.
Honor, duty, bravery, stoicism and loyalty are held as highest virtue in the dwarven way of life. Elven society and those human ones whom value the individual above the group are alien to the dwarven mindset. Dwarves come from a very closed environment where personal space is a luxury with entire family's often sleeping in the same room, this forced intimacy has lead dwarven culture to prize mental privacy hence emotions are highly valued only to be shared with closest friends and family. If a dwarf admits any emotion it is indication of how high the listener has risen in the dwarfs esteem. The same is true of any personal revelation or boast. The Dwarven sense of Justice is strong and often leads to the two greatest vices of the stout folk wrath and greed.
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Okay, guesses for Kristen’s new subclass since Ally all but confirmed it’s happening on the Fireside Chat:
Grave Domain
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.
Either Death or Grave domain would make sense but I think Grave is more likely since it’s more neutral and about guiding people to the afterlife rather than necromancy/undeath which has negative connotations. Kristen’s died 3 times now (stop it brennan) and has come away from each death experience with a new outlook on religion and faith. Worshipping death, after spending her early years in the life domain, would make total sense, especially since so much of her questioning religion was about the afterlife. The bit about ‘resisting death’ being an abomination might be difficult since she’s done it a bunch, but I think Brennan could probably homebrew a reason to get around it if that’s what they go with.
Cool things that come with this domain: as a reaction you can cancel a critical hit on an ally within 30ft of you, which is super clutch, and can also cast Spare the Dying as a bonus action. Cool!*
(More below the read more!!)
Knowledge Domain
The gods of knowledge – including Oghma, Boccob, Gilean, Aureon, and Thoth – value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Given Kristen’s whole thing about asking questions, I think this could work! If it turns out the mystery goddess is good (which... I am doubtful lol) the bit about deities that hoard knowledge would tie in really nicely, and I imagine Kristen could persude her to start sharing knowledge more freely and be on a more equal footing with her deity which is what she wants. If Ally is allowed to re-roll one of their lower stats like the others did last ep, they could re-roll intelligence which would fit well with this domain. (Tragically, I don’t really see an outcome where it would make sense for them to re-roll dex.) This is the one I like the least though - I feel like this is maybe mid-freshman year Kristen rather than current Kristen, especially now that she’s gotten rid of her philopsophy students. But who knows!
Cool things that come with this domain: you can use channel divinity to read minds and cast Suggestion!! What the Fuck!! That’s rad, and also would lead to many shenanigans, I’m sure.
Protection Domain
The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.
Okay this domain is basically all the Bad Kids, but I think it would especially work for Kristen ‘why do good people suffer?’ ‘I cast Greater Restoration on Riz’ Applebees. Play-wise I think this subclass is a little limited so might not happen but story-wise? Would absolutely be perfect for Kristen. She’s always trying to look after others and having that mechanically validated would be so cool. It would be maintaining the spirit of what Kristen believed her faith to be (helping others) whilst rejecting the shitty parts of it! Good!
Cool things that come with this domain: you can use your channel divinity to bless your ally, so that if they’re attacked in the next minute the attacker takes 2d10 + your wisdom modifier damage.
Twilight Domain
The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selune) might grant their clerics the Twilight Domain. Clerics who server these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light.
I hadn’t thought about this before but I spotted it as I was looking through the domains on the 5e wiki and remembered this was Tracker’s domain. Given that Kristen was talking about wanting to be twin goddesses with the Unnamed Goddess and Tracker, this could work out if it turns out the Unnamed Goddess is good (which again, big if). BUT IF it does happen this is the domain of dreams, which would be such a good counterbalance to the Nightmare King in the final battle and I imagine would make for a lot of really cool imagery/themes. I also just really like the vibes of this domain? Like, Tracker and Kristen as lesbian moon cleric gfs... ideal.
Cool things that come with this domain: Kristen could finally have darkvision lol (with no limit, which is rad!). You also get the Twilight Sanctuary that Tracker can make and an ability called Steps of the Brave which allows advantage on saves against being frightened and the ability to use flying instead of walking speed for one turn.
Unity Domain
A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength.
Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences.
Okay, listen, if you follow me you KNOW Power of Friendship Kristen is basically my whole thing, so I might be a little biased, but read that above description and tell me that does not sound like Kristen and her relationship with The Bad Kids to a T. Kristen loves her friends, they motivate her, she spends all her time in and often out of battle trying to protect them. It would make complete sense for the narrative and would really emphasise the queer found family vibes of D20/The Bad Kids. Don’t ask me to elaborate further because it will be an incoherent mess and I’ve already babbled about this enough times, just Trust Me On This One, y’all.
Cool things that come with this subclass: you can use channel divinity to share the burden of damage between your allies, so you can decrease the damage on people who are weaker/already hurt and give more to the tanks, which is extremely clutch. Emboldened Bond is basically Bless for two people which is made by creating a bond between them... the cutest!! I love this subclass.
BONUS: Kristen multi-classes into paladin
I was thinking about this a couple of weeks ago and then I re-watched the talkback episode of Fantasy High that Ally and Zac were on and was reminded that Kristen was originially conceived as a paladin. (Which is wild to think about now, given how important Kristen’s cleric stuff is.) Anyway, this could work, because it would be a bit of a distance from very intense, direct religious worship that has been harmful to Kristen in the past whilst also allowing her to maintain faith if you get what I mean? She would also be able to more physically protect her friends and be able to do like good amounts of damage. My guess if this happened she would go Oath of Devotion, whilst also switching subclasses to one of the ones I listed above. No idea if that’s possible, no idea if this would be a strategic multiclass, also probably not very likely to happen, just think it would be cool! Paladins are the best class, fight me.
Thanks for reading this whole thing which got WAY out of hand. If any of these turn out to be the right answer, but especially Power of Friendship Kristen, I reserve the right to brag about it forever. Fingers crossed for next week/whenever the finale ends up being!
*All of these subclasses have cool things at higher levels too, I was just picking my fave abilities that Kristen would be able to use at the level they’re all currently at.
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Dear Tyko,
As promised, a more detailed letter than the one I sent you when we first arrived in the Feywild, so you can reassure yourself that I’m safe right now, even if, as you point out, I’m about to go into some very bad danger indeed when the danger to the force of creativity and thus possibly the universe seems to be past. I will defend myself, though, by pointing out that what Onver did once he could certainly do again, and I’m not interested in leaving that up to chance.
And I will defend myself by saying that Niko would be doing this whether we went with her or not, and you like Niko. There’s no way you want her alone in what’s coming. So you’re just going to have to suffer through a few more weeks of me doing extremely dangerous things, and then I will do my best to only take on threats that don’t make me want to hide under my blankets for a week for a good long time. With a good long period of as few threats of any size as possible to start with.
We did, you’ll probably already have guessed from the time stamps and the timing of my Sending, have a few more days of rest and preparation on Reorx’s plane.
In between other things, Maliah and I did have a chance to sit down with Niko. At first, we mostly talked about the dark side of the Feywild, and what preparations we might need to go there. I asked Maliah what she’s heard, but any and every kind of monster that exists (and probably a good few that don’t) have been said to live there, by one parent or another. There are a few things that she can almost certainly eliminate—there are unlikely to be huge crabs that can shoot fire from their claws, for instance—but more where it’s impossible to guess what’s true, what’s exaggeration, and what’s made up of whole cloth.
We talked about picking up some warm clothes somewhere, since places where there’s no light at all tend to be quite cold, and speculated a little on what magic and what magic objects might or might not work in the dark areas, where everyone seems to agree that magic is at least somewhat curtailed. That terrifies me, when I’ve grown so used to relying on my magic that I don’t think I’ve drawn my sword except to clean it and run a drill or two in a year. When that got to be too much we talked about picking up extra rations both in case I lose the ability to cast my Mansion and because they’re good bargaining material in a place food might be scarce, and what barters to offer Cerunwe, including a set of short swords, the location of Avka’s hoard, and a few other inducements based on what zie is willing to offer us.
After that, Maliah and I sidestepped into asking Niko a few of the questions that have been building up since she got her full memories back. The first questions we had were just how long she’s been Reorx’s companion, and how she came to be one. The answer to the first was staggering, even though I’d come to half-expect it: a century, perhaps more, though she hasn’t tracked it. She’d been a devotee of Reorx for a long time, a paladin for quite some time, and when she made innovations to loom technology, they started speaking to her more often, and eventually offered her a place among their companions.
Since they’re a god more directly connected with mortals than most (Mishakal comes to mind, for instance), they like to have mortal company, and the stretch of lifespan seems to come from enjoying that company too much to want to give it up, not that I blame them. When they’re together, Niko says, doing anything with Reorx or on their plane, it’s a constant feeling of the best and most inspired sorts of collaboration, the kinds where once you’re on track you hardly have to tilt your head or blink to communicate what you want to say, where the project takes on a life of its own. It’s a tempting prospect, really, even if I’d miss all my friends and family too much to actually consider living that life.
I half-joked that I should ask Nuli and Thvara if there are any Crafter ballads about Niko, since that’s their specialty and there’s been much more time than previously assumed for legends about her to circulate. She blanched a little and said she hopes not, or at least that she doesn’t hear them until she has as little more time to reconcile with her memories, so I asked the next most logical question, if any of her companions have such ballads—just before I realized that Dwiona is a dwarvish harpist and there’s definitely a Crafter ballad about that, and amended the question to ask if I’d been in the presence of the Ollamh Harp without knowing.
The answer, it seems, is yes, Dwiona is the subject of Nuli and Thvara’s most-loved and best-known ballad. I’m going to have to track them down and tell them about all of this, though I have no idea if they’ll actually believe me.
There might, Niko says, be ballads about Emulf or the others, but none as widely circulated as Dwiona’s. I’ll have to keep my ears open, and add them to my repertoire if I found them.
That seemed like more than enough of that conversation, so we split off to try some various activities: Maliah to find short swords to offer Cerunwe, with Niko’s help (she found a beautiful matched set with a few useful enchantments on them) and me to badger Dwiona, which she graciously allowed. We spent most of the afternoon with me playing the harp (the Ollamh Harp! It’s beautiful, silvery-pale like driftwood, carved with a raven on the head and abstract designs elsewhere) and intermittently showing her how to work my gloves and the rest of the apparatus. She even let me re-record some harp samples with her harp, which has a gorgeous warm tone like the rooms here seem to bestow but on its own, and which is so responsive you hardly need to pluck a string before it’s sounding.
We also, before dinner, found Emulf in his workshop, where he’s dusting off projects he’d had to leave, and his glasswork is exquisite. We saw a stained glass window that’s as detailed and fluid as a painting, and blown glass flowers and vines that are so perfectly rendered as they climb their way up columns that it’s hard to imagine them being something made instead of grown.
Many things here feel like that, really, so beautiful the place feels like a museum, or would if it weren’t so lived-in and full of Reorx’s power. I had to convince myself to touch things, and it was a relief, as we went around the place, to find the offerings and gifts by people not quite yet masters of their crafts: a quilt in a mind-bogglingly mathematical patterns where some of the corners don’t quite line up, a hammer made from some experimental material that instead of being extremely resilient turned out rather floppy, something that looks rather like the yarn dog Jesson made for Maliah.
As we wandered, I talked to Niko about another part of this quest that’s worrying me: namely, the end of it. Not, for once, any of my big impossible questions about what comes next, but the practical worry that even with the restraining manacles, if we take Onver prisoner instead of killing him, we’re likely to be so spent that we’ll have no way of doing anything with him immediately. If I can’t reserve a Wish long enough to Plane Shift, if I can’t even Teleport to somewhere we could spend some credit for an overnight guard from someone, we would have a rough night to get through, since I doubt he’ll go down or stay down easy, if he’s wily enough to have run from Niko for twenty years.
Niko promised to think about it and ask Reorx about it, on the last night we planned to stay there, and the next day, she tossed me a gem made into a perfect sphere, which will hold the charge for a fairly powerful spell, if not quite as powerful as Wish would need to be. Still, it would be an extra Teleport, or a Mansion that I could build a cell into, and it could be the saving of us.
And later that day, after goodbyes and blessings from Reorx and their companions, they sent us to the Feywild.
After all my complaints about the discomfort of divine magic, I am pleased to tell you that Reorx’s magic didn’t quite feel like Gaizka’s Plane Shift, but it wasn’t as discomfiting as Mishakal’s. It makes sense, them being so used to mortals, and to transporting them from plane to plane on their journeys to meet various crafters, and I was relieved to land in the Feywild no more disoriented than I had to be, in the middle of a stretch of forest just far enough to the light side of the Feywild to make all of us wince after days of the constant dimness of Reorx’s plane.
Maliah, after a look around, said she had no idea where we were, so I made sure my messages to you and to Cerunwe sent and then whisked us away to Troihari, since we’d agreed to start off with rations shopping, which we knew we would need. We ended up buying roughly two months of rations, making a pessimistic guess about how long it will take to find Onver and then doubling that so we have emergency rations and plenty to trade with, since we assumed that people in the dark side of the Feywild might be interested in foods they wouldn’t usually have access to as a bargaining tool.
We spent the night in an inn and woke to a message from Cerunwe inquiring why I hadn’t mentioned the bolthole zie gave me access to among our possible meeting locations (the answer is that I’d thought of it so exclusively as a bolthole that it hadn’t occurred to me that it might be useful for other purposes) but indicating zir willingness to meet. So, after breakfast and a bit of twiddling our thumbs so we wouldn’t show up early, I took out the token zie’d given me and Teleported us over.
It was another stretch of woods we didn’t recognize, though the trees were different from the ones near Troihari, much thinner and paler, and there were mountains nearby. If we aren’t (because we’re still here) in the actual domain of the Lady of the Ashenwalds, I suspect we’re very close, from what I remember of descriptions of her lands. After a moment where I wondered where this supposed bolthole might be, a curtain of foliage was pushed to the side, and then there were Cerunwe’s usual red hair ornaments and the rest of Cerunwe with them, gesturing us into a bolthole I hadn’t seen.
It’s a bare bones spot, not much more than a fairly comfortable cot, a few shelves of rations and useful items, but it was enough (and I can make a Mansion for more comfortable lodgings for us tonight), and we sat down to discuss the dark side of the Feywild.
To start, we laid out terms: information about Avka’s hoard for information, the beautiful short swords for more material help like maps and such things, and for actual guidance into the dark, pretty much whatever zie asks for. It was obvious from the start, though, that zie has less than no desire to go back there. It’s possible that the Lady of the Ashenwalds might urge zir into it, or we’ll hit on a temptation big enough to convince zir, but for the moment, I’m not counting on their guidance as we try to track Onver down.
Information, though, zie was more than willing to give us, and we asked for heaps of it.
Environment, to start—whether I was right in assuming cold, whether there are trends to what sort of spaces we might find, all that kind of thing. The Feywild, of course, isn’t given to easy answers. Cerunwe allowed that a thick jacket or cloak would be appreciated in many areas, and that it’s overall cool, but not the ice fields I was unhappily imagining, at least not until you get very deep in. It’s not the environment, zie explained with exasperated patience, that is so impassable and dangerous that it’s made nearly a third of the Feywild taboo. It’s the places where magic is hard or impossible to use, the beasts, the other things. The environment is merely the environment.
So we asked about the beasts next, a smaller question to grapple with than the use of magic. There are large dogs and wolves and cats with razor-sharp claws, and sometimes blink dogs and displacer beasts. Plants with wills of their own (which made me think about a story Maliah mentioned off-hand about plant zombies that can control people’s will with despair). Some fey, particularly those whose magics are innate rather than pulled from a well of magic and bent by will. Tree spirits, hags. The rumors of a dragon or two out there somewhere, though zie was scrupulous in saying zie can’t confirm those.
Getting food, zie volunteered, can also be a difficulty. You can hunt most recognizable beasts, or even spiders if circumstances are desperate, but we shouldn’t trust any forage, even if it looks safe—too many poisons and hallucinogens, which makes me very glad about the amount of food we bought, especially considering I can’t count on being able to cast the Mansion for us.
Cerunwe also warned us that while it’s less of an issue for us, we can’t count on healing being available. That’s partly due to magic being chancy (though zie thinks healing potions are likely to keep working, thankfully), and partly because there aren’t many healers we can go to if we’re tapped out. The lack of magic means wounds can stick around longer than we’re used to, be more likely to infection and worse, so we’ll have to be scrupulous about keeping injuries clean and changing bandages often, which makes me glad we’ve picked up a few healing kits lately.
Zie also said, though the list of beasts zie gave us didn’t sound too much worse than what we’ve seen elsewhere, that even with four of us, powerful as we are, there are going to be times when we want to retreat rather than fight, and I plan to take that information to heart as much as I possibly can. (I’d already mentioned, back on Reorx’s plane, that with everyone else able to go much faster than I can, it might be that if we have to retreat I’ll leap on Squirt’s back. Especially if I’m already so much dead weight half the time, swinging a sword instead of doing what I’m good at.) Zie emphasized the importance of covering our tracks, and I am glad, as I always am, that we have Maliah, who knows how to do that kind of thing very well indeed.
From there, we moved on to the more esoteric worries. There unfortunately doesn’t seem to be any way of detecting one of the spaces where magic doesn’t work as well until you’re in it and something doesn’t work, though Maliah’s bow glows in the cold so it’s possible we’ll have early warning if that flickers out while it’s still cold. Time distortion fields, though, are much easier to detect: they’re hiding in jump rings. We should not, zie stressed, go through any jump ring we haven’t had confirmed by a local under honest bargain as safe, with either no or minimal time dilation.
(I’d love to avoid jump rings entirely, with that worry ahead of us, but given the Feywild’s layout, there’s not much hope of that.)
As for magic, it’s anyone’s guess what will work and what won’t. Most of our spells, I’m guessing, will be less powerful or nonexistent for good portions of the journey, but things like Niko’s ability to heal with a touch, or mine to give my friends a little boost of inspiration in a battle or to use that same force of inspiration in other ways, aren’t really spells, and I don’t know if they’re innate enough that we’d get by the same way Squirt will still be able to blink, or hags apparently can still use most of their powers out there.
Then come the questions that Cerunwe can’t really answer, of where Onver is, in all that vast space. We don’t really have anything of his to track him by, though a hag might be able to help us if we did. We don’t know the space well enough to know where boltholes are, though again in such a vast space there could be thousands. Cerunwe volunteered that there are some ruins, but they’re so ruined that it’s more trouble than it’s worth to put them to any use, so there aren’t likely to be landmarks to help us find him either. And he was wily enough to avoid Niko for twenty years, on that first hunt, though Niko didn’t have Maliah with her back then.
It’s possible that if we do meet something as powerful as a dragon, they would have some knowledge of a recently-arrived powerful being, and might be willing to trade for that knowledge, but that’s anyone’s guess. If we get very close, the piece of Reorx’s power that he stole might let Niko lead us, but I’m guessing that would lead us right into his probably-very-defensible position, when I’d rather tempt him out of it to get on more even footing.
I also asked how far into the dark side someone, even someone very powerful, can safely live, especially since Cerunwe had spoken about zir memories of the deepest parts of the darkness as barely coherent, which made me worry time might get odd there. Zie didn’t care to guess, but said it’s really more a matter of the magic problems than time problems (implication was that the time problems might have been because of those time distortion jump rings, or possibly simple delirium, zie was very detailed about the risks of injuries getting infected and rotting. I’m not sure I should ask). As very few beings are prepared to live in the extreme conditions of the very brightest parts of the Feywild, though, very few are adapted for the opposite extremes in the darkness, so at least chances are we might be able to avoid going that far?
We all had to digest that information for a while, so we told Cerunwe part of the information we’d offered zir: the story of what we’ve been up to since we left the Feywild last, Avka’s hoard and the Astral Sea and everything in between.
In the middle of that, I couldn’t contain some curiosity: ever since I found out that Jhasdej’s primary planet was mostly spent and uninhabited, even back when I cast Legend Lore with a Wish and heard a single elvish voice reading out a poem about them, I wondered, in the back of my mind, if maybe they were the star that shone on the Honorien Dominion, and thus on Cerunwe’s earlier years. So I asked zir the name of zir planet of origin, and after a moment, they said it was Aland—the same name Jhasdej gave us, which seems like an incredible coincidence to the point that I wonder if the Lady had some hand in it, knowing who Jhasdej was when she gave us their name.
Not long after that, Cerunwe excused zirself, partly to talk to the Lady of the Ashenwalds about everything, and probably partly to consider whether zie can bring zirself to return to the dark parts of the Feywild (though zie is already kindly offering to bring us up to the edge of it, which is a help and no doubt worthy of the swords), and also probably party to have a chance to think about us telling zir we’d spoken to zir star of origin in person and that Maliah is returning to the planet zie left to restore it and offered to bring zie along if zie would like.
We’ll have plenty of time to ask them more questions on our way to the dark side of the Feywild, though, so I don’t mind giving them the time. I could certainly use some time myself, to try to get my fear under some measure of control.
As long as I have reception, maybe we can find time when you’re off work and I’m in camp to do a short video call so you can reassure yourself of my safety and I can see how you (and PA) are doing? No problem if not, but it seems silly not to at least say hello before I go somewhere inaccessible again.
There’s another rule I’ll make for myself after that long vacation I promised you at the start of this letter: I’ll try and stay mostly in places with reception for all that time, with the exception of some visits to Kirim. But maybe I can try to convince you to visit with me, one of those times? I’ll wear you down one of these days, I promise Teleport isn’t bad, especially when I know precisely where I’m going.
Love,
Elyn
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Kender
Dragonlance: Shadow of the Dragon Queen
During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge, but not all among them remained as the god created them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are diminutive Humanoids who look like humans with pointed ears and diverse appearances. Kender have a supernatural curiosity that drives them to adventure. Due to this inquisitiveness, many kender find themselves falling through portals to other planes and worlds.
Kender sometimes amass impressive collections of curiosities. Some might collect mundane knickknacks or relics from magical sites, while others might become professional thieves.
Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Creature Type. You are a Humanoid.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frighted condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest.
Kender Aptitude. Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: Insight, Investigation, Sleight of Hand, Stealth, or Survival.
Taunt. You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race). You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
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This is Maggrim or Mags (but never Maggie), a character I might get a chance to play soon!
She’s a forge domain Cleric, a dwarf, and an ex tavern owner
She owned a tavern for many years, a business she enjoyed that more or less broke even in terms of profit. She accumulated enough savings to add a pizza oven and a stables, but not retire, that kind of business.
One afternoon a regular customer got drunk and set something on fire and knocked it over in his efforts to put it out and the whole business went up in flames. Mags got everyone out, and pocketed all her coin that was in the register, then stood in the street and watched it burn.
She’d been a follower of Reorx (God of forging, against chaos, very into dwarves and gnomes) since she can remember, her parents raised her under him. So as she watched her tavern and home burn, she knew it had a reason. The first action she took was to find the man responsible for catching the fire to let him know that she forgives him, that she saw it as an act of Reorx moving through him and he shouldn’t suffer the guilt of an act that he was only partially responsible for.
The guy in question was primarily relieved that she wasn’t pressing charges. He was a smithy, mainly working in chain mail, so offered to give her some tailor made chain mail as an apology. Mags can take a hint from her god and agreed, deciding that this was the way Reorx was telling her to go adventuring.
She quickly went to a pub and got drunk, swearing and cursing at Reorx for the bullshit messenger system. “I’d’ve preferred some rich ass elf who bought me out, not some lovely half orc who feels guilty about burning my work down, you vague, dramatic fuck!” It was as she came to terms with her new life direction, she received a cleric’s blessing, gaining level one cleric capabilities.
She went around spending the money she had buying supplies for her up and coming adventures. As a part of the forge domain you can gain proficiency with any tool for a short period of time. She used that to make herself a war hammer that had Reorx’s symbol physically carved on every flat surface
Then she simply starts going to places she thinks she might find some adventurers, cos she sure as hell doesn’t know what to do next, or how to stay alive alone, she can barely fight
I think personality wise she’s very positive, able to put a good spin on anything, prone to panicking in the face of battle, very keen on honesty, and sort of just the kind of person who tries so, so hard all the time. She’s somewhat reluctantly on this adventuring path, but she’s fully committed to it!
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The party stood in the chamber with Sir Dalton before the now weeping stature of Mishakal, and immersed the Tear in the crystal basin held by the statue. It glowed brightly, appearing fully charged and bright as when it first fell. In cleansing it, Korg recognized the artifact and explained the powers to the rest of the group, before giving it to Fortis to carry on their return to the mining camp. They wished Dalton well, as he explained the ruins would be destroyed upon their departure to ensure it never again fell into evil hands, and left for the mine, taking back Cor’s belongings.
Upon returning to the base camp for the mine, they broke the news to the mine foreman of Cor’s demise. He cautioned them to show discretion in who they told the news to prevent a panic during the return shipment of pig iron ingots to Palanthas.
After the cargo ship moored in Palanthas’ public docks, the party quickly set out for the Ironvein Mining Company offices. Rawsel Half-Kender, who had been uncharacteristically quiet on the return journey, left on his own without a word. The adventuring party halted at the door when they heard the furious shrieks of a woman and the desperate replies of a man within. With some trepidation, the group entered the offices to see their payment, they saw a livid dwarven woman at the desk yelling at an acetic wearing the robes of the Library of Palanthas. She wheeled to look at them, demanding to know who they were and why they barged in. They attempted to explain, but at the mention that they were hired by “Rusty Ironvein,” the woman simply lost it, exclaiming she didn’t know who the hell Rusty was, but he absolutely was not a member of their family or allowed to make decisions on behalf of the company.
Seeing the situation about to get much worse (and seemingly without any payment for the week of work done at Rusty’s behest), Fortis used the Tear to calm emotions in the room. Iname stepped into business-mode and laid out the circumstance of their hiring, the essential work done on behalf of the Ironvein Mining Company and handed over the gear they had recovered from Cor’s camp at the entrance to Crown Hollow (but not surrendering the medallion with the Ironvein crest they had purified in the crypt basement.) Cinnabar Ironvein, now at ease enough to discuss the party’s news, asked what had been done with her cousin’s body. When told his body was taken to Reorx by some divine messenger, she made a gesture with her fists, stating Reorx worked in mysterious ways.
Nevertheless, Cinnabar stated she was unwilling to pay the wages for the mercenary work, as it was illegitimately commissioned. At this point, the Library acetic, no longer at the verge of tears, stepped in and said the Library would be covering the job’s expenses and could explain further if the group would follow him. Before they could leave, Cinnabar asked if they knew where she could find Rawsel, as she had some questions about the company books. The party let her know Rawsel returned with them on the ship, and they would let him know she was looking for him if they saw him. In the meantime, she could always check in at Zeboim’s Purse, where he was apparently a regular.
While walking back to the Library, the acetic asked if the group had recovered the geological survey Cor had checked out, seeming very relieved it was safe. At the front desk, the acetic checked the tome back in with the desk clerk, and directed the group to follow him deeper into the Library, through the locked door the group had seen a ghost pass through previously. Excited to indulge her curiosity, Fortis asked about the ghosts in the library, which seemed to fluster the man terribly. Upon finding out the ghosts were former attendants, the little gnome wanted to ask further questions, but the man finally said, “Look, I really don’t like talking about it. I don’t even know if I want to be ghost yet. I mean, look over there, I know that guy. He was my friend until a couple months ago, and now he doesn’t even talk to me.”
The robed man opened another locked door and sat down behind a desk with a placard that read “Stan.” A nearby door into the adjoining room read, “Bertrem, Head Librarian.” Stan was clearly still rattled from being confronted at the mining offices, and rambled a lot in trying to explain what had been going on to the group. He somewhat unhelpfully explained that Rusty worked for them, sort of, not really. Sometimes he would just take off and do whatever he wanted, leaving them to deal with the fallout. When asked about their organization, he again flailed saying they had agents working and organized at the Library, but that there was no name for the organization. But they would definitely pay for the group’s commission, as well as an ongoing offer.
Stan explained the organization was attempting to research and track powerful artifacts, and if necessary, prevent forces of evil from obtaining them and upsetting the world’s balance. Like the sword in the Crown Hollow crypt that bore the blood of a scion of the Queen of Darkness, other items existed in the world that could cause great harm. He said that in addition to the pay owed for their recent job, the Library would like to put the entire party under commission to take priority jobs for them. In exchange, they would be able to have comfortable lodgings and meals in an ongoing basis at the Notched Axe, as well as a per diem. Stan handed over the ten steel each for the Ironvein job, and added that agreeing to work for the Library also came with a signing bonus for each person. The group deliberated briefly, and agreed.
Stan opened a chest behind his desk and pulled out gifts for each person for their bonus. To Taney Greytail, he pulled out a patched green pouch which had been cut off a handy haversack by a kender named Kiz Wizzlethorpe, which should have destroyed the holding magic, but somehow the kender had been able to patch it. In addition, he told her they were investigating reports of kender going missing from the area around Kendermore, and would share any new news they received. To Korg, Stan gave a Cloak of Concealment, which had once belonged to a ranger of Zivilyn, as well as an enchanted collar for Mittens which would increase her stealth and awareness. Stan handed Iname a letter from her father, which agents working for the Library had been able to recover, as well as a round black stone with an iridescent sheen bearing a raven that would summon a magical messenger to bear letters. Blackfeet was given a sword that once belonged to a kapak from the Green Dragon Army in the War of the Lance that would enhance his natural ability to imbue his weapons with poison. Stan handed Fortis a book on the lost groves of high sorcery to aid in her study of the Shoikan Grove’s flora, in addition to a pair of artificer’s glasses to allow her to study magical items or effects. With a look of utter disgust, Stan ended by saying, “And I guess this is for the owl.” as he pulled a dead mouse from the chest and passed it to Mouse, who happily devoured it.
Stan added the party was free to take commissions from the guild, but that they would need to prioritize any jobs from the Library. With that, the group returned back to the Notched Axe, to find the Library had already cleared the new arrangement with the guild and inn. The party was free to move into fine rooms, if they had not already done so. In addition, they made arrangements to sell any recovered equipment through the Barsal’s adventurer’s supply on consignment.
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Other MHA UA kids in DND
Big 3
Tamaki Amajiki/Suneater is a half shifter half wood elf. He is a Circle of the Shepherd druid. Hermit and scholar combo background. Terrible charisma. He has Fey Touched and War Caster feats. He follows Mystra, goddess of magic.
Mirio Togata/Lemillion is a Protector Aasimar who becomes essentially a regular mortal human when he has to sacrifice his wings and divine power to save Eri. He’s an Oath of Devotion Paladin (mirroring Izuku but slightly different). Charisma is his top stat. He’s a paladin of Lliira, goddess of joy. He has the Inspiring leader and Sentinel feats.
Nejire Hado/Nejire Chan is an air genasi, she’s blue and lilac like a clear sunny sky. She is a Graviturgy wizard. Intelligence is her top stat. She follows Mystra, goddess of magic. She has the feats Lightly Armored and Tandem Tactician.
Class 1-B
Neito Monoma is a changeling. He’s an Archfey warlock. He likes spells that involve mimicry like Mislead or Major and Mirror Image best. His Charisma is his top stat. Wisdom and intelligence are his lowest.
Tetsutetsu Tetsutetsu is an earth genasi. He is a Path of the Bear Totem Barbarian warrior. He has skin and hair the colour of iron with sparkling gem like eyes. Also he has the Tough and Durable feats. He likes to use his fists or a great-sword. He follows Kord, god of athletics and sport.
Ibara Shiozaki is an earth genasi! She uses a whip. She is a nature domain cleric of Beory, goddess of Nature and is very devout and regularly partakes in worship for all nature deities.
Itsuka Kendo is a changeling. She has the Inspiring Leader and Tavern Brawler feats. She is a Path of the Berserker Barbarian. She follows Paladine, god of rulers and guardians. She has massive gauntlets as her weapons of choice.
Yosetsu Awase is a human armour artificer.
Sen Kaibara is a Warforged Berserker Barbarian.
Shihai Kuroiro is a dark elf Phantom rogue.
Yui Kodai is a human transmutation wizard whose favourite spell is Enlarge Reduce.
Kinoko Komori is a human circle of spores druid.
Jurota Shishida is a werewolf path of the beast barbarian.
Nirengeki Shoda is a halfling archer assassin rogue.
Pony Tsunotori is a Bloodline of Zariel tiefling Cavalier fighter.
Kosei Tsuburaba is a human storm sorcerer.
Setsuna Tokage is a Yuan-Ti Way of the Astral Self monk.
Manga Fukidashi is a warforged Mage of Silverquill.
Juzo Honenuki is a Half-Orc with very large fangs. He’s a Mage of Prismari sorcerer.
Kojiro Bondo is a warforged School of War Magic sorcerer.
Reiko Yanagi is a human School of Transmutation Wizard whose favourite spell is levitation.
Hiryu Rin is a half dragon-born Berserker barbarian.
Support Course
Mei Hatsume is a human armourer artificer. She has the Skilled and Quick-Smithing features. She uses any kind of weaponry that she can, all modified of course. Her favourite god is Reorx, neutral god of craft. She also regularly makes offerings to gods of knowledge and trade.
Bibimi Kenranzaki is a human armourer artificer. A devoted follower of Sune and Reorx.
Department of General Education Students
Hitoshi Shinso is a human from the bardic college of whispers. He uses a short bow, kind of like Dadzawa. He has the diplomat and silver-tongued feats, his other dad taught him those. He’s not specifically interested in worshipping any gods.
Tsutsutaka Agoyamato and Chikuchi Togeike are human rogues.
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