Commit 62277e
2024-08-30 19:13:20 Mohammad Rafiq: 2024-08-30 19:13:19: ....obsidian/app.json .. | |
@@ 1,4 1,6 @@ | |
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\ | No newline at end of file |
.obsidian/workspace.json .. | |
@@ 13,7 13,7 @@ | |
"state": { | |
"type": "markdown", | |
"state": { | |
- | "file": "Session Summaries/Kriminals/Session 12 (17 August 2024).md", |
+ | "file": "Lore/Locations/Aenyrathia/Ibuth.md", |
"mode": "source", | |
"source": false | |
} | |
@@ 96,7 96,7 @@ | |
"state": { | |
"type": "backlink", | |
"state": { | |
- | "file": "Session Summaries/Kriminals/Session 12 (17 August 2024).md", |
+ | "file": "Lore/Locations/Aenyrathia/Ibuth.md", |
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"sortOrder": "alphabetical", | |
@@ 113,7 113,7 @@ | |
"state": { | |
"type": "outgoing-link", | |
"state": { | |
- | "file": "Session Summaries/Kriminals/Session 12 (17 August 2024).md", |
+ | "file": "Lore/Locations/Aenyrathia/Ibuth.md", |
"linksCollapsed": false, | |
"unlinkedCollapsed": true | |
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@@ 125,16 125,32 @@ | |
"state": { | |
"type": "outline", | |
"state": { | |
- | "file": "Session Summaries/Kriminals/Session 12 (17 August 2024).md" |
+ | "file": "Lore/Locations/Aenyrathia/Ibuth.md" |
} | |
} | |
+ | }, |
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+ | "type": "leaf", |
+ | "state": { |
+ | "type": "git-view", |
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+ | } |
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+ | "type": "leaf", |
+ | "state": { |
+ | "type": "git-history-view", |
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"direction": "horizontal", | |
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@@ 148,30 164,43 @@ | |
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"lastOpenFiles": [ | |
- | "Session Summaries/Kriminals/Session 11 (10 August 2024).md", |
- | "Session Summaries/Kriminals/Session 12 (17 August 2024).md", |
- | "Session Summaries/Kriminals/Session 10.2 (17 July 2024).md", |
- | "Session Summaries/Kriminals/Session 10.1 (20 July 2024).md", |
- | "Session Summaries/Kriminals/Session 10 (13 July 2024).md", |
+ | "Lore/Locations/Aenyrathia/Ibuth/Mosskach.md", |
+ | "Lore/Locations/Aenyrathia/Ibuth.md", |
+ | "Lore/Locations/Aenyrathia", |
+ | "Lore/Locations/Aenyrathia/Desh", |
+ | "Lore/Locations/Aenyrathia/Ibuth", |
+ | "Lore/Species/Orcs.md", |
+ | "Lore/Magic and Technology/Orichalcum.md", |
+ | "Orc.md", |
+ | "Lore/Species", |
+ | "Player Resources/House Rules.md", |
+ | "Player Resources/Character Creation.md", |
+ | "Home.md", |
+ | "Lore/Magic and Technology", |
+ | "Lore/Gods/Ruatis.md", |
+ | "Characters/Player Characters/Zel'eon Talos.md", |
+ | "Characters/The Kriminals.md", |
+ | "Characters/Phyrrah Whiteape.md", |
+ | "Characters/Ellipses Seventhtime.md", |
+ | "Characters/Ekra Rutila.md", |
+ | "Characters/Player Characters", |
+ | "Player Resources", |
+ | "Story So Far/Session 1 (30 March 2024).md", |
+ | "World Info.md", |
+ | "Story So Far/Session 12 (17 August 2024).md", |
+ | "Story So Far/Session 11 (10 August 2024).md", |
+ | "Story So Far/Session 10.2 (17 July 2024).md", |
+ | "Story So Far/Session 10.1 (20 July 2024).md", |
+ | "Story So Far/Session 10 (13 July 2024).md", |
"World Info/Phenomena/Unveil.md", | |
"World Info/People/Xerxes Fairchild.md", | |
- | "Session Summaries/Kriminals/Session 1 (30 March 2024).md", |
- | "PCs/Template.md", |
+ | "Characters/Template.md", |
"Home/map-heightmap.png", | |
"Home/map.png", | |
"Home/logo.png", | |
"Home/favicon-32x32.png", | |
"Session Summaries.md", | |
- | "Home.md", |
- | "World Info.md", |
- | "Session Summaries/Rook's Crooks/Session 1 (29 March 2024).md", |
- | "Session Summaries/Rook's Crooks/Session 3 (20 April 2024).md", |
- | "Session Summaries/Rook's Crooks/Session 2 (05 April 2024).md", |
"World Info/People", | |
- | "Session Summaries/Kriminals/Session 2 (06 April 2024).md", |
- | "World Info/Phenomena", |
- | "World Info/Factions/The New Dawn.md", |
- | "World Info/Locations/Ilrinia.md", |
- | "World Info/Factions/The Peakers.md" |
+ | "World Info/Phenomena" |
] | |
} | |
\ | No newline at end of file |
PCs/Arche Kagekiyo.md .. Characters/Player Characters/Arche Kagekiyo.md | |
PCs/Saziver Copper-Fern.md .. Characters/Player Characters/Saziver Copper-Fern.md | |
PCs/Senzorin Talos.md .. Characters/Player Characters/Senzorin Talos.md | |
PCs/Zel'eon Talos.md .. Characters/Player Characters/Zel'eon Talos.md | |
Home.md .. | |
@@ 3,17 3,3 @@ | |
Feel free to browse through the [[World Info|World Info]] pages for more information on the setting, or read through the [[Session Summaries|Session Summaries]] that describe the parties' adventures thus far. | |
[Guide to contributing to the wiki](https://aenyrathia.wiki/-/help) | |
- | # House Rules |
- | The games are run on a Dungeons & Dragons 5th edition ruleset (2014 PHB/DMG) with modifications as follows: |
- | ## Character Creation |
- | - All characters receive an extra feat at 1st, 4th, 8th, 16th, and 20th level. Ability score improvement class features may not be used to take feats instead. |
- | - You can choose to take the hacker's kit tool proficiency. The hacker's kit allows you to hack into computers, security systems, electronic locks, and other forms of digital networks and systems. |
- | ## Classes |
- | - The Twilight Cleric's Channel Divinity: Twilight Sanctuary feature is changed from giving 1d6 temporary HP to a creature to giving it one use of damage reduction of an amount equal to the cleric's proficiency bonus plus their Wisdom modifier once per round |
- | - The Psion Mystic Talent Iron Durability I is changed to give an AC of 13 + your Dexterity modifier instead of 13 + your Intelligence modifier. |
- | ## Spells |
- | - Spell level changes: |
- | - Silvery Barbs and Id Insinuation are changed to 2nd level spells instead of 1st level spells. |
- | ## Miscellaneous |
- | - Short rests take 10 minutes instead of 1 hour. Long rests take 1 week instead of 8 hours. |
- | - Potions now take a bonus action to drink. You can use an action to drink any variant of a potion of healing to take the maximised result instead of rolling e.g. bonus action drink potion of healing -> heal 2d4+2 HP, action drink potion of healing -> heal 10 HP |
World Info/Gods/Ruatis.md .. Lore/Gods/Ruatis.md | |
World Info/Locations/Alwahd.md .. Lore/Locations/Aenyrathia/Desh/Alwahd.md | |
World Info/Locations/Ilrinia.md .. Lore/Locations/Aenyrathia/Desh/Ilrinia.md | |
World Info/Locations/Miskatonic University.md .. Lore/Locations/Aenyrathia/Desh/Miskatonic University.md | |
/dev/null .. Lore/Locations/Aenyrathia/Ibuth.md | |
@@ 0,0 1,2 @@ | |
+ | # Overview |
+ | Ibuth is a small continent on the planet of Aenyrathia. |
\ | No newline at end of file |
World Info/Locations/Mosskach.md .. Lore/Locations/Aenyrathia/Ibuth/Mosskach.md | |
/dev/null .. Lore/Magic and Technology/Orichalcum.md | |
@@ 0,0 1,2 @@ | |
+ | # Overview |
+ | Orichalcum is a metal that is the only known perfect conductor of both electricity and magic. It was previously only known as pig iron, mined by the [[Orcs|Lore/Species/Orcs]] tribes of [[Lore/Locations/Aenyrathia/Ibuth|Lore/Locations/Ibuth]] in small quantities and used in their forges for millennia.. In the year 1843, the properties of pig iron was discovered by [[EchoTech|Lore/Organisations/EchoTech]], leading to the company quickly monopolising the orichalcum production on Ibuth. This control has led to EchoTech becoming the primary manufacturer of magitech products in Aenyrathia. |
\ | No newline at end of file |
World Info/Factions/Council of Arcaneum.md .. Lore/Organisations/Council of Arcaneum.md | |
World Info/Factions/EchoTech.md .. Lore/Organisations/EchoTech.md | |
/dev/null .. Lore/Organisations/The New Dawn.md | |
@@ 0,0 1,1 @@ | |
+ | The New Dawn is a small group of technomancers who appear to want less regulation for spellcasters in [[Lore/Locations/Aenyrathia/Desh/Ilrinia|World Info/Locations/Ilrinia]]. They are led by Professor Lyra Valen, an accomplished technomancer who used to head the faculty of magitech in Miskatonic University. |
\ | No newline at end of file |
/dev/null .. Lore/Organisations/The Peakers.md | |
@@ 0,0 1,4 @@ | |
+ | # Overview |
+ | The Peakers are one of the most notorious gangs in the poorer areas of [[Lore/Locations/Aenyrathia/Ibuth/Mosskach|World Info/Locations/Mosskach]], characterised by their refusal to stick to the common code of honour among thieves. They make their living by preying by the poor and downtrodden of Mosskach, holding many protection rackets. They are led by Ray Shelby, a portly gangster coming from old money. |
+ | # Appearance |
+ | Every Peaker wears a leather jacket and a flat cap. The age range of the members of the gang varies greatly, but they are mostly human in species, with the odd half-elf. |
\ | No newline at end of file |
/dev/null .. Lore/Species/Orcs.md | |
@@ 0,0 1,2 @@ | |
+ | # Overview |
+ | Orcs are a type of humanoids that lived in primarily tribal societies in the Pig Iron Sea region of [[Lore/Locations/Aenyrathia/Ibuth|Lore/Locations/Ibuth]]. |
\ | No newline at end of file |
PCs/Ekra Rutila.md .. /dev/null | |
@@ 1,71 0,0 @@ | |
- | # Overview |
- | Born on the 3rd of Mistfall in the year 1875, Ekra is a 17 year old half-elf male. He was stillborn, but was brought back to life by his parents, a wood elf from the forest of Alwahd and a human botanist from Ilrinia, beseeching the gods for him to live. He has done well with his gift, spending the majority of his childhood under the mentorship of Varanggana Vanavichayen the Astral Fist, abbess of a renowned monastery in the Bear Mountains. |
- | |
- | Ekra excelled in his monastic training, but ultimately did not achieve mastery due to his rival, Xerxes Fairchild, disrupting Ekra when he first tried to astral project. Ekra has been unable to achieve any semblance of astral projection since then, and thus has not achieved master status. His mentor took pity on him and sent him back to Ilrinia around four years ago, and Ekra has been attending high school at the Arbalest Academy since then. |
- | |
- | Ekra is currently in his final year of high school, and lives a pretty easy going life. He mostly hangs out with his boyfriend Varris or with his childhood friends Arika and Shari, though recently he has started to spend more time with his schoolmates Rook, Fenrir, and Phyrrah. After they all ended up in detention on a Zymis, they got into a scuffle with a local gang to the neighbourhood called the Arbys. This has led to a few conflicts with the Arbys, and most recently while planning their strike back at them, has led to Fenrir dying in a mugging gone awry, though his body promptly had a new soul deposited in it albeit without any memories. Ekra feels responsible for this, and has taken it upon himself to take care of Ellipses, which is what the new soul inhabiting Fenrir's body calls himself. |
- | # Physical Appearance |
- | Ekra presents as a normal half-wood elf, which are common enough in the city of Ilrinia. He stands around 6 feet, and has a stockier build due to his years of monastic training and his time in Arbalest Academy's swim team. His wood elf heritage presents itself in the form of light mother-of-pearl scales covering his joints, radiating out from his sternum where a dense oval core of scales sits. Upon closer inspection, his divine nature is clear - his eyes intermittently flash pure white, his skin turns a reflective silvery grey in the sunlight, and a faint glowing aura emanates from him. |
- | # In-Game Statistics |
- | - STR: 12 = 10 + 2 from race |
- | - DEX: 16 |
- | - CON: 11 |
- | - INT: 10 |
- | - WIS: 16 = 15 + 1 from race |
- | - CHA: 13 = 12 + 1 from feat |
- | ## Level 1 |
- | ### Race: [Aasimar (Protector)](https://5e.tools/races.html#aasimar%20(protector)_vgm) |
- | - Ability Score Increase: CHA +2, WIS +1 |
- | - Size: Medium |
- | - Speed: 30ft. |
- | - Languages Known: Common, Celestial |
- | - Darkvision 60ft. |
- | - Celestial Resistance. Resistant to necrotic and radiant damage |
- | - Healing Hands. Action to touch creature and heal it for HP equal to character level once per long rest |
- | - Light Bearer. Can cast [light](https://5e.tools/spells.html#light_phb) cantrip using CHA as spellcasting ability |
- | - Radiant Soul. (Starting at 3rd level) Action to transform into protector form for 1 minute or until ended as bonus action, gain flying speed of 30ft. and can deal extra radiant damage equal to character level once per turn upon dealing damage, once per long rest |
- | ### Background: [Athlete](https://5e.tools/backgrounds.html#athlete_mot) |
- | - Skills: Acrobatics, Athletics |
- | - Languages: Elvish |
- | - Tools: Vehicles (land) |
- | ### Feat: [Telepathic](https://5e.tools/feats.html#telepathic_tce) |
- | - Ability Score Increase: CHA +1 |
- | - Can speak telepathically to any creature within 60ft., creature cannot respond |
- | - Can cast [detect thoughts](https://5e.tools/spells.html#detect%20thoughts_phb) once per long rest using CHA as spellcasting ability |
- | ### Class: [Alternate Monk](https://5e.tools/classes.html#alternate%20monk_llam) |
- | - Hit Dice: 1d10 |
- | - Max HP: 10 = 10 + 0 (CON mod) |
- | - Armor Proficiencies: none |
- | - Weapon Proficiencies: simple weapons, shortswords |
- | - Saving Throw Proficiencies: STR, DEX |
- | - Skills: Insight, Stealth |
- | #### Martial Arts |
- | *1st level Monk feature* |
- | - [Unarmed strikes](https://5e.tools/book.html#phb,9,melee%20attacks,0) and melee attacks with weapons without the heavy of special properties are considered Martial Arts attacks |
- | - Martial Arts attacks have the following benefits when not wearing heavy armour, shields, or heavy weapons |
- | - Use DEX for attack and damage rolls |
- | - Use DEX (Athletics) checks for [grappling](https://5e.tools/actions.html#grapple_phb) and [shoving](https://5e.tools/actions.html#shove_phb) instead of STR (Athletics) |
- | - Use Martial Arts die (starts as d6) instead of normal damage die |
- | - Can make unarmed strike attack as bonus action if Attack action is used to make Martial Arts attack on same turn |
- | #### Unarmoured Defence |
- | *1st level monk feature* |
- | - When not wearing armour or wielding shield, Armour Class is equal to 10 + DEX mod + WIS mod |
- | ## Level 2 |
- | ### Class: [Alternate Monk](https://5e.tools/classes.html#alternate%20monk_llam) |
- | - Hit Dice: 2d10 |
- | - Max HP: 10 + 7 (1d10) + 0 (CON mod) = 17 |
- | #### Ki |
- | *2nd level monk feature* |
- | - Pool of Ki Points equal to monk level + WIS modifier, refreshes on short or long rest |
- | - Technique Save DC = 8 + proficiency bonus + WIS modifier |
- | - Learn [Techniques](https://5e.tools/optionalfeatures.html#blankhash,flstfeature%20type:llam%3at=1) as you level up, can change out one technique every level up |
- | - Techniques Known (2nd level): |
- | - Crippling Strike: Can spend 1 Ki Point upon hitting creature with Martial Arts attack to force it to make CON save or be blinded, deafened, or mute until the beginning of your next turn |
- | - Patient Defence: Can spend 1 Ki Point to take [Dodge](https://5e.tools/actions.html#dodge_phb) action as bonus action |
- | - Step of the Wind: Can take [Dash](https://5e.tools/actions.html#dash_phb) or [Disengage](https://5e.tools/actions.html#disengage_phb) actions as a bonus action, and when you do, your [jump distance](https://5e.tools/quickreference.html#bookref-quick,4,jumping) is doubled until the end of your next turn |
- | #### Flurry of Blows |
- | *2nd level monk feature* |
- | - Can spend 1 Ki Point to make two unarmed strikes as a bonus action if Attack action is used to make Martial Arts attack on same turn |
- | #### Unarmoured Movement |
- | *2nd level monk feature* |
- | - When not wearing armour or wielding shield, gain 10ft. speed |
PCs/Ellipses Seventhtime.md .. /dev/null | |
@@ 1,80 0,0 @@ | |
- | # Overview |
- | Ellipses is a 17 year old human male born and raised in the city of Ilrinia. He has no memories, having woken up one day in the body of a juvenile delinquent who passed away in a mugging gone awry. Three other youngsters, friends of the person whose body Ellipses inhabits, took him in and have been trying to normalise Ellipses into the city of Ilrinia. |
- | # Physical Appearance |
- | Ellipses is a tall older teenager with an athletic yet compact build. He has pale skin and shoulder length black hair, and a clean shaven face with nicks and cuts along his jaw. |
- | # In-Game Statistics |
- | - STR: 14 = 13 + 1 from race |
- | - DEX: 8 |
- | - CON: 14 |
- | - INT: 12 |
- | - WIS: 10 |
- | - CHA: 17 = 15 + 2 from race |
- | ## Level 1 |
- | ## Race: [Aasimar (Fallen)](https://5e.tools/races.html#aasimar%20(fallen)_vgm) |
- | - Ability Score Increase: CHA +2, WIS +1 |
- | - Size: Medium |
- | - Speed: 30ft. |
- | - Languages Known: Common, Celestial |
- | - Darkvision 60ft. |
- | - Celestial Resistance. Resistant to necrotic and radiant damage |
- | - Healing Hands. Action to touch creature and heal it for HP equal to character level once per long rest |
- | - Light Bearer. Can cast [light](https://5e.tools/spells.html#light_phb) cantrip using Charisma |
- | - Necrotic Shroud. (Starting at 3rd level) Action to transform into fallen form for 1 minute or until ended as bonus action, make all creatures within 10ft become frightened until end of next turn on failing CHA save against CHA spell save DC and can deal extra necrotic damage equal to character level once per turn upon dealing damage, once per long rest |
- | ## Background: [Custom](https://5e.tools/backgrounds.html#custom%20background_phb) |
- | - Skills: Pick 2 |
- | - Tool Proficiencies: Pick 2 (shared with languages known) |
- | - Languages Known: Pick 2 (shared with tool proficiencies) |
- | ## Feat: Pick 1 |
- | - Ability Score Increases: |
- | - Skills: |
- | - Tool Proficiencies: |
- | - Languages Known: |
- | - Feature: |
- | ## Class: Sorcerer |
- | - Max HP: 8 = 6 + 2 (CON mod) |
- | - Saves: CON, CHA |
- | - Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion |
- | ### Spellcasting |
- | *1st-level Sorcerer feature* |
- | - Spell Save DC = 8 + proficiency bonus + Charisma modifier |
- | - Spell Attack Modifier = proficiency bonus + Charisma modifier |
- | - Know 4 cantrips and 2 1st level spells at first level |
- | - Learn extra spell and switch out one spell of choice at each level |
- | ### Iron Spells |
- | *1st-level Ironmonger feature* |
- | - Learn the following spells, doesn't count against spells known limit: |
- | - 1st level: Command, Compelled Duel |
- | ### Armaments of War |
- | *1st-level Ironmonger feature* |
- | - Proficiency with light and medium armour, shields, and all weapons that are not heavy or two handed |
- | ### Blade of Strife |
- | *1st-level Ironmonger feature* |
- | - Bonus action to summon Blade of Strife (BoS) at a point within sight within 60ft |
- | - BoS lasts 1 minute or if dispelled with bonus action |
- | - Can attack for 1d8 magical slashing damage when summoned and upon using bonus action while BoS is summoned along with moving it up to 30ft |
- | - Uses equal to CHA mod, refreshes on long rest. Can use any level spell slot to regain one use. |
- | # Level 2 |
- | ## Class: Sorcerer |
- | - Max HP: 14 = 8 + 4 (1d6) + 2 (CON mod) |
- | - Learn 1 more spell |
- | - Gain 1 1st level spell slot |
- | ### Font of Magic |
- | *2nd level Sorcerer feature* |
- | - Start with 2 sorcery points (SP), gain 1 per level up to 20 |
- | - Can't exceed SP limit for level, regain all after long rest |
- | - Bonus action to expend SP to create spell slot, costs vary by level |
- | - Bonus action to convert spell slot to SP equal to slot's level |
- | |
- | # Level 3 |
- | ## Class: Sorcerer |
- | - Max HP: 20 = 14 + 4 (1d6) + 2 (CON Mod) |
- | - Learn 1 more spell |
- | - Gain 1 1st level spell slot, 2nd level spell slot |
- | - Gain 1 SP |
- | ### Metamagic |
- | *3rd level Sorcerer feature* |
- | - Can use only one Metamagic option on a spell when you cast it, unless otherwise noted. |
- | ### Metamagic Options |
- | - Seeking Spell. If an attack roll for a spell misses, you can spend 2 SP to reroll the d20. Must use the new roll. |
- | - Can use Seeking Spell even if already used a different MM when casting the spell. |
- | - Careful Spell. When a spell requires a saving throw, you can choose to protect some creatures from the spell. Spend 1 SP and choose the creature (amount: CHA mod). |
\ | No newline at end of file |
PCs/Phyrrah Whiteape.md .. /dev/null | |
@@ 1,67 0,0 @@ | |
- | # Overview |
- | Born on the 6th of Mistfall in the year 1875 in the forest of Alwahd, Phyrrah was born and raised in the Whiteapes, one of many wood elf tribes in said forest, located north east of Ilrinia. Though the majority of Alwahdian wood elves have a dislike for city folk, Phyrrah has always held an interest for the technology the Ilrinian anthropologists have brought with them to their tribal holdings in their frequent forays into the forest to study the tribes. |
- | |
- | In 1889, the city offered Phyrrah a scholarship as part of an outreach program to the tribes. She has since moved to the city and is currently a final year student in Arbalest Academy, on track to continuing her scholarship in a Council university studying software development after graduation. |
- | # Physical Appearance |
- | Phyrrah is a full blooded wood elf of the Whiteape tribe in her late teens. She stands taller than most her peers, and exhibits strong traits of her heritage by way of a light downing of white fur covering her body and a strong, muscular build. |
- | # In-Game Statistics |
- | - STR: 10 |
- | - DEX: 14 = 12 + 2 from race |
- | - CON: 15 |
- | - INT: 11 |
- | - WIS: 18 = 16 + 1 from race + 1 from feat |
- | - CHA: 10 |
- | ## Level 1 |
- | ### Race: [Elf (Wood)](https://5e.tools/races.html#elf%20(wood)_phb) |
- | - Ability Score Increase: DEX +2, WIS +1 |
- | - Size: Medium |
- | - Speed: 35ft. |
- | - Languages Known: Common, Elvish |
- | - Darkvision 60ft. |
- | - Keen Senses. Proficiency in Perception. |
- | - Fey Ancestry. Advantage on saving throws against being charmed, and immune to being put to sleep by magic |
- | - Trance. Long rest takes 4 hours instead of 8 |
- | - Elf Weapon Training. Proficiency with longsword, shortsword, shortbow, longbow |
- | - Mask of the Wild. May hide in foliage, heavy rain, falling snow, mist, and other natural phenomena. |
- | ### Background: [Outlander]() |
- | - Skills: Athletics, Software |
- | - Tools: Hacker's kit, playing cards |
- | ### Feat: [Observant](https://5e.tools/feats.html#observant_phb) |
- | - Ability Score Increase: WIS +1 |
- | - Can read lips in a language you understand |
- | - +5 to passive Perception and Investigation |
- | ### Class: [Druid](https://5e.tools/classes.html#druid_phb) |
- | - Hit Dice: 1d8 |
- | - Max HP: 10 = 8 + 2 (CON modifier) |
- | - Armor Proficiencies: light armour, medium armour, shields |
- | - Weapon Proficiencies: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears |
- | - Tools: Herbalism kit |
- | - Saving Throw Proficiencies: INT, WIS |
- | - Skills: Insight, Survival |
- | #### Druidic |
- | *1st level druid feature* |
- | - Can speak Druidic and leave and read hidden messages in it |
- | #### Spellcasting |
- | *1st level druid feature* |
- | - Learn 2 cantrips at 1st level, gain more as druid level increases |
- | - Cantrips known at 1st Level: |
- | - [Poison Spray](https://5e.tools/spells.html#poison%20spray_phb), [Produce Flame](https://5e.tools/spells.html#produce%20flame_phb) |
- | - Prepare a number of spells equal to Druid level + WIS mod after every long rest, choosing from [druid spell list](https://5e.tools/spells.html#blankhash,flstlevel:0=1,flstclass:druid=1) |
- | - Spell Save DC: 8 + proficiency bonus + WIS mod |
- | - Spell Attack Modifier: proficiency bonus + WIS mod |
- | ## Level 2 |
- | ### Class: [Druid](https://5e.tools/classes.html#druid_phb) |
- | - Hit Dice: 2d8 |
- | - Max HP: 18 = 10 + 6 (1d8) + 2 (CON mod) |
- | #### Wild Shape |
- | *2nd level druid feature* |
- | - Twice per short or long rest, may use action to transform into CR 1/4 beast without flying or swimming speed |
- | - Can revert to normal form using bonus action |
- | - Wild Shape form retains INT, WIS, and CHA scores, but takes physical attributes and stat block of beast |
- | - Any damage that reduces Wild Shape form to 0 HP carries over excess damage to normal form's HP |
- | - Can't cast spells in beast form, but does not break concentration |
- | #### Combat Wild Shape |
- | *2nd level druid (circle of the moon) feature* |
- | - Can use Wild Shape as bonus action instead of action |
- | - Bonus action to expend one spell slot to regain 1d8 HP per level of spell slot expended while in Wild Shape form |
- | - Can transform into CR 1 beasts at 2nd level instead of CR 1/4, retain restrictions on no flying or swimming speed |
PCs/Rook.md .. /dev/null | |
@@ 1,60 0,0 @@ | |
- | # Overview |
- | Born on the 22nd of Lunaris in the year 1875, Rook is a 17 year old human male born and raised in the city of Ilrinia. Rook has little to no memories of his parents, who died when he was an infant. He was raised by his uncle, a chapter leader of the Front Libere gang, and lived in and among gang members as long as he can remember. |
- | |
- | In 1892, Rook discovered a small tunnel under a canal in the mostly abandoned Ham Row neighbourhood of Ilrinia, leading to a small underground nook containing half buried relics from the undercity of Ilrinia. Rook is currently in his final year of high school at Arbalest Academy and aspires to go to a university to study archaeology in an attempt to understand more about Ilrinia's undercity. |
- | # Physical Appearance |
- | Rook is a lanky human male in his late teens of average height with brown skin and blond spiky hair. Despite his young age, is covered in tattoos, ranging from gang insignia to runic symbols. |
- | # In-Game Statistics |
- | - STR: 10 |
- | - DEX: 10 |
- | - CON: 17 = 15 + 1 from race + 1 from feat |
- | - INT: 11 |
- | - WIS: 18 = 16 + 2 from race |
- | - CHA: 12 |
- | ## Level 1 |
- | ### Race: [Human (Variant; Mark of Finding)](https://5e.tools/races.html#human%20(variant%3b%20mark%20of%20finding)_erlw) |
- | - Ability Score Increase: WIS +2, CON +1 |
- | - Size: Medium |
- | - Speed: 30ft. |
- | - Languages Known: Common, Goblin |
- | - Darkvision 60ft. |
- | - Hunter's Intuition. Can add 1d4 to WIS (Perception) and WIS (Survival) checks |
- | - Finder's Mark. Can cast [hunter's mark](https://5e.tools/spells.html#hunter's%20mark_phb) and (starting at 3rd level) [locate object](https://5e.tools/spells.html#locate%20object_phb) once per long rest |
- | - Spells of the Mark. The following spells are added to your spell list and can be taken as part of your classes Spellcasting or Pact Magic feature: [faerie fire](https://5e.tools/spells.html#faerie%20fire_phb), [longstrider](https://5e.tools/spells.html#longstrider_phb), [locate animals or plants](https://5e.tools/spells.html#locate%20animals%20or%20plants_phb), [locate object](https://5e.tools/spells.html#locate%20object_phb), [clairvoyance](https://5e.tools/spells.html#clairvoyance_phb), [speak with plants](https://5e.tools/spells.html#speak%20with%20plants_phb), [divination](https://5e.tools/spells.html#divination_phb), [locate creature](https://5e.tools/spells.html#locate%20creature_phb), [commune with nature](https://5e.tools/spells.html#commune%20with%20nature_phb) |
- | ## Background: [Urchin](https://5e.tools/backgrounds.html#urchin_phb) |
- | - Skills: Sleight of Hand, Stealth |
- | - Tools: Disguise kit, Thieves' tools |
- | ### Feat: [Human Determination](https://5e.tools/feats.html#human%20determination_uafeatsforraces) |
- | - Ability Score Increase: CON +1 |
- | - Can add advantage to d20 roll once per short or long rest |
- | ### Class: [Shaman](https://5e.tools/classes.html#shaman_llsh) |
- | - Hit Dice: 1d8 |
- | - Max HP: 12 = 8 + 3 (CON modifier) + 1 (Sacred Focus: Body) |
- | - Armor Proficiencies: light armour, shields |
- | - Weapon Proficiencies: simple weapons, blowguns, nets |
- | - Saving Throw Proficiencies: WIS, CHA |
- | - Skills: Insight, ? |
- | #### Sacred Focus: Body |
- | *1st level Shaman feature* |
- | - Max HP increases by 1 per level |
- | #### Totems |
- | *1st level Shaman feature* |
- | - Bind 2 Totems at first level, gain more as shaman level increases |
- | - Totemic save DC: 8 + proficiency bonus + WIS modifier |
- | - Totemic Assault. Action to force one creature within 60ft. to make CHA save or take 1d8 necrotic damage (increases at level 5, 11, and 17) |
- | - Bound Totems: |
- | - Totem of the Eagle. Proficiency in WIS (Perception) checks, advantage on WIS (Perception) checks that rely on sight |
- | - Totem of the Mountain. AC = 13 + CON modifier |
- | ## Level 2 |
- | ### Class: [Shaman](https://5e.tools/classes.html#shaman_llsh) |
- | - Hit Dice: 2d8 |
- | - Max HP: 20 = 12 + 4 (1d8) + 3 (CON modifier) + 1 (Sacred Focus: Body) |
- | #### Primal Magic |
- | *2nd level Shaman feature* |
- | - Learn 2 cantrips at 2nd level, gain additional cantrips at 4th and 10th level |
- | - Cantrips known at 2nd level: otherworldly grasp, mold earth |
- | - Learn 3 1st level spells at 2nd level, gain additional spells at higher levels |
- | - Spells Known at 2nd level: Command, Armor of Agathys, Cause Fear |
- | - Spell slots refresh on short or long rest |
- | - Spell save DC = 8 + proficiency bonus + WIS modifier |
- | - Spell attack modifier = proficiency bonus + WIS modifier |
\ | No newline at end of file |
PCs/Template.md .. /dev/null | |
@@ 1,41 0,0 @@ | |
- | # Overview |
- | Overview of character |
- | # Physical Appearance |
- | Character's appearance as seen by others |
- | # In-Game Statistics |
- | - STR: |
- | - DEX: |
- | - CON: |
- | - INT: |
- | - WIS: |
- | - CHA: |
- | ## Level 1 |
- | ### Race: |
- | - Ability Score Increase: |
- | - Size: |
- | - Speed: |
- | - Languages Known: |
- | ### Background: |
- | - Skills: |
- | - Languages: |
- | - Tools: |
- | ### Feat: |
- | - Ability Score Increase: |
- | ### Class: |
- | - Hit Dice: |
- | - Max HP: |
- | - Armor Proficiencies: |
- | - Weapon Proficiencies: |
- | - Tools: |
- | - Saving Throw Proficiencies: |
- | - Skills: |
- | #### Example feature |
- | *1st level ? feature* |
- | - Feature description |
- | ## Level 2 |
- | ### Class: |
- | - Hit Dice: |
- | - Max HP: |
- | #### Example Feature |
- | *2nd level ? feature* |
- | - Feature description |
PCs/The Kriminals.md .. /dev/null | |
@@ 1,26 0,0 @@ | |
- | A group of young men (and one woman) who escaped from Mosskach to Ilrinia after getting on the wrong side of EchoTech. They are slowly making a name for themselves there, though for those of the group borm in Ilrinia, being known isn't exactly what they want. |
- | # Members |
- | - Senzorin Talos |
- | - Arche Kagekiyo |
- | - Saziver Copper-Fern |
- | - Zel'eon Talos |
- | # Fame |
- | A rough gauge is that your fame score for a particular city or faction is roughly equal to the percentage of that group that know who you are. |
- | ## Cities |
- | - Mosskach: 2.5 |
- | - Ilrinia: 5 |
- | ## Factions |
- | - The Council of Arcaneum: 10 |
- | - The New Dawn: 5 |
- | - EchoTech: -25 |
- | # Allies |
- | - Ellipses Seventhtime |
- | - Dalen Blackwell |
- | # Inventory |
- | - Bag of Holding |
- | - Lesser Cloak of Invisibility |
- | # Feats |
- | - Got caught stealing the prototype orichalcum brain chip from EchoTech: -25 reputation with EchoTech, +2.5 reputation in Mosskach |
- | - Defeated the Verminlord Skratch, helping Dalen Blackwell (though not without being snarky towards him): +2.5 reputation with Council of Arcaneum |
- | - Successfully defeated Azura Glimmerwrench after investigating the theft of the central power grid hub wardstone (though not without unnecessarily maiming her): +2.5 reputation with the Council of Arcaneum |
- | - Defeated the rogue Council golem at the New Dawn lecture and converted an elderly woman to the cult of Ruatis: +5 reputation in Ilrinia, +5 reputation with Council of Arcaneum, +5 reputation with the New Dawn |
\ | No newline at end of file |
/dev/null .. Player Resources/House Rules.md | |
@@ 0,0 1,12 @@ | |
+ | ## Character Creation |
+ | - All characters receive an extra feat at 1st, 4th, 8th, 16th, and 20th level. Ability score improvement class features may not be used to take feats instead. |
+ | - You can choose to take the hacker's kit tool proficiency. The hacker's kit allows you to hack into computers, security systems, electronic locks, and other forms of digital networks and systems. |
+ | ## Classes |
+ | - The Twilight Cleric's Channel Divinity: Twilight Sanctuary feature is changed from giving 1d6 temporary HP to a creature to giving it one use of damage reduction of an amount equal to the cleric's proficiency bonus plus their Wisdom modifier once per round |
+ | - The Psion Mystic Talent Iron Durability I is changed to give an AC of 13 + your Dexterity modifier instead of 13 + your Intelligence modifier. |
+ | ## Spells |
+ | - Spell level changes: |
+ | - Silvery Barbs and Id Insinuation are changed to 2nd level spells instead of 1st level spells. |
+ | ## Miscellaneous |
+ | - Short rests take 10 minutes instead of 1 hour. Long rests take 1 week instead of 8 hours. |
+ | - Potions now take a bonus action to drink. You can use an action to drink any variant of a potion of healing to take the maximised result instead of rolling e.g. bonus action drink potion of healing -> heal 2d4+2 HP, action drink potion of healing -> heal 10 HP |
\ | No newline at end of file |
Session Summaries.md .. /dev/null | |
@@ 1,1 0,0 @@ | |
- | lorem ipsum |
\ | No newline at end of file |
Session Summaries/Rook's Crooks/Session 1 (29 March 2024).md .. /dev/null | |
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- | Zymis, 29th of Eternae 1892 (day before the weekend!) |
- | - In the early AM every night, Fenrir sneaks into the school to disable the metal detector so he can sneak his dagger in |
- | - Ekra correctly deduces that Fenrir does this based on him revealing his dagger a few times in school, and manages to sneak his daggers in |
- | - All 4 get in detention because: |
- | - Phyrrah and Ekra get in a fight |
- | - Rook brings weed in |
- | - Fenrir is permanently in detention because he hacked the school website to display a beheading |
- | - Detention is overseen by a Mr Thorne, a maths teacher who is an overweight cowardly manticore who often hums to himself rather annoyingly |
- | - As they are chilling in detention, a loud commotion happens across the street and a magical bolt of energy breaks one of the windows of the classroom |
- | - Mr Thorne shrieks and jumps behind the desk, humming nervously to himself |
- | - They watch as the pawn shop across the street, operated by one Mr Patrick who often lets the misfits in despite their bad reputation, gets robbed by some gangsters wearing black bandanas around their face |
- | - Fenrir and Rook clock them as Arbys, a small gang operating in the neighbourhood of Arbalest |
- | - There is a brief skirmish as Rook decides to jump out the broken window and wade into comabt, where Mr Patrick fires off spells from scrolls |
- | - He seems to not want to cast his last scroll and runs into the shop |
- | - Fenrir takes one of the Arbys' guns and realises he is an insanely talented sharpshooter |
- | - He kills one of the Arbys but they leave the rest just unconscious |
- | - They hear police sirens in the distance and get out of there ASAP |
- | - Rook heads to his nook while Ekra manages to follow through pure athletics n acrobatic swag |
- | - Rook brings him to his underground nook and shows him some of the undercity relics |
- | - Ekra begins to find out Rook's persona is an affectation and that he may not be as much of a gangster as he pretends to be |
- | - Rook decides to invite all of the detention club to L'Artique, a FL affiliated nightclub located at the bottom of a skyscraper in the central district |
- | - Fenrir heads to a nearby fast food restaurant called Jollyorc to lie low, Phyrrah follows after failing to follow Rook and Ekra |
- | - They sit in silence for a while while Fenrir eats some food left on the table by previous patrons |
- | - When they decide to leave to go shopping, they see two police officers heading right for the entrance where they are standing |
- | - They panic and look for a back exit and try to head out; they are almost stopped by a manager but they just leave without trouble |
- | - They get a text from Rook saying to meet at a club later, but meet now for a late lunch |
- | - The four meet at a shopping mall and talk about the skirmish |
- | - Rook tells them about the Arbys and realise he probably is a target now that one of them was killed |
- | - They go shopping for more club appropriate clothes since they were still in the clothes they wore to school |
- | - Ekra helps drive them to the club by renting a car, but halfway through realise the sports car next to them are Arbys preparing to do a drive by on them |
- | - The Arbys send 4 men to kill Rook but the party fends them off |
- | - They arrive at the club and Rook daps up all his gang members |
- | - A man with a skull tattoo covering his entire face called Skull greets them and tells them friends of Rook are always welcome |
- | - Rook immediately goes to the bar to drink a Red Raven (a healing potion cocktail) |
- | - Phyrrah tries one too and loves it, so the bartender offers them a special cocktail called the Green Raven |
- | - Rook and Phyrrah drink the Green Ravens and immediately fall under the drug effects |
- | - Phyrrah goes over to Ekra and as she breathes on him, he immediately remembers what his mentor told him about the monk death cult sect that she was a part of and eventually eradicated, but she also told him about the Tisson Root that was an anti spellcaster drug |
- | - Fenrir goes on Pandemonium on his hacker's kit |
- | - Hacker's kit is a banana phone that has an expanding panoramic screen and link cables to every kind of electronic device |
- | - Ekra is highly enticed by the chaos of Pandemonium being a being of order ever since he was a kid and watched Fenrir shitpost for hours |
- | - Ekra notices Rook being openly ridiculed by the rest of his purported gang while Rook is drugged out of his mind and realises that Rook is not a true part of the gang |
- | - He wonders why until a large built human man with skin almost covered in tattoos from head to toe except his face walks in the club and shouts Rook's name |
- | - Unc walks in and the music stops and everyone grows silent |
- | - He walks up to Rook and lifts him with one hand, slamming him against a pillar in the middle of the dance floor |
- | - He glares at the rest to leave, but they don't take the hint until Skull walks over to them and tells them to leave now or there will be trouble |
- | - Phyrrah, Ekra, and Fenrir leave the club and Rook, still drugged and smiling, looks into Unc's angry face as his vision fades to black |
\ | No newline at end of file |
Session Summaries/Rook's Crooks/Session 2 (05 April 2024).md .. /dev/null | |
@@ 1,37 0,0 @@ | |
- | - Rook wakes up in his room in the apartment he shares with Unc to the smells of eggs and bacon. He stretches and is pretty happy with the events of last night, until he walks out and sees Unc standing in silence, not bothering to look at him. |
- | - Unc admonishes him for getting into trouble with the Arbys, but Rook lays into Unc, saying that he was just protecting Mr Patrick and this is how Unc raised him and how can he be mad at him, not stopping even when Unc picks him up by the collar and slaps him like he did when Rook was a kid |
- | - Unc calls Rook by his birth name Wayne and Rook growls at him, telling Unc to call him Rook. |
- | - Unc eventually lays down an ultimatum: make amends with the Arbys or get kicked out |
- | - Ekra wakes up in his boyfriend's apartment, wanting to not go home for the weekend. He spends the weekend just thinking about the events of last week, mulling over why he decided to help them. |
- | - Fenrir wakes up in his room, still buzzed and not caring a lick about what happened the previous day. He spends the weekend raiding in Realm of Rampage and shitposting on Pandemonium. |
- | - He sees on Pandemonium that a robbery happened of an armored EchoTech transport in the neighbouring city of Mosskach, and it is suspected a gang called the Peakers were behind it. |
- | - Phyrrah wakes up feeling horrid from the effects of the Green Raven she drank last night, and decides to cheer herself up by scaring a lady who is jogging through the alleyway under her room window. She hops over the windowsill and shape shifts into her ape form in mid air |
- | - She catches hold of a fire escape mid fall, intending to swing in front of the lady and scare her, but it sends a jolt of pain up her arm (which she realises now, is still very much a wood elf's arm). The lady fusses over her as she falls, but Phyrrah growls at her. Though the effect is diminished somewhat as Phyrrah is still in the form of a young elf woman, her desired outcome is achieved and the woman scurries off. |
- | - Phyrrah walks embarrassedly into her apartment building, her doorman chuckling at her, and gets to her apartment to see Sergen, her roommate and older tribesman, sitting at the table reading a newspaper. He raises an eyebrow and Phyrrah deposits herself at the table, asking him if he has ever had trouble shapeshifting. He shows off, showing fine control of his shapeshifting, and Phyrrah, exasperated, storms off to her room. |
- | - She texts Ekra about her sudden inability to shapeshift and he reassures her it should wear off by noon. |
- | - The four of them go about their weekend, and reconvene on Ruatis, in Elvish Language Basic class. |
- | - Fenrir's gun is confiscated, as Mr Thorne realises that he evaded the metal detectors somehow last week. Ekra's weapons are also taken, but he gets them back after class as per normal. |
- | - All four are told that the principal wishes to see them right after school. |
- | - At lunch, Ekra, Rook, Fenrir, and Phyrrah decide to go over to Mr Patrick's pawn shop to check on him and discuss the events of last Zymis in private. Mr Patrick thanks them profusely for helping him last week and gives them a reward: a cloak that allows the wearer to breathe underwater. |
- | - Ekra tells them about the Tisson Root and they all sit in shock, rumainting on what could possibly be the reason the bartender has access to this herb that is used by the Council of Arcaneum to drug spellcasters, and why he chose to give it to ROok and Phyrrah. |
- | - Rook tells them the ARbys are likely looking for them and that they need to watch their backs. In the meantime, he intends to talk to the Arbys to see if he can apologise or make amends, as Unc told him to do. |
- | - He asks Ekra about Xerxes Fairchild and Ekra sighs and just says Xerxes isnt a great person but tells rook that Xerxes shares the next class with him and they could probably talk there |
- | - Rook waits at the door to the chemistry lab for Xerxes, who shows up with two of his henchmen and scoffs at Rook's brazennes at approaching him. |
- | - Rook and Xerxes almost get into an altercation, but only the thought of losing his scholarship stoops rook from swinging. Xerxes tells him if he wants to talk to the Arbys to meet him at Arbalest Park, behind the school, at sundown, and to not bring any friends. |
- | - Phyrrah shapeshifts into a gorilla and barrels down the hallway, prompting a snicker from Xerxes. |
- | - Xerxes walks into class and Ekra glares at him, but Xerxes steadfastly ignores Ekra, seeming like he is still scared of him |
- | - Rook, Ekra, Fenrir, and Phyrrah go to the principal's office, where they see Principal John de Bolbec, who sits them down and asks them for a retelling of last Zymis' events. He then tells them briefly about the history of the academy as a training ground for heroes, and tells them to keep their efforts up and that they will not be punished for cutting detention. He also tells Fenrir that his mind has been tainted somehow and to engage in meditation with Ekra to try and mitigate it. |
- | - Principal John also calls Rook Gawain, which confuses him as he did not know that was his legal name. Rook asks for the principal to tell him his full legal name and finds out it is "Gawain Brightsteel". |
- | - Fenrir is also told that the principal has left a present in his mind, and to learn how to master his mind if he wishes to find out what it is. |
- | - The four head to Arbalest Park to try and formulate a plan of attack. Fenrir and Ekra work on trying to find out what the principal meant, and when Ekra dives into Fenrir's conciousness he sees demonic energy tainting every thought. |
- | - The four of them find some info on Unveil about what Pandemonium might be, the birthplace of all demons. |
- | - Fen realises that he has no memories of his childhood friend Squireseth Gaith other than him showing Fenrir Pandemonium |
- | - He manages to wrest control of Fenrir's self from the demonic energy and Fenrir suddenly is able to recall a memory, though not of his own, of witnessing Mr Thorne hide his confiscated gun in a cardboard box underneath the coffee machine in the teacher's lounge. |
- | - Fenrir immediately gets up and dashes back to the school to get his gun, Rook helping distract Mr Thorne who is still in the teachers' lounge. |
- | - At sundown, Rook is waiting for Xerxes to show, with Fenrir, Ekra, and Phyrrah hiding at various locations around the park in case something goes wrong. Xerxes finally shows up half an hour late, and openly laughs at Rook for actually believing him and coming alone. As Rook gets angry and swings his fist towards Xerxes, Xerxes summons a giant octopus from the large pond in Arbalest Park, where Fenrir is hiding using the water-breathing cloak. |
- | - Phyrrah manages to down Xerxes two henchmen, but Xerxes gets away. Fenrir, Ekra, and Rook engage the giant octopus, but it knocks out Rook and prepares to drag him down to its underwater lair. Ekra, trying to save Rook's life, reaches into Fenrir's mind and submerges his consciousness in the demonic energy. Fenrir's eyes turn blood red and a feral grin breaks out across his face as he begins savaging the octopus, killing it with extreme ease. |
- | - Ekra grabs hold of Rook's unconscious body and begins to swim towards shore, when he feels a dagger stab into his back and sees Fenrir, still wearing a feral grin on his face, raising his arm to stab Ekra again. |
- | - Phyrrah catches Fenrir's arm, holding him back, and as Fenrir looks at her, he snaps out of it. Phyrrah brings Fenrir to shore where Ekra is waiting with a still unconscious Rook. |
- | - As Rook wakes up on shore, he sees Ekra, Fenrir, and Phyrrah sitting in shock, trying to think about what just happened. They agree to all go home and discuss it the next day, and Ekra volunteers to send them all home in a GetGo. |
- | |
- | This is a modern fantasy world where magic and technology coexist, with tinges of cyberpunk. Unc is a large, buff human man in his late forties who is bald and covered in tattoos everywhere except for his face. Unc founded the Front Libere, a gang in the city of Ilrinia, and took in Rook, who was Unc's brother's son, after Rook's parents died. Unc lives in a poorer neigbourhood called Sporwick, and Rook stays in Unc's apartment. Rook is one of the player characters, a 17 year old human male who is a wannabe gangster. Rook took the name "Rook" as a pseudonym upon joining the Front Libere, as it is tradition for the gang to give up their old names and take on new ones to represent their new identities in the Front Libere. Rook's birth name, though he did not find it out until this session, is Gawain Brightsteel, which is why Unc called him Wayne/Wain as a child. Fenrir is Rook's friend from school and another one of the player characters. He is a 17 year old human male who is tall and lanky with greasy hair and dresses with a punk/metal aesthetic. Fenrir is very active on a forum called Pandemonium, which unbeknownst to him, is a secret website meant to only be used by demons, which is why Fenrir (and other humans over the years) is slowly growing more mad and demonic. Phyrrah is another schoolmate of Rook and Fenrir, and is a 17 year old female wood elf and another one of the player characters. In this setting, wood elves are more tribal in nature, and Phyrrah's tribe are servants of a Monkey God named Flingar, which makes her and the rest of the tribe look like typical fantasy wood elves except much bulkier, hairier, and with completely white hair. Ekra, another one of the player characters, is a 17 year old human male and was trained as a monk for most of his childhood, which has led to the ability to reach beyond the limits of his body with his conciousness, enabling telepathy and limited mental manipulation. Xerxes Fairchild is a 17 year old human male in the same school, Arbalest Academy, as Rook, Phyrrah, Fenrir, and Ekra, and also happened to be training as a monk at the same temple as Ekra in his childhood, though he failed out. Xerxes is also a member of the Arbys, a gang in the suburban neighbourhood (called Arbalest) that the school is located in. The Arbys are a small gang that has recently showed up in the neighbourhood of Arbalest, where the player characters' school is located in. They wear black bandanas around their faces as a calling card, and perform robberies on shops in the area as well as sell drugs that they buy from other gangs in the city to the private school kids in Arbalest. Xerxes Fairchild is a member of the Arbys, as the player characters discovered after they foiled one of the Arbys' robberies last session. The Arbys are after the player characters as during that clash, they killed one of the Arbys. In the last session, Rook brought Ekra, Phyrrah, and Fenrir to a nightclub affiliated with the Front Libere, and the bartender gave Rook and Phyrrah a cocktail called the Green Raven, saying it was of his own invention. The cocktail was laced with a few drugs, but most importantly a drug that was made from the Tisson Root, a herb that when imbibed, dulls the ability to cast magic and slows the movements of the user. The Council of Arcaneum, which is an organisation that controls and registers spellcasters in the region, uses this drug to dull the spellcasting ability of any spellcasters who refuse to register themselves under the Council or one of its affiliated guilds. Phyrrah has a limited magical ability to shapeshift into monkeys, apes, and other simian species because of an inherent ability that her tribe shares, but many in the tribe are druids and train themselves to shapeshift for longer periods of time and into other animal forms. Phyrrah is working on developing this ability. Once a person has trained to be aware of their consciousness as separate from their body, they are able to train their mind to reach beyond the limits of their physical body and into the consciousnesses of other people. Ekra is able to do this, as a result of his training as a monk, and is able to reach into the minds of others to communicate with them telepathically, as well as a limited ability to manipulate their consciousness, as he did to Fenrir to pull his mind out of the influence of the demonic energy in his mind. Arbalest Park is a suburban park behind Arbalest Academy, where a lot of the residents of the neighbourhood go to relax. There is a large reservoir in the middle of the park, where a giant octopus has made its lair years ago. Fenrir's time spent on Pandemonium has tainted his mind with the thought patterns and influence of the demons that use the forum, leading to a very chaotic and violent personality. When Ekra pushed Fenrir's consciousness deeper into the maelstrom of demonic energy in his mind, Fenrir lost his sense of self and the demonic energy took over his body with the only goal being to cause chaos and violence. |
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Session Summaries/Rook's Crooks/Session 3 (20 April 2024).md .. /dev/null | |
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- | # 2300hrs, 1st of Mistfall 1892, Ruatis |
- | - Ekra sends each of his friends home in his rented car |
- | - Rook decides to be dropped off near his nook. He sits down and a wave of pain and exhaustion washes over him as the injuries from the battle finally overcome his adrenaline. His mind fills with thoughts of getting back at the Arbys, but despite himself, it settles only on a memory from the cradle; his mother singing him a bedtime story in a voice and language he does not remember. He decides to get up and place his hand upon the dirt walls of the undercity to draw up another relic, something he does to calm down. However, as he does so, he finds himself holding a scrap of paper containing indecipherable runes in an ancient dialect of Common. He devotes the next few hours to trying to understand it, but after he does so all he sees is a lullaby from an ancient time. However, something about the structure piques his interest; he tries singing it in the same tune as his mother singing bedtime stories, and realises that this whole time, the memory he has of his mother singing was in a different dialect of Common; one used by the ancient people of Ilrinia. He feels shocked by this, but not too much; he's always known he was meant for greater things. Knowing he can't do anything about this right now, he feels a wave of exhaustion drift over him and begins to fall asleep in his hideout. |
- | - Phyrrah goes home to her shared apartment and feels the effects of the Green Raven finally and completely wear off. She tries shapeshifting into her gorilla form and feels a renewed strength and power coursing through her body. She tries to scare her roommate Sergen but he is unaffected as usual. |
- | - Fenrir is sent home, and sees his father who is still up worried sick about him, but quickly disappears inside the house, not wanting to see Ekra anymore. |
- | - Ekra, feeling guilty about forcing Fenrir deeper into his psychosis, drives outside the city to a big lake in the forest. He stays there throughout the night, meditating. |
- | # 0800hrs, 2nd of Mistfall 1892, Yros |
- | - The next day, Rook and Fenrir wake up and decide to skip school. |
- | - Rook sends a text to the groupchat telling the rest to meet him at his hideout after school to discuss what they should do about the Arbys. |
- | - Fenrir goes on Pandemonium and sees a post about the gory suicide of Squireseth Gaith, his childhood friend. He is shocked when he sees the post seems to be written to address someone, but quickly dismisses his thoughts as paranoia. |
- | - Ekra, upon seeing that Rook and Fenrir decided to skip, contacts their principal. He asks if they can be given a day off from school after the events of yesterday. The principal responds in the affirmative, so Ekra goes to pick up Phyrrah from her apartment. |
- | - Phyrrah is shocked to see Ekra still with the dirt and grime from last night on him. They head to Fenrir's house to pick him up. |
- | - Fenrir decides he's done with affecting his grimy, greasy appearance. He takes a proper shower for the first time in a long time and puts on some clean clothes. He steps out his front door, ready to face the world as a new man, where he is surprised to see Ekra and Phyrrah already waiting for him, eating breakfast with Fenrir's foster parents. |
- | - Ekra is offered a shower at Fenrir's house by his parents, and takes the offer gladly. He cleans up and puts on some of Fenrir's clothes. |
- | - Ekra, Phyrrah, and Fenrir decide to head to Rook's hideout, an underground nook hidden in a tunnel in a mostly abandoned neighbourhood in the south of Ilrinia. However, while walking through an abandoned building next to where Rook's hideout is, Phyrrah spies a flash of movement in the ruins right of her. |
- | - The three of them quickly try and run into the cover of the tunnel concealing Rook's hideout, but are peppered with fireballs from some goblin thugs. Rook comes out and a brief skirmish happens between the goblins and the party. |
- | - Things go sideways and Ekra falls unconscious after a fireball directly to the back. Fenrir, seeing this, reluctantly gives in to his demonic energy and goes feral, goring one of the goblins. Unable to control himself, he goes after Phyrrah next. |
- | - The two remaining goblins take advantage of the infighting and lob a fireball directly into Fenrir's back. The explosion takes out the rest of the party, and all of them succumb to their wounds, falling unconscious. (50xp) |
- | # 2100hrs, 2nd of Mistfall 1892, Yros |
- | - ... wakes up. He looks around at the three unconscious bodies around him, and wonders how he got here. He crawls over to a nearby railing overlooking a canal, wincing in pain from the burns that cover his back, and looks down into the water, wondering who that is staring back at him. |
- | - Ekra, Phyrrah, and Rook wake shortly after, cursing their bad luck and realising the goblins had taken everything of value on them - their money, their phones, even Ekra's piercings. Phyrrah tries to call out to Fenrir, but the man sitting by the canal doesn't respond. |
- | - As Phyrrah walks over to the man and taps him on the shoulder, ... turns and looks at her blankly. After some questioning, Phyrrah, Ekra, and Rook realise Fenrir must have lost his memory somehow. |
- | - The four of them go inside Rook's hideout. Ekra reaches into ...'s mind and realises its completely blank, reminding him of how it felt to touch the mind of a newborn baby during his monk training. At a loss of what to do, he calls his mentor and tells her what happened. He leaves out the information about Fenrir's demonic possession to save ... the knowledge of what happened, but Ekra's mentor tells him to tell her everything. |
- | - Rook, knowing that Ekra doesn't want to say it in front of ..., distracts ... with a gameboy he scrounged up and fixed. ... happily goes on to play Tetris while Ekra goes into Rook's study to talk to his mentor. |
- | - Ekra's mentor decides to get the truth of the matter and astral projects into Rook's study, appearing as a ghostly glowing blue figure of an androgynous elf. She (with his consent) delves into Ekra's mind and sifts through his memories of Fenrir, causing Ekra great pain in the process. |
- | - After a few gruelling minutes, Ekra's mentor sits back on her haunches and sighs in disbelief, telling Ekra there is no hope for Fenrir and that he has well and truly died. Ekra notices she is hiding something and demands an answer. His mentor snaps at him and tells him it is his fault and that he should not have done what he did. She admits Fenrir's soul still exists, but it is on another plane. The gods have, for an unknown reason, elected to place a fresh soul into Fenrir's body. After admonishing Ekra for his actions and carelessness, his mentor disappears, leaving him alone. |
- | - Ekra explains to the rest of the group that ... is not Fenrir and that Fenrir is completely lost to them. ... accepts this placidly and declares his name to be Ellipses. The group decides to rest from their near death experience in Rook's hideout, while deciding what to do about Ellipses. |
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Session Summaries/Kriminals/Session 1 (30 March 2024).md .. Story So Far/Session 1 (30 March 2024).md | |
Session Summaries/Kriminals/Session 10 (13 July 2024).md .. Story So Far/Session 10 (13 July 2024).md | |
Session Summaries/Kriminals/Session 10.1 (20 July 2024).md .. Story So Far/Session 10.1 (20 July 2024).md | |
Session Summaries/Kriminals/Session 10.2 (17 July 2024).md .. Story So Far/Session 10.2 (17 July 2024).md | |
Session Summaries/Kriminals/Session 11 (10 August 2024).md .. Story So Far/Session 11 (10 August 2024).md | |
Session Summaries/Kriminals/Session 12 (17 August 2024).md .. Story So Far/Session 12 (17 August 2024).md | |
Session Summaries/Kriminals/Session 2 (06 April 2024).md .. Story So Far/Session 2 (06 April 2024).md | |
Session Summaries/Kriminals/Session 3 (20 April 2024).md .. Story So Far/Session 3 (20 April 2024).md | |
Session Summaries/Kriminals/Session 4 (11 May 2024).md .. Story So Far/Session 4 (11 May 2024).md | |
Session Summaries/Kriminals/Session 5 (19 May 2024).md .. Story So Far/Session 5 (19 May 2024).md | |
Session Summaries/Kriminals/Session 6 (26 May 2024).md .. Story So Far/Session 6 (26 May 2024).md | |
Session Summaries/Kriminals/Session 7 (30 May 2024).md .. Story So Far/Session 7 (30 May 2024).md | |
Session Summaries/Kriminals/Session 8 (1 June 2024).md .. Story So Far/Session 8 (1 June 2024).md | |
Session Summaries/Kriminals/Session 9 (6 July 2024).md .. Story So Far/Session 9 (6 July 2024).md | |
World Info.md .. /dev/null | |
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- | lorem ipsum |
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World Info/Factions/The New Dawn.md .. /dev/null | |
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- | The New Dawn is a small group of technomancers who appear to want less regulation for spellcasters in [[Ilrinia|World Info/Locations/Ilrinia]]. They are led by Professor Lyra Valen, an accomplished technomancer who used to head the faculty of magitech in Miskatonic University. |
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World Info/Factions/The Peakers.md .. /dev/null | |
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- | # Overview |
- | The Peakers are one of the most notorious gangs in the poorer areas of [[Mosskach|World Info/Locations/Mosskach]], characterised by their refusal to stick to the common code of honour among thieves. They make their living by preying by the poor and downtrodden of Mosskach, holding many protection rackets. They are led by Ray Shelby, a portly gangster coming from old money. |
- | # Appearance |
- | Every Peaker wears a leather jacket and a flat cap. The age range of the members of the gang varies greatly, but they are mostly human in species, with the odd half-elf. |
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