ShieldHero-     1y ago

[h3 All Feats] Actor - +1 in Cha., advantage on Deception and Performance checks, mimic the speech of a person or the sounds made by a creature. Alert - +5 to initiative, you can't be surprised, and creatures you don't see don't gain advantage on attack roll against you. Artificer Initiate - You learn one cantrip and one 1st-level artificier spell (cast without slot), proficiency with one type of artisan's tools. Athlete - +1 in Str. or Dex., you stand up and climb more quickly, and you can jump with only a 5-ft run. Bountiful Luck (Halfling) You can let an ally within 30 ft of you to reroll a 1 on a d20. Charger - As part of the Dash action you can make a melee attack with a +5 bonus if you move at least 10 ft before. Chef - +1 in Con. or Wis., proficiency with cook's utensils and cook special food to regain hp. Crossbow Expert - You ignore the loading property of crossbows and don't have disadvantage for being in contact with a creature when you shoot. Crusher - +1 in Str. or Con., 5 ft extra move when you hit (bludgeoning) and attacks with advantage after a critical hit. Defensive Duelist Dexterity 13 or higher You can add your proficiency bonus to your AC if you are wielding a finesse weapon, in reaction to a melee attack. Dragon Fear Dragonborn +1 in Str., Con., or Cha. and your Breath Weapon can frighten instead of inflicting damages. Dragon Hide Dragonborn +1 in Str., Con., or Cha., your AC becomes 13+Dex. modifier and your retractable claws deal 1d4+Str. modifier slashing damage. Drow High Magic Elf (drow) You can cast the detect magic spell (at will) and the levitate and dispel magic spells (1/long rest). Dual Wielder - +1 to AC if you're wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons. Dungeon Delver - Advantage to Perception and Investigation checks, to saving throws vs traps, and search for traps at normal pace. Durable - +1 in Con. and for each Hit Dice you regain a minimum of hit points equals to 2 x your Constitution modifier. Dwarf Fortitude Dwarf +1 in Con., and you can spend one Hit Die to heal yourself taking the Dodge action. Eldritch Adept Spellcasting or Pact Magic feature You learn one Eldritch Invocation. Elemental Adept The ability to cast at least one spell Your spells ignore resistance to a damage type (acid, cold, fire, lightning, or thunder) and treat any 1 in damage as a 2. Elven Accuracy Elf or half-elf +1 in Dex., Int., Wis., or Cha., and you can reroll one attack roll if you have advantage. Fade away Gnome +1 in Dex. or Int., and you can use your reaction to become invisible if you take damage. Fey Teleportation Elf (high) +1 in Int. or Cha., you speak Sylvan, and you can cast the misty step spell (1/short rest). Fey Touched - +1 in Int., Wis., or Cha., and you learn misty step and one 1st-level spell from divination or enchantment school. Fighting Initiate Proficiency with a martial weapon You learn one Fighting Style option from the fighter class. Flames of Phlegethos Tiefling +1 in Int. or Cha., reroll any 1 on fire spell damage, and cause flames to wreathe you if you cast a fire spell. Grappler Strength 13 or higher You have advantage on attack rolls when grappling, and can try to restrained a creature grappled by you. Great Weapon Master - Extra attack after a melee critical hit and you can choose to take -5 to attack roll to add +10 to damage with an heavy weapon. Gunner - +1 in Dex., proficiency with firearms, ignore loading property of firearms and no disadvantage to attacks within 5 ft. Healer - You can stabilize a creature and restore it to 1 hp, or restore [1d6+4+its number of Hit Dice] hp to it. Heavily Armored Proficiency with medium armor +1 in Str. and you gain proficiency with heavy armor. Heavy Armor Master Proficiency with heavy armor +1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing an heavy armor. Infernal Constitution Tiefling +1 in Con., resistance to cold and poison damage, and you have advantage on saving throws against being poisoned. Inspiring Leader Charisma 13 or higher Up to 6 creatures within 30 ft of you can gain temporary hp equal to your level + your Cha. modifier. Keen Mind - +1 in Int., you know which way is north, when is the next sunrise/sunset, and recall any events within the past month. Lightly Armored - +1 in Str. or Dex. and you gain profociency with light armor. Linguist - +1 in Int., you learn three languages, and you can ably create ciphers. Lucky - You can reroll one d20 or force to reroll an attack roll against you (3/long rest). Mage Slayer - You can use a reaction to make a melee attack against a spellcaster and advantage on saving throws against spell within 5 ft. Magic Initiate - You learn two cantrips and one 1st-level spell from one class. Martial Adept - You learn two maneuvers from Battle Master archetype and gain one superiority die (d6). Medium Armor Master Proficiency with medium armor No disadvantage to Stealth checks wearing medium armor and Dexterity bonus max to +3 instead of +2. Metamagic Adept Spellcasting or Pact Magic feature You learn two metamagic options and gain 2 sorcery points. Mobile - Your speed increase by 10 ft, you can Dash on difficult terrain without malus, and don't provoke opportunity attacks in melee. Moderately Armored Proficiency with light armor +1 in Str. or Dex. and you gain proficiency with medium armor and shields. Mounted Combatant - Advantage on melee attacks against unmounted creature and force an attack to target you instead of your mount. Observant - +1 in Int. or Wis., you can read on lips, and you have a +5 bonus in passive Perception and passive Investigation. Orcish Fury Half-orc +1 in Str. or Con., add one of the weapon's damage dice, and use a reaction to attack after using Relentless Endurance. Piercer - +1 in Str. or Dex., reroll one damage dice when you hit (piercing) and one additional damage dice in case of critical hit. Poisoner - Proficiency with poisoner's kit, apply as a bonus action and your attacks ignore resistance to poison damage. Polearm Master - You can make an extra attack with a polearm weapon, and make an opportunity attack if a creature enter your reach. Prodigy Half-elf, half-orc, or human You gain proficiency with one skill, one tool or one language, and you gain expertise with one skill. Resilient - +1 in one ability and you gain proficiency in saving throws using this ability. Ritual Caster Intelligence or Wisdom 13 or higher You have a ritual book with two 1-st level ritual spells from one class and you can later on add other ritual spells you found. Savage Attacker - You can reroll melee weapon attack damage once per turn. Second Chance Halfling +1 in Dex., Con., or Cha., and you can force a creature to reroll its attack roll if it hits you. Sentinel - A successful OA reduce creature's speed to 0 for this turn and possibility to make an OA even if the ennemy take Disengage. Shadow Touched - +1 in Int., Wis., or Cha., and you learn invisibility and one 1st-level spell from illusion or necromancy school. Sharpshooter - Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage. Shield Master - Attack also allows to shove, shield bonus to Dex. saving throws againts spells, and no 1/2 damage on successful saving throw. Skill Expert - +1 in one ability, proficiency in one skill and expertise in one other in which you have proficiency. Skilled - You gain proliciency with three skills or tools. Skulker Dexterity 13 or higher Ranged weapon attack doesn't reveal your position and possibility to hide in a lighlly obscured area. Slasher - +1 in Str. or Dex., reduce target's speed by 10 ft when you hit (slashing) and target has disadvantage on attacks rolls. Spell Sniper The ability to cast at least one spell Offensive spell's range doubled, these spells ignore some cover, and you learn one offensive cantrip. Squat Nimbleness Dwarf or a Small race +1 in Str. or Dex., your speed increases by 5 ft, and proficiency and advantage to escape with Acrobatics or Athletics checks. Tavern Brawler - +1 in Str. or Con., proficiency with improvised weapons, d4 for unarmed strike, and grapple with a bonus action. Telekinetic - +1 in Int., Wis., or Cha., you learn mage hand and you can try to telekinetically shove one creature (5 ft). Telepathic - +1 in Int., Wis., or Cha., you can cast detect thoughts and you can speak telepathically to any creature within 60 ft. Tough - Your hit point maximum increases by an amount equal to twice your level then by +2 at each level. War Caster The ability to cast at least one spell You have advantage on saving throws to maintain concentration and you can cast some spells as part of an OA with a reaction. Weapon Master - +1 in Str. or Dex. and you gain proficiency with four weapons. Wood Elf Magic Elf (wood) You learn one druid cantrip and can cast the longstrider and pass without trace spells (1/long rest)
ShieldHero-     1y ago

[h3 Skelly] Converting DnD sheet into an ES skelly. () Will be for Modifiers Like  (+4) Name: Level: EXP: Race: Age:  Gender: Currency: Level Method: Dice Rolled Standard Array Point Buy System HP:  Hit Die: (Times you can rest. Tied to level. Class decides how much you heal.) Strength:  Dexterity:  Constitution: Intelligence: Wisdom: Charisma: Proficiency Bonus: Walking Speed: Initiative: Armor Class:  Senses: (Senses tied to race/feats etc) Proficiency And Languages: Skills: Actions: Spells: Feat: Defenses: Conditions: Features/Traits: Equipment: Description: 
ShieldHero-     1y ago

[h3 Example] [h3 Skelly] Converting DnD sheet into an ES skelly. () Will be for Modifiers Like  (+4) Name: Arthur Chevalier Level: 1 EXP: 0/300 Race: Human (Sentimental) Age: 18 Gender: Male Currency: 1GP (Gold Piece) Level Method: Point Buy System HP:  13/13 Hit Die: 1d10 + 3 Current Hit Die: 1/1 Strength: 16 (+3) Dexterity: 10 (0) Constitution: 16 (+3) Intelligence: 8 (-1) Wisdom: 9 (-1) Charisma: 14 (+2) Proficiency Bonus: +2 Walking Speed: 30FT Initiative: 0 Armor Class: 18 Armor: 16 Shield: 2 Senses: Passive Wis Perception: 9 Passive INT Investigation: 9 Passive Wis Insight: 9 Proficiency And Languages: Common Language Celestial Language Heavy Armor Light Armor Medium Armor Shields Simple Weapons Martial Weapons Persuasion Athletics Skills: Acrobatics: 0 (Dex) Animal Handling: -1 (Wis) Arcana: -1 (INT) Athletics: +5 (STR) Deception: +2 (CHA) History: -1 (INT) Insight: -1 (Wis) Intimidation: +2 (Cha) Investigation: -1 (INT) Medicine: -1 (Wis) Nature: -1 (Int) Perception: -1 (Wis) Performance: +2 (Cha) Persuasion: +4 (Cha) Religion: -1 (INT) Sleight Of Hand: 0 (Dex) Stealth: 0 (Dex) -Also Disadvantage due to heavy armor Survival: -1 (Wis) Actions: Divine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest. Lay On Hands You have a pool of healing power that can restore 5 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature. Sentimental Intuition: When you roll for perception or Initiative check roll a D4 and add that to the die. (Race Variant) Vigilant Guardian: As an action, you can designate an ally you can see as your ward. You have advantage on Insight and Perception checks made to spot threats to your ward. When you are within 5 ft. of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward to become the target of the attack. Vigilant Guardian Ward: 1 Action Vigilant Guardian Swap: 1 Reaction Spells: Shield: (Due to Race Variant) +5 AC until the start of you're next turn. Can be used as a reaction. Nullifies magic missile damage. Can only be used once before needing long rest. Feat: None Defenses: None Conditions: None Features/Traits: Under Actions Equipment: TBA (May Just Keep it in D&D Beyond as its a decent amount for starting gear.) Description: This is where I'd put backstory/personality etc but save that for another time.
ShieldHero-     275d ago

[pic https://donjon.bin.sh/fantasy/dungeon/cache/630d20d0-97d59f81/map.png] A: Window Amon Broken hallway Room 11: Will have Simon Follow the other rooms of the sheet with slight changes to make better sense Second S past the a on top of the map. On the way to it his a trap of DC 20 Perception. DC: 10 DEX save. Damage 2D10 if failed. Room #1 North Entry Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp) Ⓣ Acid Spray: DC 10 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 15 save or take 1d10 acid damage for 1d4 rounds South Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +3 to hit against one target, 1d10 cold damage → Leads to room #3 Room Features The floor is covered with dust, and several pieces of blood-soaked clothing are scattered throughout the room Monster Ogre Battering Ram (cr 4, mtf 220) and 2 x Ogre (cr 2, mm 237); deadly, 2000 xp Treasure: 1300 cp, 1400 sp, 60 gp, a cloth coat threaded with dyed silk (25 gp), a lacquered wooden shield brooch inlaid with ornate electrum scrollwork (25 gp), a leather coat trimmed with rabbit fur (25 gp), a marble coffer engraved with draconic runes (25 gp), a pewter torc set with banded agate (25 gp), a wooden plate inlaid with silver (25 gp) Room #2 North Entry Trapped and Unlocked Stone Door (60 hp) Ⓣ Magic Missle Trap: DC 10 to find, DC 10 to disable; one target, 2d10 force damage South Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) → Leads to room #3 South Entry #2 Unlocked Good Wooden Door (15 hp) → Leads to room #21, inhabited by Wraith and 2 x Ghoul Room Features The floor is covered in square tiles, alternating white and black, and a corpse lies in front of an open chest in the north-west corner of the room Monster Ogre Battering Ram (cr 4, mtf 220) and 2 x Ogre (cr 2, mm 237); deadly, 2000 xp Treasure: 9 gp; 20 cp; 7 ep Room #3 North Entry #1 Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +3 to hit against one target, 1d10 cold damage → Leads to room #1, inhabited by Ogre Battering Ram and 2 x Ogre North Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) → Leads to room #2, inhabited by Ogre Battering Ram and 2 x Ogre West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #8 South Entry Unlocked Simple Wooden Door (10 hp) → Leads to room #22 Room Features A sloped pit lined with iron spikes lies in the south-west corner of the room, and someone has scrawled "Six steps forward, nine steps back" on the north wall Room #4 North Entry Unlocked Simple Wooden Door (10 hp) → Leads to room #9 East Entry Unlocked Simple Wooden Door (10 hp) → Leads to room #16, inhabited by 3 x Bugbear South Entry Archway → Leads to room #28, inhabited by Half-Red Dragon Veteran and 1 x Veteran Room Features Someone has scrawled "Lightning comes before thunder" on the north wall, and moaning can be heard in the north-west corner of the room Monster Orc War Chief (cr 4, mm 246) and 6 x Orc (cr 1/2, mm 246); deadly, 1700 xp Treasure: 11 cp; 16 cp; 7 cp; 11 ep; 2 pp; 19 cp; 6 gp Room #5 North Entry Unlocked Good Wooden Door (15 hp) South Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp) Ⓣ Acid Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 11 save or take 1d10 acid damage for 1d4 rounds Room Features Numerous pillars line the west wall, and a pile of rotten bread lies in the center of the room Room #6 West Entry #1 Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11 save or take 1d10 damage West Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open) West Entry #3 Unlocked Good Wooden Door (15 hp) (slides up) → Leads to room #7 East Entry Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp) Ⓢ The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver → Leads to room #23, inhabited by Orc War Chief and 6 x Orc Monster Hobgoblin Captain (cr 3, mm 186) and 3 x Hobgoblin (cr 1/2, mm 186); medium, 1000 xp Treasure: 13 sp; 15 sp; 15 sp; 18 cp Room #7 East Entry #1 Unlocked Good Wooden Door (15 hp) (slides up) → Leads to room #6, inhabited by Hobgoblin Captain and 3 x Hobgoblin East Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) → Leads to room #27, inhabited by 7 x Goblin and 17 x Giant Rat Room Features Part of the ceiling has collapsed into the room, and burning torches in iron sconces line the north and east walls Room #8 North Entry Secret (DC 15 to find) Unlocked Strong Wooden Door (20 hp) Ⓢ The door is located above a small stone dais and concealed behind an area of slime West Entry Unlocked Strong Wooden Door (20 hp) East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #3 South Entry Unlocked Simple Wooden Door (10 hp) Room Features A narrow ledge runs along the south and east walls, and a rusted breastplate lies in the east side of the room Room #9 North Entry #1 Stuck Stone Door (DC 20 to break; 60 hp) North Entry #2 Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp) South Entry Unlocked Simple Wooden Door (10 hp) → Leads to room #4, inhabited by Orc War Chief and 6 x Orc Room Features The floor is covered in square tiles, alternating white and black, and a fountain decorated with tormented faces sits in the south-west corner of the room Room #10 South Entry Stuck Stone Door (DC 20 to break; 60 hp) Monster Ogre Zombie (cr 2, mm 316) and 6 x Zombie (cr 1/4, mm 316); medium, 750 xp Treasure: 11 gp; 18 sp; 13 cp; 7 gp; 18 cp; 22 cp; 14 ep Hidden Treasure Hidden (DC 20 to find) Unlocked Simple Wooden Chest (10 hp) 2600 cp, 1100 sp, 100 gp, eye agate (10 gp), moss agate (10 gp), rhodochrosite (10 gp), Potion of Clairvoyance (rare, dmg 187) Room #11 Simon's Boss Room Room #12 North Entry #1 Stuck Iron Door (DC 25 to break; 60 hp) North Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #25 East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) Room Features An iron chandelier hangs from the ceiling in the south side of the room, and several adventurer corpses are scattered throughout the room Room #13 North Entry Trapped and Unlocked Strong Wooden Door (20 hp) Ⓣ Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 20 save or take 4d10 fire damage → Leads to room #17, inhabited by Goblin Boss and 3 x Goblin West Entry #1 Secret (DC 25 to find) Unlocked Strong Wooden Door (20 hp) Ⓢ A bookcase and concealed door pivots smoothly → Leads to room #19 West Entry #2 Unlocked Strong Wooden Door (20 hp) (slides up) South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (stuck, disadvantage to open) Monster Ettin (cr 4, mm 132); easy, 1100 xp Treasure: 16 sp Room: 14 Gwen's old room, has the old family blade hidden in here. Room 15: Room 16: Room 17: For room 15-17 just roll my table for them to see what happens.
ShieldHero-     275d ago

[https://jspaint.app/#local:5cc7391aa2d3a Crappy Map]
ShieldHero-     274d ago

[pic https://imgur.com/MD7XqGu] Crappy map
ShieldHero-     269d ago

[center [pic https://i.imgur.com/dV7AZ8X.jpeg]] Improved map
ShieldHero-     265d ago

Gonna say room 5 here has mobs instead. Guards specifically. 12 Drow stats but none of the magic But Rapiers instead of short swords. Fencer guards. Mob rules for sure They have a +4 to hit so Gilded having 19AC for example would mean they need a 15 to hit. Mob rules mean it takes 4 of them for one guaranteed hit.  Which is a D8+2 with their modifier.
ShieldHero-     158d ago

[center [h3 Parties Split]] [h3 Burguss] Nari's Party/All Families (Minus Hiroshi Sato) Gawain Nathaniel Williams Chizuki Rose Highwind Ethan Walker Euphoria  Eugene Danvir [h3 Strause Haven] [b Story] Herron speaks with the emperor Cerulean Wingstride, things appeared to be spiraling as his council has found spies from Burguss causing his imperial court to launch an assault at Burguss. Herron talks of strategy such as the emperior stepping down and perhaps fighting against Straus but he says he's done that once and it had not fixed things. He wants to try and fix things politically limiting the resources of the invasion as best he can. Without him the war may raise to it's old intensity with Arcana Tech. Him and his team are searching for the Burguss spies and slowly over time uncover that the spies are not from Burguss but planted by the purist trying to cause another war. [b Team] Herron Jack Linda Wright Renchi Ayame Cerron [h3 Starkwood] Volo's is here to talk to Galan (Last name Williams) he'll state is the third clan leader. Alongside the Arch Druid (A title that replaces thy name) and Florian Frost. (Florian Frost can travel between the Fey Wild freely and is the Fairy that likes Aros.) May recognize Dahlia and Roger if he visits. Roger's backstory comes into play here Starkwood at visited a Straus Haven fort during the false calm. 14 And a prodigal fencer with a talent for magic and music. He was betrothed to the former imperial princess. Edna Haven and the two had visited plenty at the imperial throne. Edna had vouched for Starkwood many times. The hiding loyalist wanting to destroy the potential peace from Starkwood afraid to take Roger as an imperial prince to be. The two childhood friends turned lovers the two were close though Edna was known for loving Stark wood's style of freedom hating her own rigid sword of reason. She was a bard in training who serenaded and flirted about. Roger himself was rather diligent if not a bit shy and lacking self assurance. He had caught her kissing a noble from Starkwood much older than either though the two were close he was unsure of the marriage but peace was needed. Lacking determination the day of the wedding he had called things off at the last moment. The loyalist in hiding had taken advantage of this confusion as this day was planned to be the ambush. This was the day the calm was broke and the other nations were attacked. The day of reckoning. He had seen Edna Haven in danger as well as his father who was strict trying to teach Roger to be free and yet to be perfect as the heir of Starkwood. (His father stressed by the war) he had found himself wounded and in his moment of weakness he had seen the starkwood noble defend Edna. It was his first real battle he had begun to fall apart his father dying had told him to push forward. Save Edna that was the sake of the future to forget him. Roger instead had defended his father healing his father casting Dominate person to force his father to retreat with him. Edna wasn't seen ever again and his father's honor was stained by many other nations. He had told the world he would step down but he leads in secret now disappointed in the cowardice of his son. Volos Walter Surewind Roger Williams Dahlia Lux  Rei Rein [h3 Terra Lunacia] [b Story] Alexander has been praying to his father preparing himself to stop the council by any means necessary. He is going to challenge the greatest warrior that ever lived in Terra the current head of the clan. But the council fears Alexander may win so they will try to take him down before with sneaky tactics that is where his party comes to aid. [b Team] Alexander Hilda Solus Jeremy Blades Penelope Drake Roth [h3 Sumia Shogunate] [b Story] Hiroshi separating from his wife Himiko to focus on the trials ahead. (Not divorce just physically separating) Hiroshi realizes the division he had created the Rogues known as "Shinobi" his greatest regret as they work on espionage to the other nations. His Shinobi had saved Sumia once but now.. They were the downfall of Sumia. Jungqwol had returned from Whitehold he will ask those in the party if they know a boy named Velvet Wave a boy he had sensed great potential for wisdom and ability. That the love in that boy was rather strong. Jungqwol tells Hiroshi Sato to head to the mountains to find "Peace" and Hiroshi tells him he is a fool and that this needs to be solved now.. And if it's in the Shinobi's bloody fall than so be it. [b Team] Hiroshi Sato Bell Linda Breakneck Romeo Kirai Evan
ShieldHero-     134d ago

[center [h3 Reunion Chapter]] Catching Up with old friends. Heading to each place roll a die to see who you into. Student Teacher Ambassador Meet Cerulean emperor the prime minister has taken power in Straus Haven.  Elias (Eli) Schneider (Prime Minster took power) Shinobi Encounter perhaps. (Attempted assassnation) Straus Haven agent attack? Surviving Shinobi that weren't arrested working with Straus Perhaps.  Can break this up into one or two encounters.   LV 13 - 14 (May end at 13 with just some EXP)  Encounter 1 LV 13 Fallen Shinobi working with the Purist. Experiments used on Shinobi, experiments by the old empire existing into today. Encounter 4 LV 5 rogue psi (Share Initiative)  4 LV 6 psi Fighters (Share Initiative)  LV 10 Commander: (Works under Purist Leader communicator with or was next to him) Purist Leader will be LV 16-17 (But no full caster if 17 probably a half caster) Roger has learned the names of some of those that were at the assault. Man with the large sword being Hans Fisher Herron can help handle the purist leader.  Creed Axelguard (Purist Leader)  Reward: 5000 EXP Gold: 8000
ShieldHero-     102d ago

Okay so Friday time being   Aroc/Rynn: 2PM Kirai/Zim/Me: 12PM Fae: 11PM

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