D&D 5E [D&D 5e] Planescape - In Through the Out Door [Rogues Gallery]

Unsung

First Post
@goatunit - Eurid Turnstone, lawful neutral tiefling paladin 3 (oath of vengeance), devotee of Kelemvor, Dustman factotum
@Kiraya_TiDrekan - "Drone", neutral rogue modron druid 1, subject of extensive experiments
@CanadienneBacon - Picayune Leveaux, chaotic neutral effigy bard 3 (college of jazz), New Orleans musician, dead
@Shayuri - Shard, The Lion Who Roars At Noon, neutral good human cleric 5 (Light domain)
@Queenie - Liliana, neutral good pixie warlock 5 (Archfey pact), daughter of the queen
@Fenris- Ozymandias, chaotic neutral satyr bard 3 (college of lore), Liliana's protector and guide
@Pembinasa- Graydon Tharnvar, chaotic good human wizard 3 (school of illusion), clueless prime, student at the Great School of Magic in Glantri currently hitchhiking across the Outer Planes
@Quickleaf- Shandrizar the All-Seeing, lawful good familiar (animated spellbook) fighter 1/monk 2, previously a human archmage specializing in divination, otherwise known as Scryer Supreme of the Plane of Concordant Opposition, Master Augur of the Fraternity of Order, Diviner Preeminent in the Lady's Cage

IC Thread: http://www.enworld.org/forum/showthread.php?424198-D-amp-D-5e-Planescape-In-Through-the-Out-Door
OOC Thread: http://www.enworld.org/forum/showth...-5e-Planescape-In-Through-the-Out-Door-(Full)
 
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KirayaTiDrekan

Adventurer
[sblock="Drone" - AKA Franken-Modron]

3770348-transmutate_facepic.jpg



transmutate015.jpg


It has no memory, at all. It only knows enough Common to communicate simple concepts...and yet, there is something more to it. A potential beyond the modrons from which it was spawned. Its creator must have had a higher purpose in mind for it. But what that purpose is or who its creator is is a complete mystery.

There is a constant low-level hum and whirring noise that accompanies it where-ever it goes, the sound of its gears and mechanisms at work. The sound only stops when it is inactive. It is humanoid in shape, but looks like it was cobbled together from a variety of discarded objects - its original geometric modron form completely dismantled and its outer casing hacked apart and used as piecemeal "skin" covering its torso and shoulders almost like armor. Its limbs are a mix of internal clockwork gears and pistons and other strangeness and long, flexible fibers that serve as its muscles. Various thin tubes carry vital lubricants to its joints, serving as a sort of circulatory system. Its head is the most bizarre. It has a stylized porcelain mask for a face, unmoving and expressionless, with no skull behind it - its head is almost entirely absent except for the mask, resulting in someone looking at it being able to see through its "eyes" to whatever is behind it. This doesn't impede its ability to see or use its other senses, implying that its brain and sensory "organs" are located in its torso somewhere. There is an empty base at the top of its neck, behind the mask, with unconnected fibers and circulatory tubes, implying that something was supposed to be installed there.

The entire being seems oddly gangly, with far too many joints and separating sections, implying that it can reconfigure itself to take other shapes, though it hasn't figured out how to do that just yet. It can, however, rearrange its arms to form scimitar-like blades which it uses to defend itself.

Race: Reconstructed Modron (using Warforged stats)
Class: Druid
Background: None
Alignment: N

Str: 18 (+1 from race) +4
Dex: 14 +2
Con: 15 (+1 from race) +2
Int: 7 -2
Wis: 15 +2
Cha: 10 +0

HP: 10
HD: 1d8
AC: 13 (+1 from race, +2 from Dex); 15 with shield
Proficiency Bonus: +2

Racial Traits

Size: Medium
Speed: 30
+1 AC
Living Construct - Immune to disease, does not eat or breath, enters inactive state for four hours rather than sleeping - still fully aware.
Logical - You have advantage on saving throws against illusions, and cannot be frightened except by magic.
Rigid - You have disadvantage on Insight checks and Wisdom saving throws to avoid being surprised.

Class Features

Spellcasting - "Drone" doesn't realize that its using magic when it casts spells. Though it derives its power from a magical source, all of its spells manifest as reconfigurations or expulsions from its body, essentially using its own body as a druidic focus.

Spell Slots - 1st Level: 2
Spell Save DC - 12 (8+ Proficiency Bonus + Wis mod)
Spell Attack - +4 (Proficiency Bonus + Wis mod)
Ritual Casting

Spells Prepared

(Wisdom modifier + Druid Level = 3)

Cure Light Wounds - Manifests as spraying a chemical mixture on wounds that acts as a healing accelerant.

Speak with Animals - Manifests as mimicry, similar to its regular method of communicating (mimicking the speech, or at least the words, of others).

Thunderwave - Manifests pretty much as the spell, with the drone unleashing an odd, discordant bellow.

Cantrips

Poison Spray - Manifests almost identically to the spell description, though the source is one of its lubricant tubes, expelling a fine mist of toxic chemicals from its internal systems.

Produce Flame - Manifests as ignited lubricants.

Proficiencies

Armor: Light, medium, shields (no metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism Kit
Saves: Intelligence, Wisdom
Skills: Perception, Survival
Languages: Common, Modron, Druidic

Gear

The drone doesn't have any equipment, per se, instead reconfiguring itself as needed. For example, it can change its arms into scimitars or re-arrange its plating to form a shield.[/sblock]
 

Queenie

Queen of Everything
Liliana Elora Shaylee Eolande Lorrella Raisa Tatiana


Pixie.jpg

[SBLOCK]Height 1’ 2”; Weight 6# ;
Hair: Long, shimmering colors that change with the seasons from fiery auburn to copper that shines like gold to blond like the rays of the gleaming sun
Wings: Bigger than I am, iridescent colors that reflects the bright sunlight in bursts of gold and the pale moonlight in pearly twinkles. Occasionally changes color with my mood.
Age: As old as the Cherry Tree planted at my birth
Patron Deity: Fey Ancestors who have granted our power
Sex: Female
Race: Pixie
Class: Warlock (ArchFey Pact)
Level: 5
Alignment: Neutral Good
Size: Medium
Type: Fey
Init +5;
Passive Wisdom ( Perception): 12
Languages : Common, Elvish, Sylvan

AC 15 (18 with Mage Armor)
HP XX (8 +4d8+10)
Saves: Wisdom and Charisma
Death Saves:
Speed 10ft. Fly 30 ft.
Proficiency Bonus: +3
Special Actions
Combat gear: None

Abilities
Str 5 -3
Dex 20 +5
Con 14 +2
Int 15 +2
Wis 14 +2
Cha 19 +4

Combat Stats:

Racial Traits: Size Tiny. Str -4, Dex +5, Con -1, Wis +2, Cha +2.
Magic resistance: advantages on saving throws against spells and other magical effects.

Innate Spellcasting (Pixie Dust)
At will: [SBLOCK=Druidcraft] Druidcraft
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits o f nature, you create one o f the
following effects within range:
• You create a tiny, harmless sensory effect that predicts
what the weather will be at your location for the next
24 hours. The effect might manifest as a golden orb
for clear skies, a cloud for rain, falling snowflakes for
snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open,
or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect,
such as falling leaves, a puff o f wind, the sound o f a
small animal, or the faint odor o f skunk. The effect
must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a
small campfire.
[/SBLOCK]

1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep.

Superior Invisibility: The pixie magically turns invisible until its concentration ends. Any equipment the pixie wears or carries is invisible with it.

Background: Noble
Skill Proficiencies: History and Persuasion
Tool Proficiencies: Gaming set, one language of choice

Equipment: A set of fine clothes, a signet ring, a scroll of pedigree and a purse with 25 gp
Feature: Position of Privilege

Personality Trait: Common Folk love me for my kindness
Ideal: Noble Obligation: My duty is to protect and care for my people
Bond: Common Folk must see me as a hero / competent leader
Flaw: I am naive about the wide world around me

Class Features:
Proficiencies:
Armor: Light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom and Charisma
Skills: 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion
Otherwordly Patron (ArchFey)
Pact Magic
Pact Boon (Pact of the Chain)
Invocations :
Beast Speech: You can cast speak with animals at will, without expending a spell slot.
Armor of Shadows: You can cast mage armor on yourself at will, without expending a spell slot or material components. Lasts 8 hours.
Agonizing Blast: Prerequisite: Eldritch Blast cantrip: When you cast eldritch blast, add your Charisma modifier (+4) to the damage it deals on a hit.



Skills : P Proficient
+5 Acrobatics
+2 Animal Handling
+5 Arcana P
-3 Athletics
+4 Deception
+5 History P
+2 Insight
+4 Intimidation
+2 Investigation
+2 Medicine
+5 Nature P
+2 Perception
+4 Performance
+7 Persuasion P
+2 Religion
+5 Sleight of Hand
+5 Stealth
+2 Survival



Spells known:
Cantrips: 3 Eldritch Blast, Mage Hand, Minor Illusion
1st: Charm Person, Sleep, Witch Bolt,
2nd: Enlarge/Reduce, Hold Person
3rd: Major Image

2 SPELL SLOTS

[SBLOCK=SPELLS]

Eldritch Blast
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam o f crackling energy streaks toward a creature
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1dlO force damage.
The spell creates more than one beam when you reach
higher levels: two beams at 5th level, three beams at
11th level, and four beams at 17th level. You can direct
the beams at the same target or at different ones. Make
a separate attack roll for each beam.
Enlarge / Reduce
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within
range to grow larger or smaller for the duration. Choose
either a creature or an object that is neither w orn
nor carried. If the target is unwilling, it can make a
Constitution saving throw. On a success, the spell
has no effect.
If the target is a creature, everything it is w earing and
carrying changes size with it. Any item dropped by an
affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions,
and its weight is multiplied by eight. This growth
increases its size by one category—from Medium to
Large, for example. If there isn’t enough room for the
target to double its size, the creature or object attains
the maximum possible size in the space available.
Until the spell ends, the target also has advantage on
Strength checks and Strength saving throws. The
target’s weapons also grow to match its new size. While
these weapons are enlarged, the target’s attacks with
them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions,
and its weight is reduced to one-eighth o f normal. This
reduction decreases its size by one category—from
Medium to Small, for example. Until the spell ends,
the target also has disadvantage on Strength checks
and Strength saving throws. The target’s weapons also
shrink to match its new size. While these weapons are
reduced, the target’s attacks with them deal 1d4 less
damage (this can’t reduce the damage below 1).


Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration or until
you dismiss it as an action. The hand vanishes if it is
ever more than 30 feet away from you or if you cast
this spell again.
You can use your action to control the hand. You can
use the hand to manipulate an object, open an unlocked
door or container, stow or retrieve an item from an open
container, or pour the contents out o f a vial. You can
move the hand up to 30 feet each time you use it.
The hand can’t attack, activate

Witch Bolt
1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been
struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward
a creature within range, forming a sustained arc o f
lightning between you and the target. Make a ranged
spell attack against that creature. On a hit, the target
takes 1d12 lightning damage, and on each o f your turns
for the duration, you can use your action to deal 1d12
lightning damage to the target automatically. The spell
ends if you use your action to do anything else. The spell
also ends if the target is ever outside the spell’s range or
if it has total cover from you.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, the initial damage
increases by 1d12 for each slot level above 1st.

Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver
and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you
touch is protected against certain types of
creatures: aberrations, celestials, elementals, fey,
fiends, and undead.
The protection grants several benefits. Creatures of
those types have disadvantage on attack rolls against
the target. The target also can’t be charmed, frightened,
or p os sessed by them. If the target is already charmed,
frightened, or p ossessed by such a creature, the target
has advantage on any new saving throw against the
relevant effect.

Hellish Rebuke
1st-level evocation
Casting Time: 1 reaction, which you take in response
to being damaged by a creature within 60 feet o f you
that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that damaged
you is momentarily surrounded by hellish flames. The
creature must make a Dexterity saving throw. It takes
2d10 fire damage on a failed save, or half as much
damage on a successful one.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1dlO for each slot level above 1st.

Mage Armor (Armor of the Shadows Invocation)
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece o f cured leather)
Duration: 8 hours
You touch a willing creature who isn’t wearing armor,
and a protective magical force surrounds it until the
spell ends. The target’s base AC becomes 13 + its
Dexterity modifier. The spell ends if the target dons
armor or if you dismiss the spell as an action.

Sleep
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch o f fine sand, rose petals,
or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber.
Roll 5d8; the total is how many hit points o f creatures
this spell can affect. Creatures within 20 feet of
a point you choose within range are affected in
ascending order of their current hit points (ignoring
unconscious creatures).
Starting with the creature that has the lowest current
hit points, each creature affected by this spell falls
unconscious until the spell ends, the sleeper takes
damage, or someone uses an action to shake or slap the
sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next
lowest hit points. A creature’s hit points must be equal
to or less than the remaining total for that creature
to be affected.
Undead and creatures immune to being charmed
aren’t affected by this spell.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, roll an additional 2d8 for
each slot level above 1st.

Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit o f fleece)
Duration: 1 minute
You create a sound or an image o f an object within
range that lasts for the duration. The illusion also ends if
you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a
whisper to a scream. It can be your voice, someone
else’s voice, a lion’s roar, a beating o f drums, or any
other sound you choose. The sound continues unabated
throughout the duration, or you can make discrete
sounds at different times before the spell ends.
If you create an image o f an object—such as a chair,
muddy footprints, or a small chest—it must be no larger
than a 5-foot cube. The image can’t create sound, light,
smell, or any other sensory effect. Physical interaction
with the image reveals it to be an illusion, because
things can pass through it.
If a creature uses its action to examine the sound or
image, the creature can determine that it is an illusion
with a successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the
illusion for what it is, the illusion becomes faint to
the creature.

Major Image
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit o f fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some
other visible phenomenon that is no larger than a
20-foot cube. The image appears at a spot that you
can see within range and lasts for the duration. It
seems completely real, including sounds, smells, and
temperature appropriate to the thing depicted. You
can’t create sufficient heat or cold to cause damage, a
sound loud enough to deal thunder damage or deafen a
creature, or a smell that might sicken a creature (like a
troglodyte’s stench).
As long as you are within range o f the illusion, you
can use your action to cause the image to move to
any other spot within range. As the image changes
location, you can alter its appearance so that its
movements appear natural for the image. For example,
if you create an image o f a creature and move it, you
can alter the image so that it appears to be walking.
Similarly, you can cause the illusion to make different
sounds at different times, even making it carry on a
conversation, for example.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature
that uses its action to examine the image can determine
that it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the creature
can see through the image, and its other sensory
qualities become faint to the creature.
At Higher Levels. When you cast this spell using
a spell slot o f 6th level or higher, the spell lasts until
dispelled, without requiring your concentration. [/SBLOCK]


Equipment:

Familiar: Pseudodragon

Background:

As for her history it's pretty simple. She's the daughter of Queen Elora of , probably just a small - mediumish village in the forest. One day she'll become Queen but there is one little issue. She's sweet, kind, good hearted and fun, everything a fairy should be. The issue is she needs to learn how to be a little meaner and less naive so she can one day take proper care of her people. So her mother sends her out into the world to learn about it, experience life and passion and different cultures and even danger, before she returns home to do her duty. She doesn't send her alone though, the satyr has been tasked with protecting her.

So based on her personality, I am trying to stick with non deceptive spells. I'm not completely against them though. She's just pure at the start of the adventure anyway She does have the blast and can take damaging spells, after all she will protects her people. Her higher level is based on her mostly helping defend her home against intruders to her people's peaceful way of life.[/SBLOCK]

Currently staying: I'll say you would probably stayed mostly in the Clerk's Ward. Some apparently affluent young strangers offered you rooms at a place called the Civic Festhall, some sort of grand art gallery, opera house, and seemingly some kind of school, all rolled into one. It was so full of shops and cafes that at first you thought it was the whole of the city.
 
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Picayune Leveaux

[section]
Effigy Bard 3
Medium-size Undead (Augmented Humanoid) (Incorporeal)
Chaotic Neutral

Hit Dice 3d8 + 3
hp 18
Initiative +1
Passive Perception 16
Speed Fly 40' (perfect)
AC 13 (+1 Dex, +2 deflection bonus granted by Charisma modifier)

STR 8
DEX 13
CON 12
INT 10
WIS 14
CHA 15




[sblock=Picayune's Story]I tink I might be's dead. Mebbe. I ain't sure. I 'spect I am. Dead, dat is. I's walk through walls. Like Voo Doo Maimie lookin' for cornbread from da hot black lip of da skillet. Jess walk clean through 'em, like dey's not there. And, lordy, da things I see. Da things I hear. Folks lets drop wondrous bits when you's a ghost.

But I gots no voice, my power broken, gone. I's wanting a' talk story. But deys no words. I open lip, no air comes. My lungs be ash. Like my limbs. Like my heart.

I'n still play Old Bess, though. She faithful. She wit' me. Even after da fire, she still in my arms. She all I carry dese days, Old Bess. Her slide, so long an' firm. Her brass, a lover's caress. Her voice, low. Proud. An, lordy, is Bess loud! You don' wanna pick no fight wit' Old Bess, she whoop you ass 'cross Metarie an' back. She tell all my tales, Old Bess. She talk an' sing wheres I cain't no more.

I ain't no philosopher. Jess a liar. A cheat. A story yous tell a babe. "Hush, chil', jess you lay still. You lay still, an' ma-maw gonna bring you King cake in da mornin'." Yeah. Right. Shi-it. Ain't no King cake here. Ain't no nuttin' here. Jess da void. I ain't e'en sure I's here. What's I be needin' real bad is peeps. Someone who be like, dat Pic-a-yune, he REAL. He da REAL DEAL.

An' so I's huntin'. Huntin' peeps. Huntin' a way home ta Nawlins. And da Jazz. Always huntin' Jazz. She be truth, an' I's huntin' her to da bone, pick her truth clean, til nuttin' but white bleached bone shine like a beacon in da night sky.[/sblock]

[sblock=Effigy Racial Traits]
Ability Score Increase: None

Age: You have the age you had when you became an effigy. While an effigy, you do not age.

Alignment: Effigies have an innate tendency toward chaos, and many wind up evil. Chaotic or not, an independent nature means that alignment can run the gamut.

Size: An effigy takes the same size it had in its mortal life.

Speed: Fly (perfect) 40 feet.

Sunlight Sensitivity: You have disadvantage on attack rolls and ability checks when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Your movement is halved as if difficult terrain when you are in direct sunlight.

Darkvision: Thanks to your incorporeal nature, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages: You can speak, read, and write Common and Primordial.

Undead: You are immune to poison damage, exhaustion, and the paralyzed, petrified, and poisoned conditions. You don’t need air, food, drink, or sleep. Healing magic has no effect on you (but you can still benefit from temporary hit points and resting). You are susceptible to turning.

Incorporeal: You have resistance to any non-magical, physical damage; this never includes force, psychic, or radiant damage. You are also immune to the grappled, prone, and restrained conditions. You cannot taste, touch, or smell, and you automatically fail Perception checks based on these senses. You can only pick up or lift a tenth of what a creature of your size and Strength normally could, and your ability to carry objects is limited to what you can hold in your hands. You cannot wear armor or clothing.

Phasing: You can move through other creatures and objects as if they were difficult terrain. If you end your turn inside a solid object, you take 1d10 force damage.

Corrupting Thoughts: You know the spell vicious mockery. Charisma is your spellcasting ability for it. Your ability with this cantrip is restrained to that of a 1st-level spellcaster, and when used as a racial trait, never increases in power. You may cast vicious mockery as a racial ability a number of times per day equal to your Charisma modifier. These limitations do not apply to vicious mockery if taken as a class-based spell, however.

Infusion:
One living creature that the effigy can see within 5 feet of it must succeed on a Charisma saving throw or be possessed by the effigy. The effigy can use Infusion a number of times equal to your Charisma modifier. You must complete a long rest before you can do so again.

The effigy then disappears, and the target is incapacitated and loses control of its body. The effigy now controls the body but doesn't deprive the target of awareness. The effigy can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed or frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the effigy ends it as a bonus action, or the effigy is forced out by an effect like the dispel evil and good spell. When the possession ends, the effigy reappears in an unoccupied space within 5 feet of the body. The target is immune to this effigy’s Infusion for 24 hours after succeeding on the saving throw or after the possession ends.​
[/sblock]

[sblock=Bard Class Features]
Proficiency Bonus +2
Armor: Light armor. May not wear armor while incorporeal.
Tools: Trombone, Voice, Trumpet
Saving Throws: Dexterity, Charisma
Languages: Common, Primordial

Skill Proficiencies: Perception*, Performance*, Persuasion, Insight, Deception, Stealth, Intimidation, Sleight of Hand

Weapons: Simple weapons, hand crossbow, longsword, rapier, shortsword. Limited to carrying items weighing 12 pounds or less while incorporeal.

Features: Spellcasting, Bardic Inspiration (d6), Jack of All Trades, Song of Rest (d6), Bard College, *Expertise

Cantrips Known: Minor Illusion, Message; Vicious Mockery (racial spell, 2/day)
Spells Known: Dissonant Whispers, Faerie Fire, Healing Word, Tasha's Hideous Laughter; Detect Thoughts, Phantasmal Force.

Spell Slots:
(4) 1st-level spells
(2) 2nd-level spells

Background: Blackmailer (custom)
Skill Proficiencies: Intimidation, Sleight of Hand
Tool Proficiencies: Disguise kit, Language (Abysmal)
Equipment: --
Feature: Discovery. Picayune ghosted along the empty hallway, enjoying the lightness of being, and bobbing up to the ceiling to tag the occasional light fixture as he trailed down the manse toward the library. It was the sounds that drew his attention. The sounds of conversation discretely whispered. The sounds made by secrets yet unearthed but aching for ears. Sounds that too easily were overheard by a master storyteller blessed with incorporeality. Being body-less was a bitch, generally, but it made eavesdropping convenient, and Picayune was a natural voyeur. He waifed through the walls separating him from the tantalizing whispers and saw, to his surprise, ___________ . Picayune isn't above using what he saw as a bit of blackmail, if it means he can find his way home to his beloved Nawlins.​

Personality Trait: I am depressed, which makes me reckless. I wish I could die...oh, wait.
Ideal: I am a free spirit--no one tells me what to do.
Bond: I will do anything to get home to New Orleans. Literally, anything. I am desperate.
Flaw: My thinking is overly simplistic; I believe everything boils down to the lowest common denominators--lust and greed.

Equipment:
Trombone, 4#

Skills: P=Proficiency; E=Expertise
+2 Acrobatics
+3 Animal Handling
+1 Arcana
+0 Athletics
+4 Deception (P)
+1 History
+4 Insight (P)
+4 Intimidation (P)
+1 Investigation
+3 Medicine
+1 Nature
+6 Perception (PE)
+6 Performance (PE)
+4 Persuasion (P)
+1 Religion
+3 Sleight of Hand (P)
+3 Stealth (P)
+1 Survival


Bardic Inspiration:
You can inspire other through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.​

Jack of All Trades: You add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include you proficiency bonus.

Song of Rest: You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

Bard College: College of Jazz.
Jazz musicians know something about most things, collecting bits of stories and music from sources as diverse as the Heritage and Blues Festival to the jazz funeral. Whether whispering folk ballads to newborn infants or elaborate oratories that preface a jazz funeral march down Dumaine Street, these bards use gifts of music and voice to hold audiences spellbound. When the applause dies down, the audience members find themselves questioning everything they held to be true, from their faith in God to the sanctity of marriage.

The loyalty of a jazz musician lies in the pursuit of music, not in fealty to goodness or in following the tenets of society. A patron of the arts who sponsors a jazz musician knows that music is its own end, its own truth, and revels in the harmony of ethos and pathos that is Jazz.

The college’s members gather in speakeasies, juke joints, and often on street corners to share their lore with one another. Jazz musicians give freely of their craft; sharing a riff, a beat, a story, a smile with anyone who shows interest. Their job is not to expose corruption as with bards of the College of Lore, but—by the playing of music or the gift of oratory—to show that the world is but a shadow of Beauty, Truth, Sadness, and Justice.​

Bonus Proficiencies: When you join the College of Jazz at 3rd level, you gain proficiency with three skills of your choice.

Additional Magical Secrets: At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

Peerless Skill: Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Expertise: Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chose proficiencies.[/sblock][/section]
 
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goatunit

Explorer
[sblock]
euridturnstone1.jpg

6'3", 200 lbs
Black hair, Hazel eyes
33 years old
Tiefling
Lawful Neutral
Paladin 3

HP: 27
AC: 18
Init: +1
Prof: +2

Str 17 +3
Dex 12 +1
Con 13 +1
Int 13 +1
Wis 13 +1
Cha 15 +2

Racial Traits:
+1 Int, +2 Cha
Size: Medium
Speed: 30
Darkvision 60'
Fire Resistance

Background: Sage (Scribe Specialty)
+2 skills, +2 languages, equipment
Personality - Dour, Taciturn, Depressing
Ideal - This life is false. Do not be ensnared by it.
Bond - Faction Loyalty
Flaw - Succumbs easily to despair.

Class Abilities:

Divine Sense - Detect Celestial, Fiend, or Undead, or Desecrated/Consecrated sites within 60', 1+Cha Mod times per day.

Lay on Hands - Heal Paladin Level x5 HP, spread out as desired. Pool replenishes w/ long rest.

Fighting Style (Protection) - When enemy's target is within 5' of Eurid, he may spend his reaction to impose disadvantage on the attack. (Must be using shield.)

Spellcasting - Prepare spells equal to Cha Mod + 1/2 Paladin level.

Divine Smite - Expend Paladin Spell Slot to deal 2d8 bonus radiant damage on attack (+1d8 for each spell level higher than 1st, 5d8 maximum). This attack deals an addition 1d8 to fiends and undead.

Divine Health - Immune to Disease.

Sacred Oath (Oath of Vengeance) - Oath Spells, Channel Divinity (Abjure Enemy, Vow of Enmity; PHB pg 88)

Proficiencies:
All Armor, Shields
Simple and Martial Weapons

Saving Throws:
Wisdom, Charisma

Skills:
Intimidation, Religion, Arcana, History

Spells:
Thaumaturgy (Cantrip - Racial)
Hellish Rebuke (as 2nd level spell - Racial)
(At 5th Level) Darkness 1/day (Racial)
Charisma is Spellcasting ability for these spells.

1st Level Spells (3):
Compelled Duel, Cure Wounds, Purify Food & Drink

Oath Spells:
Bane, Hunter's Mark

Languages:
Common, Infernal, Abyssal, Elvish

Equipment:
+1 Longsword, Shield, Javelins (5), Chainmail, Holy Symbol of Kelemvor,
Backpack, Blanket, Candles (10), Tinderbox, Alms Box, Incense (2),
Censer, Vestments, Rations (2), Waterskin, Bottle of Black Ink,
Quill, Small Knife, Common Clothing, Letter*, Gold Ring (unidentified).

Gold: 99



Background for Eurid Turnstone:

Stephon Turnstone of Shadowdale, a paladin of Helm, first stumbled his way into the Cage nearly forty years ago. With no immediate route back, he fell in with the Harmonium and eventually came to consider Sigil his home. The faction was good to him, and soon he enjoyed the privileges of rank and title, purchasing a modest home in the Lower Ward and even taking a tiefling wife whose outward manifestions of her fiendish heritage were more succubus than balor. The two had eight children, of which Eurid was the youngest--all of them, save the last, shared their mother's tendency toward elegance and passable human appearance. Eurid, with his rat-like tail, deformed hand, and other odd traits stood apart as a shock to his poor father.

Stephon was a good man. He struggled and fought and wracked his conscience, but he could not bring himself to love the little monster he'd created. As the other children prospered in their father's love, Eurid had only his mother. As the others basked in unconditional support, Eurid struggled to follow in his father's religious training. He eagerly delved into theological study. He grew strong scrapping with older brothers who learned their father's disgust, but not his remorse.

When the Ooze Boils plague came to Sigil (a magical plague effecting abyssal tieflings, which escaped from the battlefields of the Blood War), Eurid's mother and three of his siblings succumbed and died in agony. Eurid was nine years old. Stephon took his surviving children and departed for Toril, but knew there was no place for his most fiendish child there. The boy was left with the Dustmen who tended the hospice where his mother and siblings died, and he was eventually deposited in an orphanage.

Unlike with most tales of this sort, Eurid found his new caretakers to be both kind and compassionate. His time at the orphanage was not all together unpleasant. And, by his continued study and natural talents, he was inducted into a small community of Kelemvor-worshipers within the Dustmen at the age of 16. Since then, he's completed many tasks for his faction and proven himself among his peers.


Appearance and Tiefling Traits:

Eurid is handsome by tiefling standards, and among the unprejudiced and cynical Cagers there are few who think twice of his tail or odd left hand (a wad of meaty tissue with three fingers sprouting at odd angles like a grasping claw--suitable for bearing a shield or grasping a torch, but not much else). His strangest feature is metabolic. He sweats coal-dust and stinks of brimstone and sulfur when overly exerted. Due to his upbringing, he is uncharacteristically vain about this particular quality, and so wraps his arms, chest, and throat with perfumed strips of linen which he changes almost obsessively as they inevitably stain black with filth.


Current Undertaking:

Eurid's mentor among the Dustmen (a human priest of Kelemvor) passed away recently. Among his personal effects, Eurid discovered a concerning letter expressing some troubling doubts about the Dustman philosophy which his mentor apparently kept secret. The questions raised in the letter are very esoteric and philosophical in nature, and so of little interest to anyone outside the faction. Eurid has found them difficult to answer, and they've left him with concerns that his beloved mentor may have failed to pass on to the True Death. For this reason, Eurid has requested and received some personal time away from his faction duties. He hopes to go out on his own for a time, away from his comfort zone and social bubble of like-minded folks, so as to gain some new insight that might help to shore up his faith.

[/sblock]
 
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Pembinasa

First Post
Graydon Tharnvar, Illusionist student at the Great School of Magic in Glantri

GraydonTharnvar_zps258a294b.jpg


[sblock]6', 170 pounds
19 years old
Human
Chaotic Good
Wizard 3

HP: 21
AC: 13
Init: +3
Proficiency: +2

Str: 10 +0
Dex: 16 +3
Con: 14 +2
Int: 18 +4
Wis: 12 +1
Cha: 16 +3

Racial Traits:
+1 to two stats (Int and Dex)
1 free language (Elven)
One skill of choice (Deception)
One feat of choice (Actor)
Size: Medium
Speed: 30'

Background: Magical Student
+2 skills (Arcana, Perception)
+1 language (Draconic)
Tool proficiency (drawing)
Feature: Researcher
When you attempt to learn or recall a piece of lore, if you
do not know that information, you often know where and
from w hom you can obtain it.
Equipment (including letter from sponsor)
Personality: Inquisitive, Studious, Cheerful
Ideal: The world is what you convince people it is. So convince them it's better.
Bond: Family, Familial Respect
Flaw: Doesn't realize he privately believes everyone and everything exists to serve wizards

Class Abilities:
Spellcasting
-Includes ritual casting
Arcane Recovery
-Can recover up to 2 spell levels per day during a short rest
Illusion savant
-Half the time and money to copy illusion spells
Imroved Minor Illusion
-can manage both sound and image with the same Minor Illusion

Proficiencies:
No armor or shields
Daggers, darts, slings, quarterstaffs, light crossbows

Saving Throws: Intelligence, Wisdom

Skills: Arcana, Deception, Investigation, Insight, Perception, Perform

Spells:
[sblock]Cantrips- Minor Illusion, Mage Hand, Prestidigitation, Ray of Frost

1st Level: 1.Chromatic Orb, 2. Color Spray, 3. Detect Magic, 4. Disguise Self, 5. Find Familiar, 6. Fog Cloud, 7. Grease, 8. Silent Image, 9. Sleep, 10. Unseen Servant

2nd Level: 11. Invisibility, 12. Misty Step, 13. Phantasmal Force, 14. Web

Spell Slots: 7[/sblock]

Languages: Common, Draconic, Elven

Equipment: Traveling clothes, common clothes, quarterstaff, dagger, crossbow,
Backpack, blanket, waterskin, satchel, inside belt pouch, empty bottle,
Spellbook, spell component pouch, scroll case with 2 letters, quill, bottle of ink,
1/2 lb elfsoap, black healing potion (2d4+2)

Money: 1cr(pp), 19gp, 8sp

Background:
[sblock]Born the youngest of three sons to a supportive family of merchants in the Principalities of Glantri, Graydon was taught ever since he was young that he was to become a wizard- and quite looked forward to it. Sent off to the Great School of Magic when he was twelve, he spent his days learning his craft and being guided through wizardly intrigues and infighting by his older brother, the student conjurer Malek- until Malek vanished away during a botched summoning demonstration when Graydon was fifteen. (He started sending sendings home a couple years later.)

The shaken Graydon decided to focus his studies in a different direction than his brother, and was attracted to the craft of Illusionism- though he tried to keep it private from his remaining family members, fearing their disapproval of the 'insubstantial' art. Conjuration became more of a secondary hobby, and it's in that perusal that he found mention of a long-neglected portal to the city of Sigil- supposedly the greatest metropolis of anywhere, ever.

Some time afterward, at the end of a long and particularly discouraging day, Graydon was relaxing in his cell with a few drinks when he received a letter from home with only the message that his tuition was cut off, and he was to come home immediately. Half-drunkenly assuming that the cause was his choice in studies, he proceeded to get considerably more drunk- and began to grow resentful. Deciding to go out and earn his own way in order to show them his choice wasn't a mistake, his inebriated mind lit on Sigil as both a place where he wouldn't be reached and the greatest test of his skills- if he could make it there, he could make it anywhere.

Staggering about and throwing together a "sensible an' exhaast've travlering kit", he set out for adventure in places unimaginable- and only started wondering about that letter after sobering up the next day.[/sblock]
[/sblock]
 
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Shayuri

First Post
WIP - Still making it purty.

ojkmec.jpg

Shard
Neutral Good Human Cleric 5
Background: Hermit
- Discovery: Something terrible is coming.
- Personality: I experience odd, sometimes extreme mood swings
- Personality: I sometimes seem to think I'm someone else, somewhere else.
- Bond: I must find the other fragments of this crystal, and restore what was broken
- Flaw: Powerful entities have powerful foes, and many might covet what I carry

[sblock=Untempered Schism Stats]Str 10
Dex 14
Con 14
Int 8
Wis 18
Cha 12

HP 36
AC 19 (14 + 2 dex + 2 shield + 1 cloak)
Prof Bonus +3
Init +2
Exp: 0

Race
Human
- +1 to Wis and Dex
- Bonus Feat
- Bonus Skill proficiency

Class
Cleric
Spellcasting
Channel Divinity (1/rest)
- Turn Undead
- Radiance (2d10+5 radiant damage within 30')

Destroy Undead (CR1/2)
Divine Domain: Light
- Warding Light: Cause attacker you can see within 30' to atk you at disad 3/long rest as reaction
- Spells:
Light
Burning Hands
Faerie Fire
Flaming Sphere
Scorching Ray
Fireball
Daylight


Proficiencies
Weapons: Simple
Armor: Light, Medium, Shields
Tools: Herbalism Kit
Saves: Wisdom, Charisma

Feats
1 Elemental Adept (Fire)
4 Attribute boost (Wis)

Skills
Medicine +7
Persuasion +4
Perception +7
Survival +7
Religion +2

Languages
Common, Celestial, Deep Speech

Spellcasting
Spell attack +7, Difficulty 15

Spell Slots:
1 - 4
2 - 3
3 - 2

Spell Prepared (9)
0 - Guidence, Thaumaturgy, Resistance, Sacred Flame, Light
1 - Bless, Cure Wounds, Guiding Bolt, Healing Word, Shield of Faith
2 - Lesser Restoration, Spiritual Weapon
3 - Dispel Magic, Mass Healing Word

Equipment
Cash: 5gp

Weapons
Spear, +3 vs ac, 1d6 piercing (1d8 2H), thrown 20/60

Armor
Scale mail AC 14+Dex
Shield AC+2, 10gp

Gear
Explorer Pack
- Backpack
- Bedroll
- Mess Kit
- Tinderbox
- 10 torches
- Rations (10)
- Rope (50')
- Waterskin
Scroll case
Herbalism Kit

MAGIC
- Cloak of Protection
- Winged Boots[/sblock]
 

Quickleaf

Legend
Shandrizar the All-Seeing (Graydon's Spellbook)

a.aaa-The-face-book.jpg


Shandrizar the All-Seeing (Graydon's Spellbook)

Animated Spellbook (modified rock gnome) / Fighter 1, Monk 2 / Lawful Good

Strength 7 (-2) save +0
Dexterity 16 (+3)
Constitution 14 (+2) save +4
Intelligence 14 (+2) 
Wisdom 14 (+2)
Charisma 11 (+0)

HP 26
AC 15 (unarmored defense)
Unarmed Attack: +5 hit; 8 (1d4+5) bludgeoning damage; when using the Attack option may use your bonus action to make a second attack.

Skills: Acrobatics +5, Arcana +4, History +4*, Insight +4
Tools: calligrapher's supplies
Languages: Common, Draconic, Elven, Rebus (dabus)

Race Features
Speed: 25'
Size: Tiny
Senses: Darkvision 60'
Spellbook Cunning: You have advantage on Intelligence, Wisdom, and Charisma saves vs. magic
*Artificer's Lore: Add twice your proficiency bonus to Intelligence (History) checks related to magic items, alchemical objects, or technological devices.
Object Likeness: You can appear to be an ordinary book if you remain motionless.
Living Construct: Even though you were constructed, you are a living creature. You are immune to disease. You do need to eat or breathe, but you do suffer damage from "drowning." Instead of sleeping, you enter an inactive state for 4 hours each day. However, curative magic doesn't work on you, you have no hands, and you can't use equipment like other humanoid characters.
Familiar (Graydon): You and your master Graydon share telepathy 100-ft with each other, Graydon can perceive thru your senses (darkvision) if you're within 100-ft as an action, and you can deliver touch spells that Graydon casts if he so desires, using your reaction, provided you're within 100-ft. If you are reduced to 0 HP, your consciousness is removed from play (you cease to animate the spellbook) until Graydon casts Find Familiar as a 1-hour ritual, at which point you return at full hit points.

Class Features
Fighting Style (Dueling): When wielding a melee weapon in one hand and no other weapons, gain +2 damage.
Ki: Has 2 ki points which recharge after short/long rest, and can be used to:
* Flurry of blows (1) make 2 attacks with bonus action
* Patient defense (1) Dodge as bonus action
* Step of the wind (1) Disengage or Dash as bonus action, and double jump distance for the turn.
Martial Arts: Use Dexterity for unarmed attack and damage, roll a d4 for unarmed damage, and you can make an extra unarmed attack on your turn as a bonus action.
Second Wind: Use your bonus action to regain 1d10+2 hit points. You must take a short or long rest before using second wind again.
Unarmored Defense: Add your Wisdom modifier to your AC.


Roleplaying
Ideal: New Horizons. Exploring the limits of reality, technology, and thought is a moral imperative, ushering in new ways of being and new discoveries that will leave a beneficial legacy for others long after we are gone.
Bond: Graydon's familiar and spellbook.
Flaw: Megalomaniacal. Convinced he has cosmic power at his fingertips when he has no magic. Heck, he doesn't even have fingertips.
Traits: When hungry, instead of craving catoblepas steak or elven wine, craves new spells transcribed in his pages. Makes sarcastic quips and backhanded compliments using spell names as puns.

Custom Background: Diminished Archmage
Once you held cosmic power in your hand. You may have forged demi-planes, fashioned legendary magic objects, founded your own college of magic, or tested the boundaries of time and space. However, whether thru hubris, betrayal, or misfortune you have been greatly diminished from who you once were. While you are likely changed beyond recognition, you may find remnants of your old life scattered across the land and you still have more command words rattling around in your head than most folks will ever know.
Skills: Arcana, History
Languages: Choose any 2 languages
Background Feature - Discovery: Shandrizar knows a great truth about the nature of the planes, if only he could remember it!

Equipment
Shandrizar can't use equipment in the traditional sense. However, he can use spell scrolls as a wizard of his character level, provided they are stored within his pages or visible. He cannot transcribe spell scrolls into his pages as a spellbook; only a wizard can do that. Instead of Shandrizar gaining treasure, he can teach Graydon divination spells as they advance in levels. He begins with the following spell scrolls (save DC 13, attack +5) which he or Graydon can cast or Graydon can transcribe permanently on his pages:

Comprehend languages
Detect magic
Find familiar
Identify
 
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Fenris

Adventurer
Ozymandias (OZ)
nooba_the_satyr__censored_by_mjarrett1000-d38r81n.jpg

Height 5’ 9”; Weight 170# ; Hair: Copper; Age 100; Patron Deity:
Sex: Male Race: Satyr Class: Bard (College of Lore) Level:3
Alignment: Chaotic Neutral Size: Medium Type: Fey
Init +4; Passive Wisdom ( Perception) 12
Languages : Common, Sylvan

AC 16
HP X (8 +2d8 + 3 Con)
Saves: Dexterity and Charisma
Death Saves:
Speed 40ft.
Proficiency Bonus: +2
Special Actions
Combat gear: None

Abilities Str 11, Dex 18, Con 13 , Int 14, Wis 10, Cha 16
STR 10, DEX 15, CON 13, INT 13, WIS 10, CHA 14
Combat Stats: Short sword +6/ 1d6+4
Short bow +6/ 1d6+4
Ram: +2 2d4 bludgeoning
Racial Traits: Str +1, Dex +3, Int+1, Cha +2. Magic resistance: advantages on saving throws against spells and other magical effects.
Background: Entertainer
Skill Proficiencies: Acrobatics and Performance
Tool Proficiencies: Disguise Kit, one musical instrument
Equipment: A musical instrument, favor of an admirer, a costume, belt pouch with 15 gp
Feature: By Popular Demand
Personality Trait: I know a good story relevant to almost every situation
Ideal: Creativity: The world is in need of new ideas and bold action
Bond: I idolize a hero of the old tales and measure my deeds against that person
Flaw: I am a sucker for a pretty face

Class Features:
Proficiencies:
Armor: Light armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, short swords
Tools: 3 musical instruments
Saving Throws: Dexterity and Charisma
Skills: Choose any three.
Spellcasting
Bardic Inspiration (d6)
Jack of All Trades
Song of Rest (d6)
Bard College (Lore)
Expertise: Two skills use double proficiency bonus
Bonus Proficiencies: Three skills of choice
Cutting Words

Skills : P Proficient; E Expertise
+6 Acrobatics P
+1 Animal Handling
+3 Arcana
+1 Athletics
+5 Deception P
+4 History P
+1 Insight
+4 Intimidation
+3 Investigation
+1 Medicine
+3 Nature
+3 Perception P
+7 Performance PE
+7 Persuasion PE
+3 Religion
+6 Sleight of Hand P
+6 Stealth P
+1 Survival

Musical Instruments:
Pan pipes
Drum
Flute
Lute

Spell Slots:
1st : 4
2nd: 2

Cantrips: 2 Prestidigitation, Vicious Mockery,
1st 4 Comprehend Languages, Cure Wounds, Dissonant Whispers, Tasha’s Hideous Laughter,
2nd 2 Invisibility, Shatter

Equipment:
Short sword
Shortbow and quiver of 20 arrows
Studded Leather armor
Two daggers
Entertainers Pack
Pan pipes
Drum


Background:
Oz lead a carefree and capricious life in the Feywild. Laughing, dancing and drinking he whiled away the decades in spectacular sensual indulgence. His songs danced through the trees and his laughter was imitated by the merry brook as it wound its way to the sea. Oz’s heart was full of joy and life with no worries in the world. He traveled where he liked within the Feywild. His thirst for wine, women and song was matched by his curiosity about the world. He collected songs and stories from all manner of Fey. Such was the life of many satyrs.
This changed after one particular tryst Oz had. He had been pursuing a particularly beautiful nymph that lived in a secluded glade. After he had seduced her, the Queen of the Fairies grew angry. Apparently the nymph was only 100, practically a child. Oz plead ignorance and said she looked 118. Still the Queen was angry and decided to punish Oz for his indiscretion. She placed a geas on him to accompany her daughter as a guardian and guide as she explored the outer world as she prepared to lead her people. The timing of this did seem a little suspect after the fact. However, despite the onerous task, the succulent nymph had been well worth the price paid.
 

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