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City of the Spider Queen - The Cast
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<blockquote data-quote="wgreen" data-source="post: 2376787" data-attributes="member: 30892"><p><strong>Kemble Willowbrook</strong></p><p><strong>Male Halfling Rogue 1 / Cleric 9 of Brandobaris</strong></p><p><strong></strong></p><p><strong>Hair:</strong> Black</p><p><strong>Eyes:</strong> Brown</p><p><strong>Height:</strong> 3' 1"</p><p><strong>Weight:</strong> 35 lbs.</p><p><strong>Age:</strong> 63</p><p><strong>Alignment:</strong> Chaotic neutral</p><p><strong>Size:</strong> Small</p><p><strong>Type:</strong> Humanoid</p><p><strong>Speed:</strong> 20 ft.</p><p></p><p></p><p><strong>Str:</strong> 18 (+4) [16 base, -2 racial, +4 enhancement]</p><p><strong>Dex:</strong> 17 (+3) [13 base, +2 racial, +2 enhancement]</p><p><strong>Con:</strong> 14 (+2)</p><p><strong>Int:</strong> 11 (+0)</p><p><strong>Wis:</strong> 23 (+6) [17 base, +2 level, +4 enhancement]</p><p><strong>Cha:</strong> 15 (+2) [13 base, +2 enhancement]</p><p></p><p></p><p><strong>HP:</strong> 98 (1d6 + 9d8 + 20 Con)</p><p></p><p></p><p><strong>AC:</strong> 21 (10 base, +1 size, +3 Dex, +7 armor) / 14 / 18</p><p></p><p></p><p><u><strong>Saves:</strong></u></p><p><strong>Fortitude:</strong> +9 (+6 base, +2 Con, +1 racial)</p><p><strong>Reflex:</strong> +9 (+5 base, +3 Dex, +1 racial)</p><p><strong>Will:</strong> +13 (+6 base, +6 Wis, +1 racial)</p><p></p><p></p><p><strong>Init:</strong> +3 (+3 Dex)</p><p></p><p></p><p><strong>Base Attack Bonus:</strong> +6/+1</p><p></p><p></p><p><u><strong>Attacks:</strong></u></p><p><strong>+2 short sword (attack):</strong> +14 (+6 base, +4 Str, +1 size, +1 Weapon Focus, +2 enhancement), 1d4+6 damage, threat 19-20/x2</p><p><strong>+2 short swords (full-attack, two-weapon fighting):</strong> +12/+7/+12 (+6/+1/+6 base, +4 Str, +1 size, +1 Weapon Focus, +2 enhancement, -2 Two-Weapon Fighting), 1d4+6/1d4+4 damage, threat 19-20/x2</p><p><strong>Sling with MW bullets (full attack):</strong> +12/+7 (+6/+1 base, +3 Dex, +1 size, +1 racial, +1 enhancement), damage 1d3+4, threat 20/x2, range 50 ft.</p><p></p><p></p><p><u><strong>Spells:</strong></u></p><p><strong>Domains:</strong> Luck, Travel</p><p><strong>Spells per day:</strong> 6/6+1/6+1/4+1/3+1/2+1</p><p><strong>DC:</strong> 10 + spell level + 6 Wis</p><p></p><p><strong>Spells Prepared:</strong></p><p><strong>0th:</strong> <em>create water, detect magic </em>x2<em>, light </em>x2<em>, read magic</em></p><p><strong>1st:</strong> <em>bless, command, divine favor, magic stone, obscuring mist, shield of faith, longstrider</em> (D)</p><p><strong>2nd:</strong> <em>augury, bear’s endurance, bull’s strength, enthrall, hold person, resist energy, locate object</em> (D)</p><p><strong>3rd:</strong> <em>daylight, dispel magic, prayer, searing light, fly</em> (D)</p><p><strong>4th: </strong> <em>air walk, divination, sending, dimension door</em> (D)</p><p><strong>5th:</strong> <em>raise dead, spell resistance, teleport</em> (D)</p><p></p><p><strong>Domain Granted Powers:</strong></p><p><strong>Luck:</strong> You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.</p><p><strong>Travel:</strong> For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).</p><p>This granted power is a supernatural ability.</p><p>Add Survival to your list of cleric class skills. </p><p></p><p><u><strong>Skills:</strong></u></p><p><u><strong></strong></u><strong>Skill points:</strong> 50</p><p><strong>Max Ranks for Class Skills:</strong> 13</p><p></p><p><strong>Appraise:</strong> +4 [4 ranks]</p><p><strong>Climb:</strong> +10 [4 ranks, +4 Str, +2 racial]</p><p><strong>Concentration:</strong> +11 [9 ranks, +2 Con]</p><p><strong>Escape Artist:</strong> +7 [4 ranks, +3 Dex]</p><p><strong>Heal:</strong> +15 [9 ranks, +6 Wis]</p><p><strong>Hide:</strong> +11 [4 ranks, +3 Dex, +4 size]</p><p><strong>Jump:</strong> +6 [4 ranks, +4 Str, +2 racial, -4 size]</p><p><strong>Listen:</strong> +12 [4 ranks, +6 Wis, +2 racial]</p><p><strong>Move Silently:</strong> +9 [4 ranks, +3 Dex, +2 racial]</p><p><strong>Spot:</strong> +10 [4 ranks, +6 Wis]</p><p></p><p></p><p><u><strong>Feats:</strong></u></p><p><strong>Level 1:</strong> Two-Weapon Fighting</p><p><strong>Level 3:</strong> Weapon Focus (short sword)</p><p><strong>Level 6:</strong> Craft Wondrous Item</p><p><strong>Level 9:</strong> Craft Magic Arms and Armor</p><p></p><p></p><p><strong>Languages:</strong></p><p>Common</p><p>Halfling</p><p></p><p></p><p><strong>Equipment:</strong></p><p>Periapt of wisdom +4: 11,200 gp (crafted)</p><p>Gloves of dexterity +2: 2,800 gp (crafted)</p><p>Belt of giant strength +4: 11,200 gp (crafted)</p><p>Cloak of charisma +2: 2,800 gp (crafted)</p><p>Small mithril chainmail +2: 5,810 gp (crafted)</p><p>Small short sword +2 x2: 11,634 gp (crafted)</p><p>Small sling: 0 gp</p><p>20 masterwork bullets: 120 gp, 2 sp</p><p>Signet ring (bearing the symbol of a halfling footprint): 5 gp</p><p>Silver holy symbol of Brandobaris (halfling footprint): 25 gp</p><p>Explorer's outfit</p><p></p><p>Small backpack: 2 gp</p><p>Small bedroll: 1 sp</p><p>Flask (empty): 3 cp</p><p>Trail rations (7 days): 3 gp, 5 sp</p><p>Silk rope (50 ft.): 10 gp</p><p>Sack (empty): 1 sp</p><p>Waterskin: 1 gp</p><p>Climber's kit: 80 gp</p><p>Grappling hook: 1 gp</p><p></p><p>Belt pouch x3: 3 gp</p><p>1 piece of chalk: 1 cp</p><p>Flint and steel: 1 gp</p><p></p><p>Oil (1-pint flask) x2: 2 sp</p><p>Lantern, hooded: 7 gp</p><p>Acid (flask) x2: 40 gp</p><p>Alchemist’s fire (flask): 20 gp</p><p>Holy water (flask) x2: 50 gp</p><p>Smokestick: 20 gp</p><p>Sunrod x5: 10 gp</p><p>Tanglefoot bag: 50 gp</p><p>Thunderstone: 30 gp</p><p>Tindertwig x3: 3 gp</p><p>Wand of cure light wounds x2: 1,500 gp</p><p>Potion of bear's endurance x2: 600 gp</p><p>Potion of invisibility x2: 600 gp</p><p>Potion of spider climb: 300 gp</p><p>Oil of bless weapon: 100 gp</p><p>Potion of barkskin +2: 300 gp</p><p>Potion of blur: 300 gp</p><p>Potion of darkvision x3: 900 gp</p><p></p><p>Pony (“Lucky”): 30 gp</p><p>Riding saddle: 10 gp</p><p></p><p>Money</p><p>35 pp, 97 gp, 18 sp, 6 cp.</p><p></p><p></p><p><strong>Race:</strong></p><p>* +2 Dexterity, –2 Strength.</p><p>* Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.</p><p>* Halfling base land speed is 20 feet.</p><p>* +2 racial bonus on Climb, Jump, and Move Silently checks.</p><p>* +1 racial bonus on all saving throws.</p><p>* +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.</p><p>* +1 racial bonus on attack rolls with thrown weapons and slings.</p><p>* +2 racial bonus on Listen checks.</p><p>* Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.</p><p>* Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.</p><p></p><p></p><p><u><strong>Class:</strong></u></p><p><strong>Rogue:</strong></p><p>Sneak attack +1d6</p><p>Trapfinding</p><p></p><p><strong>Cleric:</strong></p><p>Turn undead</p><p></p><p></p><p><strong>Proficiencies:</strong></p><p>All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword</p><p>All types of armor</p><p>All shields except tower shields</p><p></p><p></p><p><u><strong>Appearance:</strong></u></p><p>Kemble is a sprightly little fellow, with long black hair tied in a ponytail and large, shining brown eyes. His opponents often underestimate him, seeing the small halfling decked out in shining mail and holding a small blade in each hand; those who live to regret it never make that mistake again.</p><p></p><p></p><p><u><strong>Personality:</strong></u></p><p>Kemble is the consummate thrill seeker. Many call him fearless, as he is known to rush into danger without hesitation; many others call him foolish, for much the same reason. The truth is, however, that Kemble knows exactly how dangerous his lifestyle is, and when he leaps a great chasm or charges into battle with a giant, he is perfectly aware of the risk he is taking. Rather than avoid danger, he trusts in Brandobaris to see him through, and trusts in him to decide when it’s Kemble’s time to join him.</p><p></p><p>The halfling exhibits the same fierce curiosity shared by most of his race, and this often gets him into trouble, much to his delight. He has a strong individualistic streak, and hates when others try to tell him what to do. Kemble considers himself an honorable man; he usually keeps his word, and often adventures to help those in need. His reasons for doing so, however, have little to do with altruism, though he’d certainly feel sorry for those less fortunate than himself; rather, he thoroughly enjoys playing the role of the knight in shining armor, and adores the excitement it brings.</p><p></p><p></p><p><u><strong>Background:</strong></u></p><p>Kemble wasn’t always a hero. As a young boy, he was curious about the world – just as he is now – but he was timid and fearful. A few bad experiences taught him to be ever cautious, rarely taking any risks. He grew lonely, having few friends, and depressed. Then, one fateful night, he received what he later called a “vision”; he dreamed a dream in which Brandobaris, god of adventure, told him that he held the halfling’s destiny in his hands. “Be not afraid, young one,” rumbled the great deity, “for your heart and courage shall change the world.” Kemble felt special at that moment, that such a powerful being would speak to him so. At that moment, sleeping blissfully, he realized that life was passing him by as he allowed his fear to rule him. When he awoke, he was different; his mother scarcely recognized him. He became more outspoken and adventurous, seeking excitement wherever it may be, and continues to do so, traveling far and wide across the reaches of the land. He has now seen countless adventures, and hopes by the grace of Brandobaris that he will see countless more before his time is due.</p></blockquote><p></p>
[QUOTE="wgreen, post: 2376787, member: 30892"] [b]Kemble Willowbrook Male Halfling Rogue 1 / Cleric 9 of Brandobaris [/b] [b]Hair:[/b] Black [b]Eyes:[/b] Brown [b]Height:[/b] 3' 1" [b]Weight:[/b] 35 lbs. [b]Age:[/b] 63 [b]Alignment:[/b] Chaotic neutral [b]Size:[/b] Small [b]Type:[/b] Humanoid [b]Speed:[/b] 20 ft. [b]Str:[/b] 18 (+4) [16 base, -2 racial, +4 enhancement] [b]Dex:[/b] 17 (+3) [13 base, +2 racial, +2 enhancement] [b]Con:[/b] 14 (+2) [b]Int:[/b] 11 (+0) [b]Wis:[/b] 23 (+6) [17 base, +2 level, +4 enhancement] [b]Cha:[/b] 15 (+2) [13 base, +2 enhancement] [b]HP:[/b] 98 (1d6 + 9d8 + 20 Con) [b]AC:[/b] 21 (10 base, +1 size, +3 Dex, +7 armor) / 14 / 18 [u][b]Saves:[/b][/u] [b]Fortitude:[/b] +9 (+6 base, +2 Con, +1 racial) [b]Reflex:[/b] +9 (+5 base, +3 Dex, +1 racial) [b]Will:[/b] +13 (+6 base, +6 Wis, +1 racial) [b]Init:[/b] +3 (+3 Dex) [b]Base Attack Bonus:[/b] +6/+1 [u][b]Attacks:[/b][/u] [b]+2 short sword (attack):[/b] +14 (+6 base, +4 Str, +1 size, +1 Weapon Focus, +2 enhancement), 1d4+6 damage, threat 19-20/x2 [b]+2 short swords (full-attack, two-weapon fighting):[/b] +12/+7/+12 (+6/+1/+6 base, +4 Str, +1 size, +1 Weapon Focus, +2 enhancement, -2 Two-Weapon Fighting), 1d4+6/1d4+4 damage, threat 19-20/x2 [b]Sling with MW bullets (full attack):[/b] +12/+7 (+6/+1 base, +3 Dex, +1 size, +1 racial, +1 enhancement), damage 1d3+4, threat 20/x2, range 50 ft. [u][b]Spells:[/b][/u] [b]Domains:[/b] Luck, Travel [b]Spells per day:[/b] 6/6+1/6+1/4+1/3+1/2+1 [b]DC:[/b] 10 + spell level + 6 Wis [b]Spells Prepared: 0th:[/b] [i]create water, detect magic [/i]x2[i], light [/i]x2[i], read magic[/i] [b]1st:[/b] [i]bless, command, divine favor, magic stone, obscuring mist, shield of faith, longstrider[/i] (D) [b]2nd:[/b] [i]augury, bear’s endurance, bull’s strength, enthrall, hold person, resist energy, locate object[/i] (D) [b]3rd:[/b] [i]daylight, dispel magic, prayer, searing light, fly[/i] (D) [b]4th: [/b] [i]air walk, divination, sending, dimension door[/i] (D) [b]5th:[/b] [i]raise dead, spell resistance, teleport[/i] (D) [b]Domain Granted Powers: Luck:[/b] You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll. [b]Travel:[/b] For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills. [u][b]Skills: [/b][/u][b]Skill points:[/b] 50 [b]Max Ranks for Class Skills:[/b] 13 [b]Appraise:[/b] +4 [4 ranks] [b]Climb:[/b] +10 [4 ranks, +4 Str, +2 racial] [b]Concentration:[/b] +11 [9 ranks, +2 Con] [b]Escape Artist:[/b] +7 [4 ranks, +3 Dex] [b]Heal:[/b] +15 [9 ranks, +6 Wis] [b]Hide:[/b] +11 [4 ranks, +3 Dex, +4 size] [b]Jump:[/b] +6 [4 ranks, +4 Str, +2 racial, -4 size] [b]Listen:[/b] +12 [4 ranks, +6 Wis, +2 racial] [b]Move Silently:[/b] +9 [4 ranks, +3 Dex, +2 racial] [b]Spot:[/b] +10 [4 ranks, +6 Wis] [u][b]Feats:[/b][/u] [b]Level 1:[/b] Two-Weapon Fighting [b]Level 3:[/b] Weapon Focus (short sword) [b]Level 6:[/b] Craft Wondrous Item [b]Level 9:[/b] Craft Magic Arms and Armor [b]Languages:[/b] Common Halfling [b]Equipment:[/b] Periapt of wisdom +4: 11,200 gp (crafted) Gloves of dexterity +2: 2,800 gp (crafted) Belt of giant strength +4: 11,200 gp (crafted) Cloak of charisma +2: 2,800 gp (crafted) Small mithril chainmail +2: 5,810 gp (crafted) Small short sword +2 x2: 11,634 gp (crafted) Small sling: 0 gp 20 masterwork bullets: 120 gp, 2 sp Signet ring (bearing the symbol of a halfling footprint): 5 gp Silver holy symbol of Brandobaris (halfling footprint): 25 gp Explorer's outfit Small backpack: 2 gp Small bedroll: 1 sp Flask (empty): 3 cp Trail rations (7 days): 3 gp, 5 sp Silk rope (50 ft.): 10 gp Sack (empty): 1 sp Waterskin: 1 gp Climber's kit: 80 gp Grappling hook: 1 gp Belt pouch x3: 3 gp 1 piece of chalk: 1 cp Flint and steel: 1 gp Oil (1-pint flask) x2: 2 sp Lantern, hooded: 7 gp Acid (flask) x2: 40 gp Alchemist’s fire (flask): 20 gp Holy water (flask) x2: 50 gp Smokestick: 20 gp Sunrod x5: 10 gp Tanglefoot bag: 50 gp Thunderstone: 30 gp Tindertwig x3: 3 gp Wand of cure light wounds x2: 1,500 gp Potion of bear's endurance x2: 600 gp Potion of invisibility x2: 600 gp Potion of spider climb: 300 gp Oil of bless weapon: 100 gp Potion of barkskin +2: 300 gp Potion of blur: 300 gp Potion of darkvision x3: 900 gp Pony (“Lucky”): 30 gp Riding saddle: 10 gp Money 35 pp, 97 gp, 18 sp, 6 cp. [b]Race:[/b] * +2 Dexterity, –2 Strength. * Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. * Halfling base land speed is 20 feet. * +2 racial bonus on Climb, Jump, and Move Silently checks. * +1 racial bonus on all saving throws. * +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. * +1 racial bonus on attack rolls with thrown weapons and slings. * +2 racial bonus on Listen checks. * Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. * Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing. [u][b]Class:[/b][/u] [b]Rogue:[/b] Sneak attack +1d6 Trapfinding [b]Cleric:[/b] Turn undead [b]Proficiencies:[/b] All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword All types of armor All shields except tower shields [u][b]Appearance:[/b][/u] Kemble is a sprightly little fellow, with long black hair tied in a ponytail and large, shining brown eyes. His opponents often underestimate him, seeing the small halfling decked out in shining mail and holding a small blade in each hand; those who live to regret it never make that mistake again. [u][b]Personality:[/b][/u] Kemble is the consummate thrill seeker. Many call him fearless, as he is known to rush into danger without hesitation; many others call him foolish, for much the same reason. The truth is, however, that Kemble knows exactly how dangerous his lifestyle is, and when he leaps a great chasm or charges into battle with a giant, he is perfectly aware of the risk he is taking. Rather than avoid danger, he trusts in Brandobaris to see him through, and trusts in him to decide when it’s Kemble’s time to join him. The halfling exhibits the same fierce curiosity shared by most of his race, and this often gets him into trouble, much to his delight. He has a strong individualistic streak, and hates when others try to tell him what to do. Kemble considers himself an honorable man; he usually keeps his word, and often adventures to help those in need. His reasons for doing so, however, have little to do with altruism, though he’d certainly feel sorry for those less fortunate than himself; rather, he thoroughly enjoys playing the role of the knight in shining armor, and adores the excitement it brings. [u][b]Background:[/b][/u] Kemble wasn’t always a hero. As a young boy, he was curious about the world – just as he is now – but he was timid and fearful. A few bad experiences taught him to be ever cautious, rarely taking any risks. He grew lonely, having few friends, and depressed. Then, one fateful night, he received what he later called a “vision”; he dreamed a dream in which Brandobaris, god of adventure, told him that he held the halfling’s destiny in his hands. “Be not afraid, young one,” rumbled the great deity, “for your heart and courage shall change the world.” Kemble felt special at that moment, that such a powerful being would speak to him so. At that moment, sleeping blissfully, he realized that life was passing him by as he allowed his fear to rule him. When he awoke, he was different; his mother scarcely recognized him. He became more outspoken and adventurous, seeking excitement wherever it may be, and continues to do so, traveling far and wide across the reaches of the land. He has now seen countless adventures, and hopes by the grace of Brandobaris that he will see countless more before his time is due. [/QUOTE]
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