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<blockquote data-quote="GlassEye" data-source="post: 6357988" data-attributes="member: 40413"><p><strong>Trickle & Khirynnax</strong></p><p></p><p>Trickle enjoys the ale and casual atmosphere of the yard of the Bleeding Heart tavern. He mingles around the clusters of villagers but gravitates to Three-Fingered Jake and the Mortimer Brothers. Any rumor of treasure catches his attention and so he mentally marks Brockendale Castle as an Important Place and one to be visited sooner rather than later. As for Gord and Beej, they seem to be young fellows of similar mindset and he'll make up grisly stories (with a touch of truth based on his recent experiences) of what lurks in the wood but assure them that Poke is probably off somewhere having a drink and a laugh at their expense.</p><p></p><p>A woman catches his eye. Something about her plucks at his danger sense and his eyes narrow (and go all the shiftier, if that is possible) as he tries to figure out the mystery. He saunters over and gives his best, rakish grin. <strong>"Good evening, missus. Nice night, don't you think? My friends call me Trickle. Well, everyone does. How 'bout a drink?"</strong></p><p></p><p>Khirynnax generally stays around the edge of the crowd. His experience is that he makes men uncomfortable and wary. However, when Brand Torak mentions the wolf Khirynnax feels compeled to mention the large wolf that the group saw as they traveled through the forest.</p><p></p><p>Otherwise, Khirynnax is drawn to Ugg, both for his unusual nature and the story that he has to tell. Khirynnax tries to pick the fact from the fiction in the tale and figure out what this 'green lady' might be. He suspects a fey creature of some sort.</p><p></p><p>[sblock=OOC/Actions]</p><p>Trickle: Spout Lore about the forest. [roll0]<a href="http://invisiblecastle.com/roller/view/4603836/" target="_blank">Spout Lore (2d6+1=6)</a></p><p></p><p>Trickle: Discern Realities about Freya Aeval. [roll1]<a href="http://invisiblecastle.com/roller/view/4603837/" target="_blank">Discern Realities (2d6+1=8)</a></p><p>Note: Maybe I'm overlooking it, but I don't see mention of a Freya Aeval other than in the OOC note to HK&T.</p><p></p><p>Khirynnax: Discern Realities about the 'green lady' in Ugg's tale. [roll2]<a href="http://invisiblecastle.com/roller/view/4603838/" target="_blank">Discern Realities (2d6+2=11)</a></p><p></p><p>Re: Questions.</p><p>Short answer: Otherworldly woodsman.</p><p></p><p>How are mundane elves seen by mundanes? I think that would affect my answer. Without knowing that for sure I would have to say that Khirynnax is a creature of the border between the fey elves and the elves of the mundane world and as such doesn't fit in either place. For the fey, his obsession and brooding over the mysteries is a bit too unseelie for them. For the mundane, his exposure to the fey/mysteries makes him seem a bit touched and is reflected in his wild eyes. So whether he is seen as elf or woodsman by the mundanes (and I think it would be interesting that while some see him as elf,some don't), the overriding feeling is one of discomfort.</p><p></p><p>Like elves, there are a lot of different perceptions of druids. I've been operating on the idea that Khirynnax's version of druidism is more seeker after the mysteries of nature and the universe and therefore uncommon. Other forms of druidism (guardians of nature/nature priests/spiritual advisors) would probably be a little more common.[/sblock]</p><p></p><p>[sblock=Khirynnax & Trickle][sblock=Trickle][section][align=left]http://imageshack.com/a/img843/2397/959t.png[/align]<p style="margin-left: 100px"><strong><span style="color: orange">Trickle</span></strong></p> <p style="margin-left: 100px">Human Thief (level 1; 0 xp)</p> <p style="margin-left: 100px">Shifty Eyes, Cropped Hair, Fancy Clothes, Lithe Body</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px"><strong>STR</strong> 9 <strong>DEX</strong> 16 (+2) <strong>CON</strong> 12 <strong>INT</strong> 15 (+1) <strong>WIS</strong> 13 (+1) <strong>CHA</strong> 8 (-1)</p> <p style="margin-left: 100px"><strong>Max. hp: </strong> 18 <strong>Current hp: </strong> 18</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px">Alignment: Neutral: Avoid detection or infiltrate a location.</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px">Gear: (Load 6/9) – Base Dmg: d8</p> <p style="margin-left: 100px">Dagger (hand, 1 wt.) and Short sword (close, 1 wt.)</p> <p style="margin-left: 100px">Ragged bow (near, 2 wt.) and bundle of arrows (3 ammo, 1 wt.)</p> <p style="margin-left: 100px">Adventuring gear (1 wt.)</p> <p style="margin-left: 100px">Bloodweed poison (touch, 3 uses): target deals -1d4 damage ongoing until cured</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px">[sblock=Thief Moves]<strong>Human:</strong> When you spout lore or discern realities about criminal activities take +1</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px"><strong>Trap Expert:</strong> When you spend a moment to survey a dangerous area, roll+Dex (2d6+2)</p> <p style="margin-left: 100px">10+: hold 3</p> <p style="margin-left: 100px">7-9: hold 1</p> <p style="margin-left: 100px">Spend hold as you walk through area to ask questions: <ul> <li data-xf-list-type="ul">Is there a trap here and if so, what activates it?</li> <li data-xf-list-type="ul">What does the trap do when activated?</li> <li data-xf-list-type="ul">What else is hidden here?</li> </ul></p> <p style="margin-left: 100px"><strong>Tricks of the Trade:</strong> When you pick locks or disable traps, roll+Dex</p> <p style="margin-left: 100px">10+: you do it, no problem</p> <p style="margin-left: 100px">7-9: you do it, but GM offers two options between suspicion, danger, or cost.</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px"><strong>Backstab:</strong> When you attack a surprised or defenseless enemy with a melee weapon, you can choose to roll your damage or roll+Dex</p> <p style="margin-left: 100px">10+: choose two</p> <p style="margin-left: 100px">7-9: choose one <ul> <li data-xf-list-type="ul">You don’t get into melee with them</li> <li data-xf-list-type="ul">You deal your damage +1d6</li> <li data-xf-list-type="ul">You create an advantage, +1 forward to you or an ally acting on it</li> <li data-xf-list-type="ul">Reduce their armor by 1 until they repair it</li> </ul></p> <p style="margin-left: 100px"><strong>Flexible Morals:</strong> When someone tries to detect your alignment you can tell them any alignment you like</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px"><strong>Poisoner:</strong> Bloodweed (touch) is no longer dangerous for you to use. When you have time to gather materials and a safe place to brew you can make three uses of Bloodweed for free.</p> <p style="margin-left: 100px">[/sblock][sblock=Bonds and Backgrounds]</p> <p style="margin-left: 100px">I stole something from <strong><u>Needles</u></strong>.</p> <p style="margin-left: 100px"><strong><u>Slice</u></strong> has my back when something goes wrong.</p> <p style="margin-left: 100px"><strong><u>***</u></strong> knows incriminating details about me.</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px">After a year and a day of service the <strong><u>Witching Troll</u></strong> will teach Trickle the secret of Witch's Tears.</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px">In the course of his work Trickle came across a poisoner’s tome (no longer in his possession) that described a potent poison called Witch’s Tears. The poisoner learned the formula for the poison (frustratingly <strong>not</strong> written down in the book) from a powerful unseelie sorcerer, a troll…</p> <p style="margin-left: 100px">[/sblock]</p><p>[/section][/sblock][sblock=Khirynnax][section][align=left]http://imageshack.com/a/img834/7569/soc0.png[/align]<p style="margin-left: 100px"><span style="color: green">Khirynnax Skinchanger, AKA Khir</span></p> <p style="margin-left: 100px">Elven Druid (level 1; 0 xp)</p> <p style="margin-left: 100px">Wild Eyes, Messy Hair, Practical Leathers</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px"><strong>STR</strong> 15 (+1) <strong>DEX</strong> 12 <strong>CON</strong> 13 (+1) <strong>INT</strong> 9 <strong>WIS</strong> 16 (+2) <strong>CHA</strong> 8 (-1)</p> <p style="margin-left: 100px"><strong>Max. hp: </strong> 19 <strong>Current hp: </strong> 19</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px">Alignment: Neutral: Eliminate an unnatural menace.</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px">Gear: (Load 3/7) – Base Dmg: d6</p> <p style="margin-left: 100px">Token of the Mire: the Copper Coil, age-blackened armband in shape of snake</p> <p style="margin-left: 100px">Hide armor (1 armor, 1 wt.)</p> <p style="margin-left: 100px">Staff (close, two-handed, 1 wt.)</p> <p style="margin-left: 100px">Poultices and herbs (2 uses, 1 wt.)</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px">[sblock=Druid Moves]</p> <p style="margin-left: 100px"><strong>Elf:</strong> In addition to any other attunements, the Great Forest is always considered your land.</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px"><strong>Born of the Soil:</strong> Attuned to the Stinking Mire—when shapeshifting you may take the shape of any animal who might live in your land. Your tell (a crown of ivy) remains no matter what shape you take.</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px"><strong>By Nature Sustained:</strong> You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px"><strong>Spirit Tongue:</strong> The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied. </p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px"><strong>Shapeshifter:</strong> When you call upon the spirits to change your shape, roll+WIS.</p> <p style="margin-left: 100px">10+ hold 3</p> <p style="margin-left: 100px">7-9 hold 2</p> <p style="margin-left: 100px">On a miss hold 1 in addition to whatever the GM says.</p> <p style="margin-left: 100px">You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you are out of hold you return to your natural form. At any time, you may spend all your hold and revert to your natural form.</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px"><strong>Studied Essence:</strong> When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.</p> <p style="margin-left: 100px">[/sblock]</p> <p style="margin-left: 100px">[sblock=Bonds and Background]</p> <p style="margin-left: 100px"><strong><u>***</u></strong> smells more like prey than a hunter.</p> <p style="margin-left: 100px">The spirits spoke to me of a great danger that follows <strong><u>Slice</u></strong>.</p> <p style="margin-left: 100px">I have showed <strong><u>Needles</u></strong> a secret rite of the land.</p> <p style="margin-left: 100px"><strong><u>***</u></strong> has tasted my blood and I theirs. We are bound by it.</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px">After a year and a day of service the <strong><u>Witching Troll</u></strong> will reveal a secret of the fae's primordial essence.</p> <p style="margin-left: 100px"></p> <p style="margin-left: 100px">Khirynnax was an outsider, too fey for the humans, too unseelie for the elves. He didn’t care because he sensed a deeper essence, pure and powerful, that he needed to understand. When a halfling told him there was one who could put him on the path that might lead to his understanding Khirynnax didn’t hesitate. He made his way to the Witching Troll and readily accepted the bargain of service that the troll required as payment.</p> <p style="margin-left: 100px">[/sblock]</p><p>[/section][/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="GlassEye, post: 6357988, member: 40413"] [b]Trickle & Khirynnax[/b] Trickle enjoys the ale and casual atmosphere of the yard of the Bleeding Heart tavern. He mingles around the clusters of villagers but gravitates to Three-Fingered Jake and the Mortimer Brothers. Any rumor of treasure catches his attention and so he mentally marks Brockendale Castle as an Important Place and one to be visited sooner rather than later. As for Gord and Beej, they seem to be young fellows of similar mindset and he'll make up grisly stories (with a touch of truth based on his recent experiences) of what lurks in the wood but assure them that Poke is probably off somewhere having a drink and a laugh at their expense. A woman catches his eye. Something about her plucks at his danger sense and his eyes narrow (and go all the shiftier, if that is possible) as he tries to figure out the mystery. He saunters over and gives his best, rakish grin. [b]"Good evening, missus. Nice night, don't you think? My friends call me Trickle. Well, everyone does. How 'bout a drink?"[/b] Khirynnax generally stays around the edge of the crowd. His experience is that he makes men uncomfortable and wary. However, when Brand Torak mentions the wolf Khirynnax feels compeled to mention the large wolf that the group saw as they traveled through the forest. Otherwise, Khirynnax is drawn to Ugg, both for his unusual nature and the story that he has to tell. Khirynnax tries to pick the fact from the fiction in the tale and figure out what this 'green lady' might be. He suspects a fey creature of some sort. [sblock=OOC/Actions] Trickle: Spout Lore about the forest. [roll0][url=http://invisiblecastle.com/roller/view/4603836/]Spout Lore (2d6+1=6)[/url] Trickle: Discern Realities about Freya Aeval. [roll1][url=http://invisiblecastle.com/roller/view/4603837/]Discern Realities (2d6+1=8)[/url] Note: Maybe I'm overlooking it, but I don't see mention of a Freya Aeval other than in the OOC note to HK&T. Khirynnax: Discern Realities about the 'green lady' in Ugg's tale. [roll2][url=http://invisiblecastle.com/roller/view/4603838/]Discern Realities (2d6+2=11)[/url] Re: Questions. Short answer: Otherworldly woodsman. How are mundane elves seen by mundanes? I think that would affect my answer. Without knowing that for sure I would have to say that Khirynnax is a creature of the border between the fey elves and the elves of the mundane world and as such doesn't fit in either place. For the fey, his obsession and brooding over the mysteries is a bit too unseelie for them. For the mundane, his exposure to the fey/mysteries makes him seem a bit touched and is reflected in his wild eyes. So whether he is seen as elf or woodsman by the mundanes (and I think it would be interesting that while some see him as elf,some don't), the overriding feeling is one of discomfort. Like elves, there are a lot of different perceptions of druids. I've been operating on the idea that Khirynnax's version of druidism is more seeker after the mysteries of nature and the universe and therefore uncommon. Other forms of druidism (guardians of nature/nature priests/spiritual advisors) would probably be a little more common.[/sblock] [sblock=Khirynnax & Trickle][sblock=Trickle][section][align=left]http://imageshack.com/a/img843/2397/959t.png[/align][indent=5][b][color=orange]Trickle[/color][/b] Human Thief (level 1; 0 xp) Shifty Eyes, Cropped Hair, Fancy Clothes, Lithe Body [b]STR[/b] 9 [b]DEX[/b] 16 (+2) [b]CON[/b] 12 [b]INT[/b] 15 (+1) [b]WIS[/b] 13 (+1) [b]CHA[/b] 8 (-1) [b]Max. hp: [/b] 18 [b]Current hp: [/b] 18 Alignment: Neutral: Avoid detection or infiltrate a location. Gear: (Load 6/9) – Base Dmg: d8 Dagger (hand, 1 wt.) and Short sword (close, 1 wt.) Ragged bow (near, 2 wt.) and bundle of arrows (3 ammo, 1 wt.) Adventuring gear (1 wt.) Bloodweed poison (touch, 3 uses): target deals -1d4 damage ongoing until cured [sblock=Thief Moves][b]Human:[/b] When you spout lore or discern realities about criminal activities take +1 [b]Trap Expert:[/b] When you spend a moment to survey a dangerous area, roll+Dex (2d6+2) 10+: hold 3 7-9: hold 1 Spend hold as you walk through area to ask questions:[list] [*]Is there a trap here and if so, what activates it? [*]What does the trap do when activated? [*]What else is hidden here?[/list] [b]Tricks of the Trade:[/b] When you pick locks or disable traps, roll+Dex 10+: you do it, no problem 7-9: you do it, but GM offers two options between suspicion, danger, or cost. [b]Backstab:[/b] When you attack a surprised or defenseless enemy with a melee weapon, you can choose to roll your damage or roll+Dex 10+: choose two 7-9: choose one[list] [*]You don’t get into melee with them [*]You deal your damage +1d6 [*]You create an advantage, +1 forward to you or an ally acting on it [*]Reduce their armor by 1 until they repair it[/list] [b]Flexible Morals:[/b] When someone tries to detect your alignment you can tell them any alignment you like [b]Poisoner:[/b] Bloodweed (touch) is no longer dangerous for you to use. When you have time to gather materials and a safe place to brew you can make three uses of Bloodweed for free. [/sblock][sblock=Bonds and Backgrounds] I stole something from [b][u]Needles[/u][/b]. [b][u]Slice[/u][/b][u][/u] has my back when something goes wrong. [b][u]***[/u][/b][u][/u] knows incriminating details about me. After a year and a day of service the [b][u]Witching Troll[/u][/b] will teach Trickle the secret of Witch's Tears. In the course of his work Trickle came across a poisoner’s tome (no longer in his possession) that described a potent poison called Witch’s Tears. The poisoner learned the formula for the poison (frustratingly [b]not[/b] written down in the book) from a powerful unseelie sorcerer, a troll… [/sblock][/indent][/section][/sblock][sblock=Khirynnax][section][align=left]http://imageshack.com/a/img834/7569/soc0.png[/align][indent=5][color=green]Khirynnax Skinchanger, AKA Khir[/color] Elven Druid (level 1; 0 xp) Wild Eyes, Messy Hair, Practical Leathers [b]STR[/b] 15 (+1) [b]DEX[/b] 12 [b]CON[/b] 13 (+1) [b]INT[/b] 9 [b]WIS[/b] 16 (+2) [b]CHA[/b] 8 (-1) [b]Max. hp: [/b] 19 [b]Current hp: [/b] 19 Alignment: Neutral: Eliminate an unnatural menace. Gear: (Load 3/7) – Base Dmg: d6 Token of the Mire: the Copper Coil, age-blackened armband in shape of snake Hide armor (1 armor, 1 wt.) Staff (close, two-handed, 1 wt.) Poultices and herbs (2 uses, 1 wt.) [sblock=Druid Moves] [b]Elf:[/b] In addition to any other attunements, the Great Forest is always considered your land. [b]Born of the Soil:[/b] Attuned to the Stinking Mire—when shapeshifting you may take the shape of any animal who might live in your land. Your tell (a crown of ivy) remains no matter what shape you take. [b]By Nature Sustained:[/b] You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it. [b]Spirit Tongue:[/b] The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied. [b]Shapeshifter:[/b] When you call upon the spirits to change your shape, roll+WIS. 10+ hold 3 7-9 hold 2 On a miss hold 1 in addition to whatever the GM says. You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you are out of hold you return to your natural form. At any time, you may spend all your hold and revert to your natural form. [b]Studied Essence:[/b] When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting. [/sblock] [sblock=Bonds and Background] [b][u]***[/u][/b] smells more like prey than a hunter. The spirits spoke to me of a great danger that follows [b][u]Slice[/u][/b][u][/u]. I have showed [b][u]Needles[/u][/b][u][/u] a secret rite of the land. [b][u]***[/u][/b][u][/u] has tasted my blood and I theirs. We are bound by it. After a year and a day of service the [b][u]Witching Troll[/u][/b] will reveal a secret of the fae's primordial essence. Khirynnax was an outsider, too fey for the humans, too unseelie for the elves. He didn’t care because he sensed a deeper essence, pure and powerful, that he needed to understand. When a halfling told him there was one who could put him on the path that might lead to his understanding Khirynnax didn’t hesitate. He made his way to the Witching Troll and readily accepted the bargain of service that the troll required as payment. [/sblock][/indent][/section][/sblock][/sblock] [/QUOTE]
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