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Expedition to Castle Ravenloft - OOC and Char Sheet thread


Corvinus

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Greetings everyone! Welcome to EtCR mark 2.

House rules:
1. Currency. Gold is rare, too rare to be used as a standard currency. Instead, the coins of the land are silver, bronze and copper. Any references to gold in the rules book becomes silver, any references to silver in the rules book becomes bronze.

2. The Slow Healing varient rule from the DMG. You no longer automatically recover HP from a long rest, and instead must spend hitdie to do that. You may consume a use of a medical kit to reroll one of the hit die.

3. Uncivilized. You may have a character start without the ability to read or write. If so, gain proficiency with survival, animal handling or nature.

Character creation:
Roll six sets of "4d6 dropping the lowest", assign freely. Starting level 6. In addition to your starting wealth (either roll based on your class, or combine the equipment of your class and background), you gain 500 silver pieces (see first house rule) and then an additional 1d10 x 25 silver pieces. This silver may be spent on magical items to reflect your adventuring career so far, but once the game begins magic items will rarely be available in shops however much silver you have.

Magic items are costed as following:
Common magical item: 100 silver
Uncommmon, minor item: 200 silver
Uncommon, major item: 400 silver

These purchases options are for backstory only and will not be available in game. You will however find some magical loot.

I'm fine with all player races lewdness-wise, barring maybe the warforged from Eberron.
 

Pervy

Dances with Girl-Cocks
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Name: Lord Andur Estevan The Great; Saviour of Greenvale, Demonbane, The Shadowhunter
Class(es): Barbarian 5(Ancestral Guardian), Wizard (Diviner) 2
Race: Human
Alignment: CG
Description: Pretty much as the picture. Calm, confident, trustworthy seeming paladin
Fetishes: I like kinky mind-control and losing control most, lewd monster molestations, futa, etc..I mean well done cute females work too. I like degrading touch, but in a nice way. Oh, and if you prefer gurls, dun mind having him turned into a her. Pretty much open to most things not listed here too, just do an ask on your favourites! ^^
Backround: Folk Hero
Backstory:
Publically known:
Lord Andur Estevan is a legendary hero, once a simple farmer he picked up arms and defeated a mighty necromancer threatening his home. From thereon, his fame only grew, and it wasn't short before his very name send bandits and vagrants running. He isn't quite the king of his own country, but he occupies the highest rank his lowly birth allows him. And, if the princess was slightly.. well, alright, a lot more .. if the princess could stop shattering mirrors with her apperance, he'd likely be prince-in waiting of his own country. He seems content being a passive protector of his lands but the people's insistance and pleas guide him to take up many a duty beyond.

No evil can stand before Lord Estevan, that is the true conviction of those of his home-town and the surrounding areas, to such a degree that he's been blessed by mighty ancestral spirits defenses. He often appears to be moody and and tries to discourage people's respect of him, claiming he is just a lowly and quite lucky mortal.. of course, a hallmark of a true, humble hero.

Andur Brownstone has both the worst and the best luck he could have ever imagined. He was just running away from a wicked necromancer and his creatures (and failing), when the guy groaned in pain, gripped his chest and then was wracked with dark magic and collapsed, together with most of his risen army.
Andur wasn't sure what had happened, knew nothing of black magic or what to make of this,.. so he decided to poke the corpse with a pitchfork to make sure he was dead, when some of the fearful militia approached and mistakenly, began praising him as a hero, the man that had slain the mighty necromancer and a whole undead army.
Sure, he could fight, ...somewhat... but he certainly was not some sort of hero or champion like everyone seemed to think... and the more he tried to tell people the more they just believed him humble.

Still, it didn't take long for him to be called to the kings palace.. only to have his little caravan attacked by bandits.. he barely held his own, cutting down one before being disarmed and, if not for the sacrifice of all of his guards, he'd have died too.. but as the last of his guards died driving off the heavily armed bandits, he stood alone, ready to admit his shame....
None would listen to his explanation. People just assumed that only he had been able to defeat this mighty group of bandits, were a whole squad of elite guard had failed.

This kind of coincidence continued, one situation leading to another, to build his ill-earned reptutation more and more. Admittedly, Andur was no fool, trying his best to learn both martial and magical skill, not because he wanted to be a hero, but becaue now -everyone- wanted a piece of him. And, for some reason, people kept asking his advice as well, skilled weaponmasters asking -him- to give them suggestions! He had no idea what to do about this.. but he did pick up a few things over time.
Once, an upstart kingsguard challenged him, displeased with him now technically being outranked through Estevan's knighing, so he challenged the man to a duell..
He long considered just withdrawing.. feignig illness.. but when he saw the hopeful look in some children's eyes in his audience, what could he have done but try his best? He knew he'd fail. He drew his sword against the masterful duelist and hoped for the best - a swift defeat with little injury- but instead, the skilled man suddenly surrendered, claiming he could not read Estevan's masterfully bladework He had never seen someone that powerful have so many openings, which could only mean feints about feints and that any strike against the lord would mean his indubitable Defeat. And thus, Lord Andur's legend only grew...

Of course, not everyone fell for Sir Estevan's, as he was known by then, deception. A wizened old mage finally approached him, knowing of the truth.. but Andur's relief at finally having an 'out' from his unwanted (and dangerous) role of hero was sorely disappointed. The mage gifted him with a set of gloves that would give him the strength of a true hero.. and warned him to do his best from now on. There were toads involved in the mages warnings, although, later on, Aldur suspected this had been a joke.. he would not test that however.

Personality:
Lord Andur Estevan, the Hero, is a light of hope in dark times. Even greater monsters fear his name and if not for his strength, he is known for his honesty and sense of loyalty.
While it is true he is loyal and not a weakling, he is certainly NOT honest. Andur Estevan is painfully aware of his string of luck getting him to where he is at and his own shortcomings where men and creatures that could likely take him down easily fear not the man, but the reputation.
He is also aware that if he reveals he is not the hero everyone thinks him to be, that would cause strife and panic, ending up causing far more harm than keeping up his pretentious act. Alright, admittedly the willing females interested in him due to his noble standing do not -hurt- the matter.

Still, being treated as a hero and protector by everyone had a strange effect on the lowly farmer that once ran away from a mighty necromancer. Despite himself, he is slowly becoming the hero he pretends to be.

He isn't overly fond of being a hero, and quite afraid of a lot of things, even if he doesn's show such, but.. what little choice does he have? He gives people hope. So he has to be strong and unbeatable.. for them. And as much as he loathes risking his life against impossible odds, that is what he has to do.

Ability Scores(+Modifiers)
Str 19 +4 (With Gaunlets of ogre power, 12 without)
Dex 16 +3
Con 20 +5
Int 13 +1
Wis 9 -1
Cha 9 -1

HP: 71 (2d6+4d12 +30) Armor Class: 18 (20 with shield) Initiative Bonus: +3 Speed: 30 ft
Strong Saves: Strength, Constitution
Skill proficiencies:Animal Handling, Survival, Nature, Athletics, Deception
Feats: Lucky
Tool proficiencies: Vehicles (land)
Languages: Common and Dwarvish

Class Stuff: Spellcasting, Arcane Recovery, Arcane Tradition, Divination Savant, Portent, Rage 3/d, Unarmored Defense, Reckless Attack, Danger Sense, Primal Path (Ancestal Guardian), Ancestral Protectors, Attribute increase (+2 constitution), Extra Attack, Fast Movement

Equipment and items: (725 sp +10 from backround:)
Belt pouch containing 5 silver, a dagger, an
A set of artisan’s tools(Weaver), a shovel, an iron pot a set of common clothes, mess kit, tinderbox, 9 torches, rations for 9 days, 40 ft of hempen rope, Waterskin
Greatsword
Shield (-10 sp)
Longsword (-15 sp)
Healer's kit (-5 sp)
Clockwork Amulet (-100 sp)
Alchemy Jug (-200 sp)
Gauntlets of Ogre-power (-400 sp)
-found-
Mace, Silvered Greatsword, 2 Healing potions.

(Note: Presumed 4 Javelins, and 10 ft of hempen rope used up in prior adventures. Because!)

Attacks
+7 Greatsword, 2d6 +4

Spellcasting Spellcasting modifier: 11
Cantrips:
Prestidigitation, Message, Fire bolt

Grade 1: Known: Alarm, Detect magic, Identify, Expedious Retreat, Find Familiar, Tenser's floating disk, Silent image, Grease
Usually prepared:
Silent Image, Grease, Expeditious retreat

Familiar:
 
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Aenon

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Mirian Evenwood

Description:
Her eyes are green, with subtle golden streaks. Depending on the situation, she is either dressed with her very provocative dress of excellent quality, or if she has to keep a low profile she wears a loose black hooded robe over her dress. Otherwise as in the picture.

Biography: Mirian (or Miri) was left in the steps of a temple dedicated to Sune. She never learned who her real parents were. She was raised to become a priestess, but while she was goodhearted, she never bothered to memorize even the simplest of prayers. In her dreams, a heavenly voice told her in a language that she knew from birth that her path wasn't that of a temple priestess. She knew that she could trust that voice. Guided by the voice, when she reached adulthood and was asked if she would join the temple, she rejected, surprising everyone.

She left the temple guided by Seraphina, the voice in her heard and celestial guide. She travelled the lands joining adventuring groups when she had to to fight evil, and leaving them when she had to stay behind to help the locals to recover from their ordeals.

Personality: Mirian is a champion of goodness. She loves watching happiness in others, and she will try her best to please everyone...sometimes even those who don't deserve it. She is aware of her weakness, but she doesn't really consider it a bad thing. Mirian is generally very brave, not because of her bloodline but as a product of continuously conquering her fears. She knows how to read people - a skill she has picked up from interacting with commoners. She is also very patient and tolerating - which is not always a good thing. The reason that she is dressing up, is because she has noticed that people seem to like her more when she is dressed like that, and she likes the attention. Having grown up in a temple of Sune, she isn't very shy and can laugh off lewd comments from the local village idiot. However she is generally pure, with her actual sex experience being limited to kissing. It isn't that she isn't intrigued by romance, but her continuous crusade for good leaves her little time for that.

Class/Level: Sorcerer 6 (Divine Soul)
Race: Protector Aasimar
Background: Custom (Acolyte)
Alignment: Chaotic Good

Attributes
Str
: 12 ; Dex: 16; Con: 16; Int: 14; Wis: 16; Cha: 18

Stats
Armor Class
: 13 (16 with mage armor)
Initiative: +3
Speed: 30'
Passive Perception: 16
Hit Point Maximum: 45
Hit Dice: 7d6+21
Proficiency Bonus: +3

Saves
Str
: +1; Dex: +3; Con: +6; Int: +2; Wis: +3; Cha: +7

Proficiencies: Insight +6, Medicine +6, Perception +6, Persuasion +10
Tool Proficiencies: Cook’s utensils, Herbalism kit

Equipment Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows

Languages: Common, Celestial

Features & Traits:

Feats
You master the arts of diplomacy, gaining the following benefits:
  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
  • If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature's Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
Aasimar
Darkvision 60ft.
Resistance to radiant and necrotic damage
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action.

During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.
Sorcerer (Divine Soul):
Sorcery Points: 7

Metamagic: Empower, Quicken

Starting at 1st level, divine power guards your destiny.

If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.
Empowered Healing
Equipment: 735 silver
Driftglobe
While lit, this burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. creatures and are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Curse: While the Lantern is lit, the clothes of the one who is holding it become invisible for everyone else.
Requires Attunement: This silver ring radiates warmth, but also smell faintly of sweat and more. When someone wearing it restores HP to another target with a spell, they heal extra HP equal to 2 + the spell's level.

Curse: In addition, after the first time it is used, the ring leaves the wearer's finger and becomes a clit piercing Every time the ability of the ring is used, the ring starts vibrating - the user must then make a constitution save DC: 10 or cum. Cumming gives disadvantage to ability checks and attack rolls for a round. The piercing and its curse can't be removed even by a wish - however attunement can be broken, taking away the effect of the extra healing.
Antitoxin 50sp
Arcane Focus (Crystal) 10sp
Backpack 2sp
Pouch 5bp
Bedroll 1sp
Blanket 5bp
Waterskin 2bp
8 Rations 4sp
2 Healers Kit 10sp
Herbalism Kit 5sp
Cooks utensils 1sp
Clothes, fine 15sp
Robes 1sp
Soap 2cp
Mirror, Steel 5sp

Currency: 29 Silver, 7 Bronze, 8 Copper

Spells Spell Attack +7 / Save DC 15

Slots: 1st Level: 4/4; 2nd Lvl: 3/3; 3rd Lvl: 3/3

Spells Known:

Cantrips:
  • Light
  • Prestidigitation
  • Chill Touch
  • Firebolt
  • Mending
  • Mold Earth
1st lvl:
  • Cure Wounds
  • Bless
  • Mage Armor
  • Guiding Bolt
2nd lvl:
  • Zone of Truth
  • Scorching Ray
3rd lvl:
  • Fireball
  • Spirit Guardians
4th lvl:
  • Banishment

Code:
[IMG align="left" width="231px"]https://ulmf.org/attachments/aasimarportrait-jpg.21253/[/IMG][URL='https://ulmf.org/threads/expedition-to-castle-ravenloft-ooc-and-char-sheet-thread.13010/#post-1042546'][B]Miri Evenwood, the Helping Hand[/B][/URL]
[B]HP: [/B]45/45[B], AC [/B]16 (Mage Armor),[B] Passive Perception:[/B] 16
[B]SP:[/B] 7/7 [B]Spells:[/B] 1st Lvl: 2/4; 2nd Lvl: 3/3; 3rd Lvl: 3/3; 4th Lvl: 1/1
[B]Active Effects:[/B] Bless, Mage Armor
______________________________________________________________________________________________________________
 
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Kathyan

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Ludovika Janika

Description:
Ludovika dresses in quite a peculiar way for the standards in Barovia, fancy and colorful clothes that are both skintight and baggy at the same time as they present multiple layers her rather common clothes allow her both to be confortable in her performances while also to hide any kind of stuff in the numerous folds and ruffles of her outfit. Her style does not draw as much attention to outsiders but even then she will rarely allow anyone to see her wearing the very same outfit more than once although they are in fact the same clothes.

Biography: So many people just think all Vistani are nothing but petty thieves, and while not always truth they'd be right about Ludovika. Not so much think they are evil doers and that they be better of dead but some do and that was the reason why Janika does not have a family of her own. Her caravan was attacked by a group of infuriated peasants that had their children missing to some wolves, or were they werewolves?, who didn't care to find the real responsables and only discharged their fury against her family leaving her as the only survivor. She was raised by another tribe and while she never held a grudge against barovian humans she never like them much either and was always suspicious about them although she did enjoy to have fun at their expense.

When she grew up she began brooding the idea that it could be that the lord of these lands was the one responsible about the fear of the humans and the reason behind their behavior so she began investigating about it. Ludovika couldn't stop thinking how he would control the wolves and frame her tribe for so many years ago to do his bidding. But to find out more she would need some help and the locals were too afraid of everything while no other fellow vistani would help her either so she would had to look for help somewhere else and get the help of some outsiders.

Personality:
Ludovika doubts mostly of everyone in Barovia and thinks everyone is hiding something and would be better trusting in some complete strangers as long as they are foreigners. She also wants to have a family but would rather settle down with a foreigner as well than with one of her own, not that this stops her from having some fun around with just about anyone but she often leaves the mist realm in the look for interesting people.

To make a living she mostly turns to lying and stealing as well as performing but she also takes some joy at controlling and scaring people around, it is to find out more clues about her own past she would say if asked but she clearly enjoys it more than she should.

Class/Level: Bard 6 (School of Whispers)
Race: Vistani
Background: Urchin
Alignment: Chaotic Neutral

Attributes
Str
: 5 ; Dex: 18; Con: 15; Int: 14; Wis: 10; Cha: 20

Stats
Armor Class
: 15
Initiative: +4
Speed: 30'
Passive Perception: 13
Hit Point Maximum: 45
Hit Dice: 1d8
Proficiency Bonus: +3

Saves
Str
: -3 ; Dex: +7; Con: +2; Int: +2; Wis: +0; Cha: +8

Proficiencies: Deception, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
Acrobatics (Dex): +5 Animal Handling (Wis): +1 Arcana (Int): +3 Athletics (Str): -2 Deception (Cha): +11* History (Int): +3 Insight (Wis): +1 Intimidation (Cha): +6 Investigation (Int): +5* Medicine (Wis): +1 Nature (Int): +1 Perception (Wis): +3 Performance (Cha): +6* Persuasion (Cha): +8 Religion (Int): +1 Sleight of Hand (Dex): +10 Stealth (Dex): +7 Survival (Wis): +1

Equipment Proficiencies: Light Armor, Simple Weapons, Hand Crossbows, Long Swords, Rapiers, Short Swords, Flute, Lute, Lyre, Disguise Kit, Thieves' Tools

Languages: Common, Vistani and Barovian.

Features & Traits:
Feats
-Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.


Background: Urchin
-You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.


Vistani
- Vistani Skill: You gain proficiency in one of the following skills of your choice: Deception, Insight, Perception, Performance, Sleight of Hand, or Stealth.
- Mist Traveling: you are capable of moving through the Ravenloft mists (cross realms and such) but you cannot take non-vistani with you unless you are in possession of vistani carriage.
1st: Evil Eye (Animal Friendship)
3th: Evil Eye (Charm Person)
5th: Evil Eye (Hold Person)

Evil Eye DC 16 wis save (Recharges after a Short or Long Rest): Vistani targets one creature that she can see within 10 feet of her. The evil eyes duplicates the effect of one of the following spells: animal friendship, charm person, or hold person. None of the spells effects require somatic or material components. If the target succeeds on the initial saving throw, vistani is blinded until the end of her next turn. DC is 8 + your proficiency modifier + your charisma modifier. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.
DC 16 Wis save
Curse (Recharges after a Long Rest): You can use an action to utter a curse to a creature within 30 feet of you that you can see. The curse must be a repayment for an injustice or slight, and should not be invoked without dire cause. The target must succeed on a Wisdom saving throw to avoid the curse. The curse lasts until ended with a remove curse spell, a greater restoration spell, or similar magic. It doesn't end when the target dies. When the curse ends, you suffer a harmful psychic backlash based on the severity of the curse. DC is 8 + your proficiency modifier + your charisma modifier.

You can choose how the curse manifests from the following options:
You can cause the target's appearance to change in a small, purely cosmetic way. When this curse ends, you take 1d6 psychic damage.
Beginning when you reach the 6th level, you can cause the target to have disadvantage on ability checks and saving throws tied to one ability score of your choice. When the curse ends, you take 3d6 psychic damage.
Beginning when you reach the 16th level, you can cause the target to be blinded or deafened. When the curse ends, you take 5d6 psychic damage.

Bard (School of Whispers):
- Spellcasting, Ritual Casting
- Bardic Inspiration: (d8) 5/short rest
- Jack of all Trades: +1 to ability checks in which you have no proficiency
- Song of Rest (1d6)
- Expertise (Deception, Sleight of Hand)
- Psychic Blades: spend a Bardic Inspiration to deal extra psychic damage (3d6) with a weapon attack.
- Words of Terror: if you speak to a humanoid alone for at least a minute, you can attempt to instill paranoia on its mind. Wis save or be frightened of you or a creature of your choice for 1 hour, until it is attacked or damaged or until it witnesses its allies being attacked or damaged.
- Mantle of Whispers: 1/short rest. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it(as an action) or you finish a long rest. When you use it you it transforms into a disguise on you that lasts for an hour, while on disguise you know all the information the subject would share with a casual acquaintance including personal background but not secrets. Another can see through this disguise succeeding on a insight check contested by your deception check, you get +5 to this check.

Attacks:
Unarmed: +1 to hit; 0 Damage
Short Sword: +7 to hit; 1d6+4 Piercing Damage
Dagger: +7 to hit; 1d4+4 Piercing Damage

Equipment:
Hat of Disguise, Eyes of Minute Seeing, Short Sword, Flute, Leather Armor, Dagger, Thieves' Tools, Forgery Kit, Disguise Kit, Common Clothes, Belt Pouch
Custom Pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, a hooded lamp, 6 flasks of oil, a (fake) tarokka deck and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Currency: 0 Silver, 0 Bronze, 0 Copper

Spells Save DC 16
Slots: 1st Level: 4/4; 2nd Lvl: 3/3; 3rd Lvl: 3/3

Spells Known: Friends, Minor Illusion, Vicious Mockery
Spells Known: Dissonant Whispers, Healing Word, Silent Image, Thunderwave / Heat Metal, Phantasmal Force, Suggestion / Hypnotic Pattern, Speak with Dead
 

Devastator325

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Name: Ela'nyya Aefnee'al, Known as 'Silver Arrow' by those in the criminal underground that look up to her and usually 'White-Haired Elf Bitch' by those that do not
Class): Rogue 7 (Assassin)
Race: Elf (Wood)
Alignment: CG
Description: Wood Elven female with a lithe build, her bust being a perky set of B-cup breasts and her legs being long and slim. Her silvery-white hair is usually done up up in a high ponytail, though she does put it in a bun when she has to pull a hood over her head. She has a cute button nose situated between her sapphire colored eyes. Her clothes look like those above but in darker shades of browns and blacks to help her hide in the shadows and foliage, along with a set of enchanted bracers on her forearms.
Fetishes: Mind Control, Corruption, Futa, Monsters/Tentacles, Transformation, Monstergirls, Drugging, Addiction, Yuri, Handholding, any others just ask.
Background: Criminal
Backstory:
Publicly known: Ela became known in the criminal underground at first as a bit of an oddity, an assassin who only took hits on those she saw as corrupt or criminal themselves, and many believed she would find herself an early grave soon enough. Against expectations Ela did not die quickly, successfully carrying out hit after hit and becoming notorious in the criminal network on the one you hired if you wanted another criminal dead. She is most known for being the one that killed the head of the 'Varntors', a slave trading ring in Port Tejup named after the halfling family who started it. the subsequent infighting for control of the ring ultimately led to it being discovered and shut down. A few had sought to double cross her but the rest were soon dissuaded when she killed the hitmen that had been sent after her, and the fact she accepted legal 'assassinations' in the form of dead or alive bounty hunting. She has often traveled as and adventurer between jobs, honing her combat skills further to more efficiently take down her targets.

Ela'nyya Aefnee'al was born into a well off family of Wood Elven Artisans, having a relatively peaceful childhood, though her lacking social skills left her lonely. She has spent most of her formative years training and exploring various professions before realizing her aptitude for the roguish talents, and setting out to explore the world at the (relatively) young age of 107. During her early travels she saw much of the seedy underbelly of the world, and became disgusted by it, but due to her aptitude for less than savory talents she decided to make a difference from within the criminal world.

She kept herself alive with small jobs and quests posted on job boards until she came into contact with a well connected female Tiefling named Griwala that shared most of her views. While they argued occasionally on ways to achieve their goals or reasons why, their relationship was a blessing to Ela. Griwala would direct Ela to jobs and hits that fit her ideals, giving her purpose and structure to her career where there had previously been none, and this continued as the new normal for Ela for years. Things have only slightly changed since then, Griwala contacts Ela with jobs or meeting places to set up a job, and between these Ela adventures. Her lifestyle of leaving to do jobs hasn't let her social skill develop, and hasn't let her get into a consistent party as of yet, though she has worked with a select few individuals multiple times.

Personality: Ela has always been shy and very slow to open up to her peers, preferring to keep quiet and sit back while others do the talking. She has a severe lack of social skills which can cause her to commit social faux pas without even realizing it. She is very set in her ideals of rooting out criminals by force, even though they seem hypocritical, and she also loves helping people when she gets the chance. Interacting with the types of people usually found in her line of work has only made her personality take a turn for the worse, and her shy tendencies have turned to reactions of anger or even threats of violence, even though deep down she is a kind-hearted individual. Despite her reactions of anger she is easily embarrassed, being a virgin and completely inexperienced in romance she is quick to blush. Despite these lacking social traits she is fiercely loyal, and will defend anyone she views as an innocent or a friend with force if necessary.


Ability Scores(+Modifiers)
Str 12 +1
Dex 18 +4
Con 12 +1
Int 12 +1
Wis 8 -1
Cha 11 +0

HP: 39 (6d8+6) Armor Class: 16 Initiative Bonus: +4 Speed: 35 ft
Strong Saves: Dexterity, Intelligence
Skill proficiencies: Stealth (Expertise), Acrobatics (Expertise), Deception, Sleight of Hand, Investigation, Perception (Expertise)
Feats: Criminal Conduct, Mask of the Wild
Tool proficiencies: Thieves' Tools (Expertise) Disguise Kit, Poisoner's kit
Languages: Common and Elvish

Class Stuff: Sneak Attack (4d6), Thieves' Cant, Cunning Action, Assassinate, attribute increase (+2 Dex), Uncanny Dodge, Evasion

Equipment and items: (0 sp)
Cursed Bracers of Archery (-2 wis)
+1 Longbow
Studded Leather
Dungeoneer's Pack (Includes a backpack, a crowbar,
a hammer, 10 pitons, 10 torches, a tinderbox, 9 days
of rations, and a waterskin. 50ft rope on the side)
Dagger
Quiver
Arrow x35
Clothes, Common
Tent
Bedroll
Thieves' tools

Attacks
+1 Longbow (+8 to hit 1d8+7 dmg)
Dagger (+7 to hit 1d4+4 dmg)
 
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Corvinus

Corvinus

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Posted a reworked version of the origional start, condensing several posts into one, tweaking the opening paragraph to be more applicable to the land as a whole and taking into account changes to the party. Here's the letters in case you want to check them (or for Devastator since this is their first time seeing it):

Hail to thee of loyalty and heart my Andur Estevan, low born with nerves of golden steel, and blade skill to match,

I, a lowly servant of the township of Barovia, send honour to thee. We plead for thy so desperately needed assistance within our community.

The love of my life, Ireena Kolyana, has been afflicted by an evil so deadly that even the good people of our town cannot protect her. She languishes from her wound and I would have her saved from this menace. But I fear the only cure lies within the dreaded walls of the castle, were none may enter without risking their lives.

There is much wealth in this community. I offer all that might be had to thee and they fellows if thou shalt but answer my desperate plea.

Her time is surely soon at hand! On the eve of the 14th night before hibernal solstice, a coach shall meet thee on the Road at the Tavern where the deliverywoman rests. Come quickly! All that I have shall be thine!


Kolyan Indirovich
Burgomaster of Barovia

Hail to thee of fire and revelation my Mirian Evenwood of Sune, your god speaks through you,

I, a lowly servant of the township of Barovia, send honour to thee. We plead for thy so desperately needed assistance within our community.

The love of my life, Ireena Kolyana, has been afflicted by an evil so deadly that even the good people of our town cannot protect her. She languishes from her wound and I would have her saved from this menace. But I fear the only cure lies within the dreaded walls of the castle, were none may enter without risking their lives.

There is much wealth in this community. I offer all that might be had to thee and they fellows if thou shalt but answer my desperate plea.

Her time is surely soon at hand! On the eve of the 14th night before hibernal solstice, a coach shall meet thee on the Road at the Tavern where the deliverywoman rests. Come quickly! All that I have shall be thine!


Kolyan Indirovich
Burgomaster of Barovia

Hail to thee of guile and shadow my enigmatic killer, known only as Silver Arrow,

I, a lowly servant of the township of Barovia, send honour to thee. We plead for thy so desperately needed assistance within our community.

The love of my life, Ireena Kolyana, has been afflicted by an evil so deadly that even the good people of our town cannot protect her. She languishes from her wound and I would have her saved from this menace. But I fear the only cure lies within the dreaded walls of the castle, were none may enter without risking their lives.

There is much wealth in this community. I offer all that might be had to thee and they fellows if thou shalt but answer my desperate plea.

Her time is surely soon at hand! On the eve of the 14th night before hibernal solstice, a coach shall meet thee on the Road at the Tavern where the deliverywoman rests. Come quickly! All that I have shall be thine!


Kolyan Indirovich
Burgomaster of Barovia

And here the map of the village, which Ludovika would be able to convey to the rest of the party in as many words


E1 is Bildrath's Mercantile, the village's tradeshop, run by Bildrath. He trades with the Vistani, who gouge him as he cannot turn to others merchants for supplies, and he in turn milks the villagers for all the silver they have.

E2 is Blood on the Vine, the village's tavern, run by Arik, a tough, fair man who allows the Vistani in his establishment, requiering that any feuds be left at the door.

E3 is the house of Mad Mary, grief stricken since her only daughter ran away 6 months ago.

E4 is the burgomaster's house.

E5 is the church.
 

Pervy

Dances with Girl-Cocks
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We arrive from the Southwest, ye?
 
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Corvinus

Corvinus

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Correct yes. No wait, I'm bad at direction, south east, not south west.
 
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Pervy

Dances with Girl-Cocks
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ooh ok. so we come in from the right. The southwest road seemed so.. inviting. :p well, actions stay the same.
 

Repetition

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Luminista.jpg
Name: Luminista Cato
Class(es): Monk 7(Drunken Master)
Race: Vistani
Alignment: CG
Description: Physically, she is very close to her picture, however she wears closer to form fitting clothes, without any drapes, knowing how easy it would for such additions to get caught in combat. Her only baggy clothing being her dark colored cloak that seems to slowly move when you aren't looking directly at her, and even without any wind.
Fetishes: Corruption, Transformation (most), Monstergirls, Parasites, Brainwashing/Mind Control, Futa, Genderbending, Voyeurism, Shocking (light), and a good deal of things that would take too long to mention.
Backround: Folk Hero
Backstory:
Having grown up in Barovia, under Madam Eva's care Luminista, Lumin to her friends, experienced firsthand the atrocities and horror that Strahd was capable of committing while the law backed him up. Tired of living under a tyrant, Lumin tried to get commoners to rally against the him, but in the end he simply sent his forces after her directly. Fearing for her life, she asked Eva for advice, and took her tools with her to set out of Barovia, hoping to never see it again. While she was out there she fell in with a drunkard lady who was fun and partied hard, but could never be taken down in the multitude of bar brawls which she engaged in. The style of fighting was elegant and being a performer herself Lumin quickly picked up the style. Together they traveled for a time, even becoming intimate, but something called Lumin's lover away, and she told Lumin to wait for her. During this time however the local noble decided it was time to act up, sending forces to collect 'taxes', in the little town that she was residing in. Seeing these thugs carting off the villagers to the slave auctions Lumin couldn't stop herself from intervening, the style her partner trained her in aiding greatly in their defeat. The townspeople praised her for her deed, but a fire had been lit in Lumin's heart, she needed to go back to Barovia and finish what Strahd had started all those years ago. Leaving a message for her lover she packed up the belongings she had, and set off. Along the way the fought against the oppressive laws enforced on people along the way, taking only a little as thanks. She won her wand and cloak in a competition with a mad mage, who had probably just wanted a feel of her, and perhaps his cloak allowed him to feel her through it. Arriving back in Barovia she made her way first to the Vistani camp to listen to the rumors, hear what had changed, and have a glass of wine... or two...

Personality Trait:
If someone is in trouble, Luminista is always ready to lend help.
Ideal:
Freedom, Tyrants must not be allowed to oppress the people. "Yeah, Strahd may rule today, but he is an asshole, who should be deposed so someone with the people's needs can rule."
Bond:
I hope my sweetheart will follow me to pursue my destiny. As written: 'Hon, I'm sorry, and I know you told me to wait, but I realize I too have something I need to do. I am going back home, and you can come with if you want, just know I am going to kill the man who has held Barovia for too long. With love, your Light"
Flaw:
The tyrant who rules my homeland will stop at nothing to see me dead. "Alright, so the revolt wasn't a good idea, 12 years in exile isn't enough for you, well fuck you too."

Ability Scores(+Modifiers)
Str 8 -1
Dex 18 +4
Con 11 +0
Int 10 +0
Wis 16 +3
Cha 15 +2

HP: 36/47 (7d8 +0) Armor Class: 18 Initiative Bonus: +4 Speed: 45 ft
Strong Saves: Strength, Dexterity
Skill proficiencies: Acrobatics, Animal Handling, Perception, Performance, Stealth, Survival
Feats: Sentinel
Tool proficiencies: Vehicles (land), Woodcarver's Tools, Birdpipes
Languages: Common, Vistani, and Barovian

Background Feature:
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Class Stuff:
Unarmored Defense: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier (8+3+3=14)

Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Drunken Proficiency: When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.

Drunken Technique: At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
Slow Fall: Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike: Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes: Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Evasion: At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind:
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Race Stuff:
The DC to resist your Vistani powers is equal to 8 + your proficiency bonus + your Charisma modifier (8+3+2=13)
As an action, you can target a creature within 10 feet of you that you can see. The Evil Eye duplicates the effect of the animal friendship spell. When you reach the 3rd level, you may also choose to duplicate the effect of the charm person spell. When you reach the 5th level, you can also choose to duplicate the effect of the hold person spell. None of the spell effects require somatic or material components. If the target succeeds on the save, you are blinded until the end of your next turn.

You regain the use of this trait after a short or long rest. Once a target succeeds on a saving throw against your Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours.
You can use an action to utter a curse to a creature within 30 feet of you that you can see. The curse must be a repayment for an injustice or slight, and should not be invoked without dire cause. The target must succeed on a Wisdom saving throw to avoid the curse.

The curse lasts until ended with a remove curse spell, a greater restoration spell, or similar magic. It doesn't end when the target dies. When the curse ends, you suffer a harmful psychic backlash based on the severity of the curse.

You regain the use of this trait after a long rest.

You can choose how the curse manifests from the following options:

You can cause the target's appearance to change in a small, purely cosmetic way. When this curse ends, you take 1d6 psychic damage.
Beginning when you reach the 6th level, you can cause the target to have disadvantage on ability checks and saving throws tied to one ability score of your choice. When the curse ends, you take 3d6 psychic damage.
Beginning when you reach the 16th level, you can cause the target to be blinded or deafened. When the curse ends, you take 5d6 psychic damage.

Feats:
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Equipment and items: (525 sp +10 from backround) :
Belt pouch containing 49 silver, 6 copper, and 3 bronze
Woodcarver's Tools
Shovel
Iron Pot
Common Clothes
Quarterstaff
Dart (20)
Backpack
Bedroll
Mess kit
Tinderbox
Torch (10)
Candle (10)
Hooded Lanturn
Oil [Flask] (5)
Ration (10)
Waterskin
Wineskin
50ft Hempen Rope
Birdpipes
Costume Clothes
Pepper (1 lb)
Soap
Vial (2)
Manacles
1000 Ball Bearings
Healer's Kit
Antitoxin - A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Potion of Healing (2) - You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Current Charges: 7
This wand has max 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Requires Attunement
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Cursed: whenever you roll a 20 on an attack or saving throw you are grappled by the cloak. You can make a WIS save at -2 DC 12 (8+prof+cha) at the end of each of your turns to end it.
"I think he enchanted it to feel me up whenever I get too cocky, remind me of my place and all."

Ki Points SR: 7/7
Evil Eye SR: 1/1
Vistani Curse LR: 1/1

Attacks:
Unarmed (Magical) +7 to hit, 1d6+4 Bludgeoning
Quarterstaff (Two Handed) +7 to hit, 1d8+4 Bludgeoning
Dart +7 to hit, 1d6+4 Bludgeoning

Whenever she fights drunk, she takes disadvantage on dexterity based ability check (except acrobatics), saves and attack rolls, unless she spends a ki point on any of her abilities. At the end of the fight, she makes a wisdom save DC: 10+the number of rounds spent in combat, if successful she regains 1d4 ki points

2 units of alchohol gets you drunk 1d4 hours, and additional drinks increases the die size
You can also buy a hangover cure for 15 silver, a bitter tasting potion, it automatically removes 1d4 hours from the duration
 
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