Ravenloft: Bleak Tide ( D&D 5e, Lesbian )

Started by Dhi, June 22, 2019, 06:01:28 PM

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Florence

#100
Sorry, I've been a bit distracted. I'm not sure I'll be able to finish my character before the deadline.

I may try working on it later today, if you haven't already made your decision by then.

If you have, oh well, that's life.

Edit: Yeah, I think I'll have to back out. I'd love to do this game, but with the FFXIV expansion dropping in like 7 hours, I'm having trouble keeping my focus on being creative because I'm just too excited for it.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Dhi

I've made a decision on party composition:

clonkertink
MdG
RedPhoenix
TheLaughingOne
and snowdrop

Let's move forward developing your characters. Please get me a sheet to approve at 3rd level, 27 point buy, with the standard optional rules (human variant, feats). If you have musket proficiency through Artificer levels or the Weapon Master feat, you can start with a musket. Otherwise, they'll be obtainable with a little work, like plate mail.

Thank you to everyone else who took an interest in my idea. Hopefully we can write something else together in the future.

clonkertink

Corinne's sheet is ready... I think. I don't believe I missed anything. I'll also update my pitch post.

And thanks Dhi! Really looking forward to this!



snowdrop

#103
Thank you so much! This should be a really fun ride, I'm really looking forward to it! ^_^

Here's what I've got so far. I had just a couple of things to ask from you, Dhi:
Are there special languages in play at Ravenloft? What languages would be most natural for Elodie to know, considering they'd pretty much exclusively come from her noble education? I just put the good old trusty / boring Elvish and Dwarvish for now, but I'm not sure if there's something that would fit better.

Would you like me to use one of the bard instrument proficiencies on a "dancing" proficiency, since I'm planning to use dancing as my spellcasting focus and all? I'd be happy to do that if you'd like.

I also picked up Mage Initiate (Sorcerer) for my variant human feat, I hope that's okay -- I basically just wanted it so I could cast Mage armor and wouldn't need to be wearing actual armor at all, hopefully! I did pick up Fire bolt for the cantrip with that feat as well then though, I was thinking I'd flavor it as sort of a particularly vicious version of the dancing lights she uses as her "stage lighting"!

https://www.dndbeyond.com/characters/13322487/7rF0gH
Elodie d'Estienne

Name: Elodie d'Estienne ("Melody")
Race: Human (Variant)
Class: Bard (College of Glamour)
Background: Noble

STR 8 (-1), save -1
DEX 16 (+3), save +5 (prof)
CON 12 (+1), save +1
INT 13 (-1), save +1
WIS 8 (-1), save -1
CHA 16 (+3), save +5 (prof)

HP 21 (Hit Dice 3d8), AC 13 (16 with mage armor), Initiative +4, Speed 30ft
Spellcasting modifier CHA (+3), spell attack bonus +5, spell save DC 13

Skill proficiencies:
Acrobatics (+5), Athletics (+1), History (+3), Performance [expertise] (+7), Persuasion [expertise] (+7), Stealth (+5)
All skill bonuses
Acrobatics +5
Animal Handling +0
Arcana +2
Athletics +1
Deception +4
History +3
Insight +0
Intimidation +4
Medicine +0
Nature +2
Perception +0
Performance +7
Persuasion +7
Religion +2
Sleight of Hand +4
Stealth +5
Survival +0


Armor proficiencies: Light armor
Weapon proficiencies:  Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tool proficiencies: Dancing, Dragonchess Set, Drum, Lyre
Languages: Common, Elvish, Lamordian

Spells:
Cantrips (at will): dancing lights, fire bolt, gust, minor illusion
1st level (once per long rest): mage armor
1st level (4 slots): charm person, fairie fire, healing word, thunderwave
2nd level (2 slots): calm emotions, phantasmal force

Features & Traits:
Feat: Magic Initiate (sorcerer) - You learn two cantrips of your choice from the sorcerer spell list. You learn one 1st-level spell from that same list and can cast it at its lowest level once per long rest. (Mage armor (1st), fire bolt (cantrip), gust (cantrip))

Bardic Inspiration (3 uses) - As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Jack of All Trades - You can add half your proficiency bonus, rounded down ( +1 ), to any ability check you make that doesn’t already include it.

Song of Rest - If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Mantle of Inspiration - As a bonus action, spend one use of Bardic Inspiration to grant 5 temporary HP to up to 3 creatures you can see and that can see you within 60 ft. Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Enthralling Performance:
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Equipment:
25gp

Rapier
Dagger
Leather armor (not in use)
Lyre

A set of fine clothes
Signet ring
Scroll of pedigree

Entertainer's pack:
Backpack
Bedroll
2 costumes
5 candles
5 days of rations
Waterskin
Disguise kit

RedPhoenix

I'll get to work on my sheet when I get home today. =)
Apologies & Absences | Ons & Offs
May you see through a million eyes.

TheLaughingOne

#105
Woot! Thanks for giving me the chance!!

And here is Aloisa's sheet:3

Spoiler: Click to Show/Hide


Name: Aloisa Kriechjagd
Class: Rogue- Inquisitive
Level: 3
Background: City Watch
Alignment: Chaotic Good

Hit Dice: 3d8 HP: 21
Armor Class: 14 (15 dual wielding)
Speed: 30
Initiative: 2
Proficiency: +2

Strength: 13 (Mod+1, Save+1)
-Athletics: P, 3

Dexterity: 14 (Mod+2, Save+4
-Acrobatics: 2
-Sleight Of Hand: 2
-Stealth: P, 4

Constitution: 13 (Mod+1, Save+1)

Intelligence: 12 (Mod+1, Save+3)
-Arcana: 1
-History: 1
-Investigation: P/D, 5
-Nature: 1
-Religion: 1

Wisdom: 13 (Mod+1, Save+1)
-Animal Handling: 1
-Insight: P, 3
-Medicine: 1
-Perception: P/D, 5
-Survival: 1

Charisma: 12 (Mod+1, Save+1)
-Deception: 1
-Intimidation: P, 3
-Performance: 1
-Persuasion: P, 3

Proficiencies:
Weapon: Simple Weapons, Hand Crossbow, Longswords, rapiers, Shortswords
Armor: Light Armor
Tool: Thieves Tools

Features:
Languages:
Common
Thieve's Cant
Abyssal
Elvish
Dwarvish
Human:
One extra skill proficiency of your choosing: Persuasion
One bonus feat of choosing: Dual Wielder
Rogue:
Double proficiency with chosen skills (Investigation, Perception)
Sneak Attack (2d6)
Understand Secret Language (Thieves Cant)
Feats:
Dual Wielder: You can draw/stow two weapons per round, and gain a +1 AC while dual wielding
Archetype: Inquisitive
Never roll lower then 8 when detecting lies with Insight.
Can use Investigation or Perception as a bonus action.
Can make a Insight vs. Deception check as bonus action on a creature you can see to be able to sneak attack it when not disadvantaged for 1 minute
Misc:
Can Dash, Disengage, or Hide as a bonus action.

Inventory:
backpack
crowbar
hammer
10 pitons
10 torches
tinderbox
10 days of rations
waterskin
50 feet of hempen rope
Leather Armor
2 Shortswords
2 Daggers
Thieves' tools
Uniform
Horn
Set of Manacles
Pouch

Funds:
: Copper: 200
Silver: 30
Electrum: 6
Gold: 2
Platinum:

Attacks:
Shortswords
:  Attack Modifier: +4, Range: 5 Feet, Damage: 1d6+2 Slashing, Traits: Finesse, Light
Daggers
: Attack Modifier: +4, Range: 5 Feet, Damage: 1d4+2 Piercing, Traits: Finesse, Light, Thrown (range 20/60)

Aloisa works part of the watch in her city, a specialist position tasked patrolling the aquaducts and sewers, checking trader wagons, and otherwise searching out the hidden fiends that would attempt to sneak into the town to cause harm and mayhem to the inhabitants, as well as apprehend the people that would smuggle in baleful occult goods and idols. Reasonably good at her job she enjoys some of the luxuries of her position while she can knowing full well the hazards that await her on shift, and using her position to forgo the standard weapons and tools of her job in favor of more specialized equipment.

And like many City Watch, she is on The Take, accepting bribes from thieves and pickpockets to look away on minor infractions, letting merchants smuggle in minor proscribed items, and letting the occasional Vistani sneak into the town so long as they can keep their trouble quiet, though this tends to be less for coin, and some private time with a willing and interested girl, not to mention advice with whatever danger might be lurking in the city lately. But still loyal she fervently hunts down the unnatural things that would harm the city and those that serve them.

She finds herself strongly attracted to women with no interest in men, and finds it frustrating she must keep this secret due to her position and because of the Church, which she has little faith in or patience for. With her time in the guard ended She has signed up aboard a ship called Charlotte, working as a guard and Secrets Hunter, while also promised a chance to enjoy the pleasures of the ship as well..

Secret Interests:
Binding: Aloisa has a strange fascination with binding and tying things up, nervously wrapping her hands and arms in cords, strips of leather, and even her own braids, and in extremes can even tie herself up in knots when driven to hysteria.

Breathplay: When paniced she can start to hyperventilate, rasping loudly, and panting... When real paniced and fearful of getting caught she covers her mouth and nose or forces herself to hold her breath, to the point of even passing out, the endorphin rush helping her "calm down"..

Bladeplay: Aloisa tends to be very finicky about the edge on her blades, and consistently tests the edges to make sure they are Keen. In moments of high stress this can go from simply brushing a nail over the edge to slicing her armor, shaving hair from her arms or other places, or even lightly drawing blood if overly shaken. (Up for discussion if to far for some people)
My Ons and Offs!

You! On our wavelength! Carry our message, its heavy! Made of rocks!! Apocolypso dancing! SUNDAY SUNDAY SUNDAY! You'll want to cut your wrists with the whole knife, but you'll only need the edge!

MdG

#106

Name:  Danae Vine-Lott

Race: Human (Mordent)

Character Sheet: ddb.ac/characters/13428552/mqOlTT

Age: 31

Height: 5'10"

Weight:150

Description:

Born to good and socially ambitious yeoman stock in the town of Crawford, Danae was swiftly packed off to board at a girls' grammar school near Waterford. The experience proved miserable: the halls were cold, the discipline was cruel and unceasing, and the food repellent.  She did, however, show a preternatural talent for horsemanship and fencing, such that she would eventually persuade her family to buy her a commission in Mordent's Household Guards.  She joined as a Second Lieutenant, and was promoted to full Lieutenant following dashing gallantry in charging a goblin raiding party that had strayed into Mordentshire. By then, she was betrothed to Abigail Sexton, daughter of a prominent Sentire of the Church of Ezra.  The Mordentish Pure Hearts sect is quietist and agnostic on matters of sexuality, but the marriage did cause scandal among the decaying remnants of the local aristocracy.  Still, few would begrudge a decorated veteran her due, though the union remained the subject of feverish conjecture and whispers in the parlours of county squires.  Now with a cottage and a large plot of passable grazing land in the Great Moor, Danae is financially independent and superficially a pillar of local society - diligent soldier, devout member of the Church of Ezra, and with a moderately prosperous household with a few farmhands and domestics. 

Tall, long-limbed, her physique forged and hardened by constant equitation and military drills, she has the commanding bearing of a career officer. As with most women of her family, her hair is moonlight silver, and has been since she was a girl, and her eyes a shade of blue approaching gunmetal grey.  In her mounting paranoia, she has begun to associate her unusual features with a generational curse.  Even when off duty, she prefers military cuts: grey jodhpurs with matching riding shirt, and silver embroidered woolen waistcoat and jacket.  She carries her rapier with her at all times as a symbol of her rank.         

Dark Desires:

Danae leads a double life. Her wife is petty and materialistic, and fixated with improving her social status.  Danae is unable to resist temptation of the flesh, especially when her preferred type of buxom, down-to-earth country lasses are on offer.  Long known to tavern-girls and farmer's daughters the length and breadth of Mordent while on campaign, Danae is serially unfaithful and genuinely prefers the company of women from the humbler classes. Her infidelity consumes her with guilt, and fills her with anxiety on the destination of her immortal soul.  Fuelled by her sense of persecution at the hands of village gossips, she has begun to suspect all of her mistresses to be witches or succubi, sent by Ezra to tempt her.  When she discovered strange runes written in what appeared to be lamb's blood in the room of her housemaid, Polly, her latest clandestine relationship, she became convinced of witchcraft was abroad in her household.  The girl, of course, received a beating courtesy of Danae's riding crop, but the look of ecstasy on her face betrayed the true nature of a corrupted soul.  They were all hell-bound.  She finally snapped on a cold winter solstice day, discharging five bullets from her pistol into an aged cart-horse she thought was leading the Wild Hunt.  Eager to avoid a scandal, her Colonel ordered her to take leave to recover in "more salubrious surroundings". 

Compounding her mounting spiritual and moral crisis, Danae is addicted to opium. She first started taking anodynes of resin dissolved in gin when she received a bullet wound to her side on campaign (she is still proud of the scar).  Her habit is controlled, for now - though it has begun to cause hallucinations, which she interprets as demonic temptation or divine persecution.  When under pressure, however, she tends to relapse and use liberally.   

Danae was both fascinated and repelled by the physical discipline she received at boarding school. She is convinced that pain is a trial for the body to purify the soul.  She actively seeks punishment from her lovers - and inflicts, it too - believing this to be a moral balance for her transgressions. 

Why board the Charlotte:

Danae has been ordered to take a leave of absence. Dementlieu is well known in Mordent as a den of libertinism, but the climate is infinitely better than Mordent's constant cold and damp, and it was the firm belief of her superiors that the sea air would do her well. She bought her passage to recuperate and gather her thoughts, though she is certain it will be impossible to leave her past and years of accumulated guilt behind.  Whatever assails her in her waking dreams will doubtless follow her. 

TheLaughingOne

My Ons and Offs!

You! On our wavelength! Carry our message, its heavy! Made of rocks!! Apocolypso dancing! SUNDAY SUNDAY SUNDAY! You'll want to cut your wrists with the whole knife, but you'll only need the edge!

snowdrop

Thanks! I found something similar, but really was just wondering if those apply to this game... I just want to do things properly if I can ^^

I hope it won't get us in trouble that the only bit of healing we have is Elodie's little Healing word! :D (Or maybe I hope it will?)

TheLaughingOne

Hehe, gotta admit.. i had been tempted to do a aasimar celestial warlock... Some good healing powers, able to hit, and rife with possiblities for roleplay stuff;3

But seemed just a little TO out there for the game..

Why a celestial warlock instead of a cleric..?

<Nolitha> Because to be a cleric requires belief in what is an unknowable higher power and faith they will listen. I on the other hand, Know. And call it Pa-cha. So we worked out a deal. Besides... It would have made me feel like a child tugging at their parents cloths asking for something. This simply feels more like subtle name dropping.
My Ons and Offs!

You! On our wavelength! Carry our message, its heavy! Made of rocks!! Apocolypso dancing! SUNDAY SUNDAY SUNDAY! You'll want to cut your wrists with the whole knife, but you'll only need the edge!

Dhi

Aasimar and warlocks are both a strange fit for Ravenloft.

The language list is neat. If you'd like your character to know one of them, it would be largely for flavor purposes, and a gamble that may never pay off, but that's true for D&D languages in general. Near the bottom it becomes unlikely your Dementlieu or Mordentish character would know some of the languages. Rokuma especially is from a self-contained island I forgot even exists, and Patterna could be called a secret language along the lines of Druidic or Thieves' Cant, appropriate maybe for a character with deep history with the Vistani.

Dancing proficiency sounds like it fits the spirit of instrument proficiencies, and you've said it requires a free hand. There's still a teensy bit of advantage over having an actual physical instrument, but that doesn't worry me. It sounds cool, go for it.

We are using feats, so that's definitely okay.

TheLaughingOne

*nods* im happy with aloisa, but figured her as some gods child that got slurped into Loft while adventuring, had been fighting some evil guy and the Mists grabbed him, and she got snagged as well...

Her guardian Deva now is more some misty thing whispering in her dreams trying to tempt and corrupt her, her pact is intact, but "the lease" is now held by The Powers..

But, would likely be better for a more normal game, Aas and War alone are compicated things for Loft, but together and all... Plus when doing a Horror emphasis game more down to earth characters are more fun;3
My Ons and Offs!

You! On our wavelength! Carry our message, its heavy! Made of rocks!! Apocolypso dancing! SUNDAY SUNDAY SUNDAY! You'll want to cut your wrists with the whole knife, but you'll only need the edge!

snowdrop

#112
Quote from: Dhi on June 28, 2019, 01:19:30 PMDancing proficiency sounds like it fits the spirit of instrument proficiencies, and you've said it requires a free hand. There's still a teensy bit of advantage over having an actual physical instrument, but that doesn't worry me. It sounds cool, go for it.

Hmm... I see, sure, I suppose if she loses her gear or something, it'd be an advantage; but how often in a game of D&D do you actually end up naked, or... oh. :D

If you think it's a better balance, we could totally have it so that dancing as spell focus requires both hands to be free. Or I can just go with a tambouri, or castanets, or something. Or maybe special dancer's wristcuffs? As long as I can dance, I'm happy!

I did drop one of the instrument proficiencies for a dancing proficiency, and I took Lamordian from the languages list, as it seemed appropriate enough! She should be ready now. :-)

RedPhoenix

#113
Jacqueline de Fronsac

Class/Level:  Fighter 3
Background:  Noble
Race:  Human
Alignment:  Lawful Neutral




Age: 19
Height: 5'9"
Weight: 150 lbs
Eyes: Brown
Skin: Fair
Hair: Brown




Stats

Armor Class: 16 (Leather + Dex + Shield)
Initiative: +3
Speed: 30'
Passive Perception: 11
Hit Point Maximum: 28
Hit Dice: 3d10
Proficiency Bonus: +2

Attributes

Str: 10 Dex: 16 Con: 14 Int: 10 Wis: 12 Cha: 12

Saving Throws

Proficiencies: Strength, Constitution

Str: +2  Dex: +3  Con: +4  Int: +0  Wis: +1  Cha: +1

Skills

Proficiencies: Acrobatics, History, Insight, Persuasion, Sleight of Hand

Acrobatics (Dex): +5 Animal Handling (Wis): +1 Arcana (Int): 0 Athletics (Str): 0 Deception (Cha): +1 History (Int): +2 Insight (Wis): +3 Intimidation (Cha): +1 Investigation (Int): +0 Medicine (Wis): +1 Nature (Int): +0 Perception (Wis): +1 Performance (Cha): +1 Persuasion (Cha): +3 Religion (Int): +1 Sleight of Hand (Dex): +5 Stealth (Dex): +3 Survival (Wis): +1





Languages:  Common, Infernal, Dwarven
Weapon Proficiences: Simple Weapons, Martial Weapons
Armor Proficiencies: All armor, shields
Toolkits: Leatherworker's Tools, Playing Cards

Features and Traits:

Feat: Mage Slayer
- When a creature within 5' of you casts a spell, you can use your reaction to melee attack
- When a creature that is concentrating is damaged by roll, the concentrate save is at disadvantage
- You have advantage on saves against spells cast by creatures within 5' of you

Background: Position of Privilege

Fighting Style - Dueling - +2 Damage when using a melee weapon in one hand and no other weapons

Second Wind - Bonus Action recover 1d10+level (3) hp, recharges on short rest.

Action Surge - can take an additional action, recharges on short rest

Martial Archetype - BattleMaster - Save DC 13 (8 + dex + prof) - 4 Superiority Dice - d8s, recharge on short rest

Feinting Attack: Spend 1 Sup Dice and use bonus action to feint, target within 5', you get advantage against that target this turn, if your attack hits add your superiority die to the damage roll.

Menacing Attack: When you hit, spend at superiority die to attempt to frighten, add the die to the damage, target must save vs wisdom, on fail frightened until end of next turn.

Rally: use a bonus action and spend a sup dice to give a creature who can see or hear you temp hp equal to die roll+cha (1)




Attacks:

Rapier: +5 attack, 1d8+5 piercing damage
Longbow: +5 attack, 1d8+3 piercing damage, Ammunition, 150/600, heavy, two-handed




Equipment:

Fine Clothes
Leather Armor
Shield
Signet Ring

Longbow + 20 Arrows
Rapier

Explorer's Pack
Scroll of Pedigree
Playing Card Set
Leatherworker's Tools
Steel Mirror
2 Person Tent
Signal Whistle
Bullseye Lantern
Manacles

25gp
4sp
5cp




Short Description: The third of seven children but first and only daughter of Baron and Baroness de Fronsac, an ancient family with dark myths surrounding the origins of their political power, Jacqueline grew up more of a tomboy than most women her station, but never allowed herself to become masculine as that would mean resembling her brothers rather too much for her taste. She was ignoring the reality that faces women in noble families, until her father began to strongly suggest that it is time she started taking male suitors so that the political ties of marriage can be strung. Jacqueline has, to put it mildly, declined this advice, leading to considerable stress with her family. Recognizing what her father doesn't, Jacqueline's mother has purchased for her a relaxing, spiritual cruise to "even her out" i.e. let her sow her sapphic oats, and show her she'll have a way of doing so even when married later.

Dark Desires:
- Jacqueline's family is notorious for their horrible tempers and incestuous predilections, so much so that Jacqueline has been instructed by her mother in how to sexually soothe an angry relative. When she gets afraid she falls into believing that anything sufficiently threatening must be some sort of distant relative that she can win over by being accommodating enough and using the tricks she was taught to get angry relatives to calm down - almost all of them overtly sexual  involving offering up a playful fun time with herself in order to divert attention from the ruckus being caused so that family affairs can run more smoothly. And if they get a little rough with her? Well, that's the idea isn't it? Take it out on the daughter so that mommy's card game doesn't get interrupted.

- Jacqueline's family has long practiced a form of "battlefield discipline" of a very peculiar nature. In the great wars of yesteryear, her family, when losing a battle, would spank (not flog, spank) a disobedient solider in the midst of the fray. The mantra was if one could not handle this, they were not fit for service, and any who were so soft that they couldn't beat and make sexual use of their lessers with arrows flying about their head didn't deserve the name de Fronsac. Her family histories are filled with examples of a soldier being treated this way rushing back into battle and winning the day.  One cannot question centuries of results. Jacqueline is just a novice at the technique, is just as likely to employ the method on others as she is to fall to pieces and beg to be spanked herself so that she can focus and think clearly. 

- Jacqueline is very paranoid about being stolen from, and is convinced everything she's ever misplaced was in fact taken by a thief. At the wrong moments she can become convinced that anyone is in fact the very one who is hiding away a piece of jewelry she hasn't seen in years and exercise her right as a noblewoman to arrest, tie up, strip search, and interrogate any who she believes has stolen from her or her family. This can also manifest itself as Jacqueline thinking any item she sees is her stolen property, badly misjudging a very powerful threat for a common thief, or thinking that her missing ring is just around the corner leading to certain doom.

Why board the Charlotte? As mentioned in the description, Jacqueline is facing the prospect of a hetero marriage and is being bribed to accept it, and also show how women like her deal with their situations in the de Fronsac clan.
Apologies & Absences | Ons & Offs
May you see through a million eyes.

MdG

Dhi, who will the main crew members of the Charlotte be, of whom the PCs should be aware?

Dhi

Captain Renée Thoubold, a trader of two voyages past in the Sea of Sorrows, commands the Charlotte at present. I'll put up an OOC thread later today, where we can discuss characters.

Dhi


Jeanne Morgenstern

is this still open for joining? I got plenty of old female characters I would love to throw into this depending on party compensation and i am very familiar with dnd 5e
Words can wring tears from the hardest hearts. There are seven words that will make a person love you. There are ten words that will break a strong man's will. (-From name of the wind, by Patrick Rothfuss, great book do check it out)