Spelljammer: Light of Xaryxis | DND 5E

Started by PhantomPistoleer, December 18, 2022, 05:02:13 PM

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PhantomPistoleer




LIGHT OF XARYXIS

Adventure Summary

This story revolves around the characters' efforts to save their home world from an attack by an empire of astral elves. The attack is underway when the adventure begins. After taking refuge aboard a spelljamming vessel, the characters head for the stars to discover who is responsible for the attack and how they can save their world.

During the adventure, the characters encounter many space-dwelling creatures, some of which become companions on the party's voyage. The characters also meet Princess Xedalli, an astral elf who is embroiled in a power struggle with her twin brother, Prince Xeleth, over who will rule the empire that currently threatens the characters' world. With or without Xedalli's help, the characters must assemble an unlikely alliance to strike at the heart of the astral elf empire.

The characters encounter many grandiose locations as the adventure unfolds, including an asteroid city known as the Rock of Bral and the imperial citadel of the astral elves, which orbits a star called Xaryxis.

Character Creation

All races, classes, and backgrounds found in Faerun are available.

If, during the adventure, a player wants to create a new character (perhaps because their previous one died or left the party), that player can roll up a new character of the same level as the rest of the adventuring party, choosing from the options available. If the party is in Wildspace or the Astral Sea, you can assume that all the character options from the Astral Adventurer's Guide are available.

PCs are:
1.  5th-level characters;
2.  27 point buy;
3.  625 gold pieces extra to spend, plus one uncommon magic item of the player's choice;
4.  Max HP at first level, class average afterwards;

The characters are presumed to have been a part of an adventuring party that completed the "Lost Mines of Phandelver."  An adventure summary follows:

Adventure Summary for the Lost Mines of Phandelver


Mines of Phandelver Story Overview

Part 1 - "Goblin Arrows"

The adventurers are on the road to the town of Phandalin when they stumble into a goblin ambush. They discover that the goblins (who belong to The Cragmaw Tribe) have captured their dwarf friend Gundren Rockseeker and his escort, a human warrior named Sildar Hallwinter.

The characters must deal with the ambushers and then follow their trail back to the goblins' hideout. They rescue Sildar and learn from him that Gundren and his brothers discovered a famous lost mine. Sildar knows only that Gundren and his map have been taken to somewhere called "Cragmaw Castle."

Part 2 - "Phandalin"

The characters arrive in Phandalin to find it terrorized by The Redbrands, a gang of miscreants led by a mysterious figure called Glasstaff.

A number of interesting NPCs can also be found in Phandalin, laying the hooks for short adventures in part 3. The Redbrands try to run the characters out of town, so the characters return the favor and storm the Redbrand lair.

In a hidden stronghold beneath an old manor, they find that Iarno Albrek or 'Glasstaff', the leader of the Redbrands, is taking his orders from someone called The Black Spider-and that the Black Spider wants the adventurers out of the picture.

Part 3 - "The Spider's Web"

This section provides the characters with several short adventures in the region around Phandalin as they search for more information about the Black Spider and the dwarves' lost mine.

The clues the characters picked up in Phandalin can lead them to spy on a mysterious wizard at the ruins of Old Owl Well, seek the advice of a dangerous banshee, oust a band of ores lurking at Wyvern Tor, and investigate the ruins of the town of Thundertree.

Several of these leads point to Cragmaw Castle, which is the stronghold of King Krol, leader of the Cragmaw goblins.

Here the characters discover that the Black Spider is a drow adventurer named Nezznar, and that the Cragmaw goblins work for him (drow are elves who hail from a realm deep underground). More importantly, they recover Gundren Rockseeker's map to the lost mine, or learn the mine's location from one of the other leads they unearth during part 3.

Part 4 - "Wave Echo Cave"

Following the map or the directions to the lost mine brings the characters to part 4, Wave Echo Cave. That lost underground complex is now overrun by undead and strange monsters.  Nezznar the Black Spider is there with his loyal followers, exploring the mines and searching for the legendary The Forge of Spells.

The adventurers have the opportunity to avenge Gundren Rockseeker, to ensure the prosperity and security of Phandalin by clearing the rich mine of its monsters, and to put an end to the troublemaking of the Black Spider-if they can survive the dangers of the Lost Mine of Phandelver.

House Rules

a.  No Initiative
There will never be a call for initiative.  PCs will either ambush or be ambushed; it will be a rare occurrence for combat to commence with all parties on even footing.  More often than not, PCs will be the ones ambushing the enemy.

b.  No chatterboxes
PCs can usually utter about 20 to 30 words in a round of combat and still be understood by others.  Outside of combat, characters may soliloquize.

c.  Cost of Magic Items
Common: 75gp
Uncommon: 300gp
Rare:  2,500gp
Very rare:  25,000gp
Legendary: 50,000gp

Character Sheet

A simple submission must be initially made prior to submitting a character sheet.

[float=left][img width=300 padding=5]https://previews.123rf.com/images/dilendom/dilendom1805/dilendom180500020/100517385-incognito-unknown-person-silhouette-of-man-on-white-background-.jpg[/img][/float][font=impact][color=red][size=18pt]CODENAME[/size][/color][/font]
[b]Name:[/b]  John/Jane Doe
[b]Race:[/b]  Unknown
[b]Classes:[/b]  Unknown

[b]Brief History:[/b]  Unknown.  History should be brief, though.


Character Sheets should be submitted using the following code:

[font=impact][color=red][size=18pt]NAME[/size][/color][/font]
[i]Size race classes level (background), alignment[/i]
[hr]
[b]Armor Class:[/b]
[b]Hit Points:[/b]
[b]Speed:[/b]
[hr]

[b]STR[/b] [b]| DEX[/b]  [b]| CON[/b]
[b]INT[/b] [b]| WIS[/b] [b]| CHA[/b]

[hr]

[b]Armor:[/b]
[b]Weapons:[/b]
[b]Skills:[/b]
[b]Tool Proficiencies:[/b]
[b]Senses:[/b]
[b]Saves:[/b]
[b]Languages:[/b]

[hr]

[b]Traits:[/b]

[hr]

[b]Features:[/b]

[hr]

[b]Spellcasting:[/b]

[hr]

[b]Actions:[/b]
[hr]

[b]Equipment:[/b]

[hr]

[b]Personality:[/b]


Smut

This is not a lewd adventure, but characters are permitted to be promiscuous and sexually adventurous.  Smut is not the point of the game, and it should never get in the way of it.

WIP
Name: Mercution Silifrey
Race: Human
Class: Wizard
Background: Wildspacer




Accepted characters (so far):

1.  Arcanist | Amanda, human cleric (twilight domain);
2.  Hopefox | Loruk, orc barbarian (sage);
3.  Keyotess | No'lien, wood elf rogue (outlander);

Threads:

Additionally,

BOOKMARKS:

IC:  https://elliquiy.com/forums/index.php?topic=347794.0  | Read, Post, Bookmark!
OOC:  https://elliquiy.com/forums/index.php?topic=347796.0 | Say Hello!
Character sheets: https://elliquiy.com/forums/index.php?topic=347795.msg16366761#msg16366761
Always seeking 5E games.
O/O

Arcanist

I am definately interested PhantomPistoleer!
A wizard of some sort maybe?
Choice is but an Illusion. Consequences are however real.

HopeFox

This looks like a lot of fun! I do love the idea of playing characters from a terrestrial origin, striking out to defeat an extraterrestrial threat.

There's a lot I could do with this! I'm thinking a barbarian right now, who's all for striking off into the unknown.

Quote from: PhantomPistoleer on December 18, 2022, 05:02:13 PM
All races, classes, and backgrounds found in Faerun are available.

To clarify, are we actually from some city or region of Faerun, or are you just using Faerun as a reference for "terrestrial fantasy origin with a particular tech level and racial options"?

If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

PhantomPistoleer

#3
The characters are presumed to have completed the Lost Mines of Phandelver, which takes place on the Sword Coast, so the game would start thereabouts.
Always seeking 5E games.
O/O

Miroque

#4
@PhantomP. So group is not spelljammer originals ? Faerun born "soon to be Spelljammers" right?
Example character is "spaceborn" ...

PhantomPistoleer

Quote from: Miroque on December 19, 2022, 07:50:51 AM
@PhantomP. So group is not spelljammer originals ? Faerun born "soon to be Spelljammers" right?
Example character is "spaceborn" ...

Initial characters were born in Faerun, they aren't spaceborn, as it were.
Always seeking 5E games.
O/O

Miroque

@PhantomP: got it. And group has gone through the Lost mines of P together ? (as writing up background)

PhantomPistoleer

Quote from: Miroque on December 19, 2022, 08:13:12 AM
@PhantomP: got it. And group has gone through the Lost mines of P together ? (as writing up background)

Yes, they have successfully completed that quest.

Their compensation has come in the form of 625 gold plus an uncommon magic item.

Alternatively, I can figure out how much you guys WOULD have gotten if you had completed the mines, and give you that instead.
Always seeking 5E games.
O/O

Miroque

I think that 625gp and 1 uncommon item is enought (and simplified)

Miroque

Can that 625gp be used to buy magical items ? (common 50gp, uncommon 250gp, rare 1000gp...). Would love to buy some scrolls and potions...

PhantomPistoleer

Quote from: Miroque on December 19, 2022, 09:22:43 AM
Can that 625gp be used to buy magical items ? (common 50gp, uncommon 250gp, rare 1000gp...). Would love to buy some scrolls and potions...

It can, and I will post the rates some time later today.
Always seeking 5E games.
O/O


Miroque

#12
Name: Tae "Whisper" Shalace
Race: Half-Elf
Class: Sorceror
Background: Spy (El Ahimar family from Keltar, Calimshan)


Armor Class: 12
Hit Points: 24/24
Speed: 30 ft.


STR 10 (+0) | DEX 15 (+2) | CON 10 (+0) | INT 14 (+2) | WIS 10 (+0) | CHA 18 (+4)


Saving Throws: Constitution, Charisma
Skills: Perception, Insight, Stealth, Sleight of Hand, Deception (+1d4), Persuasion (+1d4)
Tool Proficiencies: Disguise Kit, Forgery Kit
Senses: Darkvision (60ft),
Languages: Common, Elven, Alzhedo
Special abilities: Fey Ancestry, Spellcasting (CHA),
Font of Magic (sorcery points 5), Metamagic (Subtle spell 1pt, Empower 1pt/reroll)
Feats: Shadow Touched Sorcerous Origin (Wildmagic): Tide of chaos (gain advantage, 1/rest or surge)

Equipment

Swiftweave clothes (Courtier outfit, Common outfit, Soldier uniform, Winter outfit, Dancer outfit)
Bag of Holding (A disguise kit, a small mirror, a small crumpled note with secrets you stole (could be battle plans, blackmail material, or coordinates to an unknown place), a set of common clothes, a Dagger, Explorer Pack, Soap, 2 towel, scroll case, forgery kit, 3 potion of healing [1d8+1], Potion of Climbing, Silverquill Primer)
2 Dagger
Belt pouch (15gp, Arcane Focus, Signal whistle)
Component Pouch

Spells
Modifier: +4 | Spell Attack: +7 | Save DC: 15
<Cantrips> Mage Hand, Mending, Predigistation, Fire Bolt, Minor Illusion
<Level 1 (slots: 4)> Disguise Self (1/day), Detect Magic, ThunderWave, Mage Armor
<Level 2 (slots: 3)> Invisibility (1/day), Suggestion, Detect Thoughts
<Level 3 (slots: 2)> Fly, Conjure Lesser Demons
<Primer, Level 1 Cleric/Bard spell> Puppet (Normally kept memorized)

Background:
Spy

Feature: Echo of the Great Game
You have learnt so much of techniques from years of stealth and also trickery about how to not draw attention to yourself. You have an utterly un extraordinary way of walk and also way of talk and also move are deliberately forgettable. Whenever while you’re wearing the common clothes, nobody can remember your face nor any special features of you too, unless until they actively make an effort to do so. You have an extra advantage that is you know how to write in the special codes that can only be readable by the people who trained in deciphering of it.

Story so far

Prelude:
Tae was adopted by El Ahimar family from Keltar, Calimshan. They trained her to work as their spy within the walls of Calimport. Tae was furious and dedicated infiltrator for the house, until she found out, that El Ahimar house was infiltrated themselves, by dark forces, seeking to destroy all life in Calimport. Tae sley her spymaster and threw the ritual book the spymaster was seeking, into pyre, to forbid them ever unleashing the forces of abyss into the city. She kept an torn from page of the book, to remind herself of the deed as she fled north following the Sword Coast.

First real adventure: Lost Mines of Phandelver
1) Tae toke refugee in group of likeminded adventurers and they ended up in the city of Neverwinter. They were hired by Gundren Rockseeker, to guard an caravan that was carrying provisions to smalled village, Phandalin. At the road, they were jumped by goblin raiding party. Goblins managed to ambush them pretty solidly, but after the fight adventurers managed to win. What goblins gained in sneaking, they lost in aim in the sunlight.
2) In Phandalin, the group rested up and found that there was lot of jobs around for more martial types. Not only was the village run by gang, there was all kind of mischievious things at play. As the group started to work around the town, an lady called Halia approached Tae and offered her membership in her organization. Being an ex-member of an criminal family, Tae knew it was not something she could pass up. Tae and Halia spoke long into the night, and after agreeing on terms, Tae gained title of Fang among the Zhentarim.
3) Townmaster Harbin Wester hired the group to seek out and deal with the orc menace near Wyvern Tor and chase them away. Even finding the orc encampment was hard. They encountered an giantic ogre, as it was hunting for food, and it was near fatal to them. They managed to win, but were forced to return to the town to rest. On their next trip they found ruined Thundertree village, which was overrun by the wilderness and inhabited by creatures called blights and burned zombies. Near the ruins, they found an tower, which was inhabited by an green dragon. Knowing they had no skills defeating it, they managed to make the woods burn near the tower, driving the dragon away. As the group searched the tower, Tae found an
old manuscript
Silverquill Primer
written in fluid silver.

As they returned to Phandalin to rest and train a bit, Tae used her time to read the newly found manuscript and unlocking its secrets.
Week later, group made their thirth venture, to seek the orcs. Now, with better overland knowledge. Orcs were .. orcs and they were not easily scared away. After an deadly combat, with the orcs and their pet ogre, they returned to the village, wounded but victorious.

4) Hearing their bravery over orcs, Gundar Rockseeker hired them again. To clear out the ancient dwarven castle Cragamaw.
Now they did not need to find it, it was there on the mountain side. All haunting and alone, except filled with goblins of all kind.
Group made preparations and decided to try infiltration and stealth this time. Castle was way too fortified for assault.

This got them inside, but goblins were way too cautious, and their cover was blown. After hard fight, and lot of running they managed to slay the goblin's Bugbear king and hobgoblin masters, forcing the lesser goblins flee to the woods. During the fight, they managed to anger an owlbear trapped in one room and it nearly killed Tae, as it ran her over and continued to run away.
Bugbear king had an female drow advisor, that fled during their final encounter. Gundar kept whining about some lost map all the way to the village.

5) After an weeks rest, group toke very casually. Gundar's map was found among the loot and he started to plan an expedition to an unknown mines, owned by Rockseeker family. When the plans were ready, Gundar seeked the group again, this time, offering pile of gold before hand, and promise of more afterwards, should they liberate his family holdings from what ever lived in them.

The trip to the lost mine was uneventful, but the caves dig deep. At the cavern, group encountered two flocks of stirges and one group of zombies, before they reached the end. The more build areas of the mines. Odd lumination was shining from the mushrooms and fungi on the walls, creating eerie atmosphere.

They found groups of ghouls, zombies and skeletons. Clear indication of unhallowed ruination. They fought an wraith who thought it was an wizard and wanted to seize an place called Forge of Spells. Group soon found the place and were confronted by an floating eyeball.
After nearly fatal combat, group rests in the forge, before seeking what else was there.

As they made their way in to the depths of the mines, they were ambushed by Drow elves and their spider minions. Drow leader, Nezznar was slain in the combat, but his female advisor fled again.

As the group made their way back to the surface and into Phandalin to rest and plan their future.

Personality

Personality: I always check the escape routes of every building I enter.
Flaw: I don't save people who can't save themselves. The Game is harsh and the stupid and flamboyant tend to die the first.
Ideal: Knowledge: He knows something, and I need to know it too.
Bond: I have secrets that I've uncovered that should never see the light of day.

Wild Magic Surges, 1 out of 20

01-02   Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04   For the next minute, you can see any invisible creature if you have line of sight to it.
05-06   A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later.
07-08   You cast Fireball as a 3rd-level spell centered on yourself.
09-10   You cast Magic Missile as a 5th-level spell.
11-12   Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14   You cast Confusion centered on yourself.
15-16   For the next minute, you regain 5 hit points at the start of each of your turns.
17-18   You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20   You cast Grease centered on yourself.
21-22   Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24   Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
25-26   An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28   For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30   You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32   You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34   Maximize the damage of the next damaging spell you cast within the next minute.
35-36   Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38   1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40   You regain 2d10 hit points.
41-42   You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44   For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46   You cast Levitate on yourself.
47-48   A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50   You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52   A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-54   You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56   Your hair falls out but grows back within 24 hours.
57-58   For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60   You regain your lowest-level expended spell slot.
61-62   For the next minute, you must shout when you speak.
63-64   You cast Fog Cloud centered on yourself.
65-66   Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68   You are frightened by the nearest creature until the end of your next turn.
69-70   Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71-72   You gain resistance to all damage for the next minute.
73-74   A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76   You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78   You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
79-80   Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82   You can take one additional action immediately.
83-84   Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86   You cast Mirror Image.
87-88   You cast Fly on a random creature within 60 feet of you.
89-90   You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
91-92   If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
93-94   Your size increases by one size category for the next minute.
95-96   You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98   You are surrounded by faint, ethereal music for the next minute.
99-00   You regain all expended sorcery points.

PhantomPistoleer

#13
MERCUTION SILIFREY
Medium human wizard 5 (wild spacer), Chaotic Good


Armor Class:
Hit Points: 42 HP
Speed: 30 ft.



STR 8 (-1) | DEX 15 (+2) | CON 15 (+2)
INT 18 (+4) | WIS 12 (+1) | CHA 8 (-1)




Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Skills: Arcana, Athletics, Perception, Religion, Survival
Tool Proficiencies: Navigator's Tools, vehicles (space)
Senses: Perception 14
Saves: Constitution +6, Intelligence +8, Wisdom +5
Languages: Common, Draconic




Traits:
-- <feats> Resilient, Tough
-- <wildspace adaptation> adapted to zero gravity;
-- <close encounter> encountered a void scavver;




Features:

<Arcane Recovery>
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

<Transmutation Savant>
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.

<Minor Alchemy>
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.




Spellcasting:
<cantrips known> 4 (mending, message, mold earth, shape water)
<1st level known (slots 4)> 8 (catapult, comprehend languages, detect magic, expeditious retreat, feather fall, find familiar, mage armor, magic missile)
<2nd level known (slots 3)> 4 (darkvision, levitate, knock, see invisibility)
<3rd level known (slots 2)> 4 (haste, fly, slow, waterbreathing)




Actions:




Equipment:
<weapons> belaying pin, dagger, light crossbow (10 bolts);
<clothes> set of traveler's clothes, cloak of protection;
<recepticles> bag of holding;
<equipment> grappling hook, 50 feet of hemp rope, coin pouch, explorer's pack;
<magic> arcane grimoire, component pouch, spellbook
<money> 10gp




Personality:
Always seeking 5E games.
O/O

Hexed



Miroque

@phantomP: Application rdy (with background)

HopeFox

Quote from: PhantomPistoleer on December 19, 2022, 07:20:36 AM
The characters are presumed to have completed the Lost Mines of Phandelver, which takes place on the Sword Coast, so the game would start thereabouts.

So we should be an established party that has gone through LMoP together? That's a fun idea!

I have a barbarian concept in mind. I was originally thinking about orc or goblin for the race, as someone whose motivation for going into space and protecting Faerun is rooted in loyalty to their own tribe rather than a sense of heroism. That might be difficult to work into an LMoP party, although I have some thoughts on that if it's a concept that would appeal to the other players and the DM. I could use a more friendly race, of course.

... or I could reprise my character from Phantom's last LMoP game?
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

PhantomPistoleer

Your character actually doesn't know that they're going to space.
Always seeking 5E games.
O/O

PhantomPistoleer

Always seeking 5E games.
O/O

HopeFox

Quote from: PhantomPistoleer on December 19, 2022, 03:26:32 PM
Your character actually doesn't know that they're going to space.

Oh, of course. But I'm contemplating a character who is possibly less-than-heroic (possibly even evil if that's allowed), so I want to establish ahead of time that he would still be willing to go on the adventure and help the party. Nothing is worse than a PC who doesn't want to go along with the story.
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

keyotess

This sounds interesting. :)  I will get to work on a character.
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

Arcanist

PhantomPistoleer - How does divine magic work in spelljammer? Are there any issues with regards to spell casting for a cleric? I was thinking of an Elven Cleric.
Choice is but an Illusion. Consequences are however real.

Chulanowa

What level of sexual content were you thinking, if any?

PhantomPistoleer

Quote from: Arcanist on December 19, 2022, 07:23:46 PM
PhantomPistoleer - How does divine magic work in spelljammer? Are there any issues with regards to spell casting for a cleric? I was thinking of an Elven Cleric.

No issues, I don't think.

Quote from: Chulanowa on December 19, 2022, 07:45:30 PM
What level of sexual content were you thinking, if any?

Not the focus, but pcs may indulge in smut if they want.
Always seeking 5E games.
O/O