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    Adventures in Grath - Almanac

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    Tolr'ax

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    Adventures in Grath - Almanac

    Post by Tolr'ax on Sun Jun 24, 2018 7:17 pm

    Here is the world building thread for Adventures in Grath.

    Post your character sheets here. Please.
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    Tolr'ax

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    Re: Adventures in Grath - Almanac

    Post by Tolr'ax on Sun Jun 24, 2018 7:19 pm

    Map of Grath

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    Tolr'ax

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    Re: Adventures in Grath - Almanac

    Post by Tolr'ax on Sun Jun 24, 2018 7:23 pm

    CITY DESCRIPTIONS

    Grath:
    Largest city in the area and Capital of Grath (named after the island). Walled city and 3rd largest port. Governor of Grath lives here. Very rich city and full of interesting characters. Many quests to be found here. Criminal activity is thriving as this is the center of the whole area. Many baddies to fight.

    Grathport:
    Largest port in the area. Full of sea-fairing characters and taverns. Taxes all travel through the river which causes hostilities in the area with the City of Quain. Most crime ridden city in the area. Most revenue comes from shipping and taxation on Quain trading.

    Quain:
    2nd largest city in Grath. Mayor is very corrupt and publically voices his disdain for the Governor of Grath. Grathport places high taxes on the goods and travel through the river which has caused tensions for hundreds of years. Many merchants in this town that sell crops from the farmers from the surrounding area.

    Miner’s Port:
    Mining and port town. A rough town full of strong people. Largest mining town in the area. Ships regularly travel to other ports in the area carrying gold, iron, silver, and copper that is all mined from the small island. Houses the mining guild.

    Yannel:
    Mining town that mines the north side of the small southern island. Usually trades stone and iron to the West side of the main island. Merchants and miners inhabit this town, largest brothel in the area resides here.

    Wyrmville:
    Smithing town. Largest weapons manufacturing hub in the area. Mercenaries and smiths inhabit this large village. Site of the Battle of Grath, where the mainland King’s army was defeated and the island had gained independence from the mainland. Most guards and soldiers are trained. Houses fighters’ guild.

    Fee’s Village:
    Located at the foot of the island’s mountain range, largest lumber town in the area. Uses the river to ship lumber up the river and to the rest of the island.

    Snarth:
    Poor town. Was once a bustling river town but declined after last few decades of bad leadership. Many bandit attacks have also lead to the decline of the town.

    Dravenport:
    Richest town on the island. Beautiful architecture and high towers made of stone, ancient city from before the conquering of Grath. Houses the island’s Mages’ Guild. Full of mystery and corruption. Heavily guarded and regulated. The elites of the island follow strict laws including a curfew. The Archmage of the Guild also acts as Mayor.

    Cranjis:
    Most diverse city on the island. Large population of farmers, fishermen, merchants, lumberjacks, miners, sailors, trappers, hunters. Large markets and easy transit to the rest of the island via the lake and the small river that runs through the island.

    Ense:
    Fishing village and island jail. Large prisoner population and biggest site of attacks from Barbarian Island. Being sent to Ense is the worse sentence a criminal could get. Hunger and forced labor means a death sentence to anyone that is sent here. Mining, lumber, fishing, and slavery is the main product from this town.

    Aentar:
    Largest supplier of horses, cows, and pigs in the area. Hunting dogs and exotic animals also offered here. Small town that is run by one main family.

    Veer Island:
    Artisan town. Known for its large population of craftsmen. Intricate work shipped from here. The whole island is scattered with small villages full of artisans.

    Droov, Drav, and Drak:
    The island is known as Barbarian Island. 3 tribes live on the island and fight with each other. Each tribe lives in one of the villages. Attack the main island every once in a while. Savage attacks come from here, the tribes pillage the smaller towns and villages on the main island.

    Naivek, Zarvv, Truun, and Valtish:
    Religious zealots that left the main island hundreds of years ago. The zealots have moved all over the southeastern island. They do not trade very often with the main island. Mostly self-sustainable. Only a few traders are allowed to trade with the zealots. The main port is Valtish, which serves as a distribution hub for the rest of the island.
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    Dook

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    Re: Adventures in Grath - Almanac

    Post by Dook on Mon Jun 25, 2018 6:12 pm

    I will be posting my character later tonight. Nice looking map, I will look it over soon and get acquainted with it soon. I will also read up on your post as well and educate myself to this world.
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    Jamros Mageblood

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    Re: Adventures in Grath - Almanac

    Post by Jamros Mageblood on Mon Jun 25, 2018 11:24 pm

    Delrun Forgeheart, Mountain Dwarf, Fighter, Hermit
    XP- 0
    Fighter Lvl 1
    Age 215
    Lawful Good
    4'3" 138lbs (Medium)
    25ft Movement
    Languages- Common, Dwarven, Elvish, Orc
    Proficiency Bonus +2

    Ability Scores:
    STR- 15 (+2)
    DEX- 12 (+1)
    CON- 18 (+4)
    INT- 10 (+0)
    WIS- 10 (+0)
    CHR- 10 (+0)

    Proficiency:
    Armor- All Armor + Shields
    Weapons- All Weapons
    Tool Prof.- Smith's Tools, Herbalism Kit
    Saving Throws- Strength, Constitution
    Skills- Athletics, Religion, Persuasion, Medicine

    FEATS AND FEATURES
    Dwarf Features:
    • Within 60 feet of you, treat dim light as bright, darkness as dim light
    • Advantage on saves vs poison, poison damage resistance
    • Double proficiency bonus to History checks concerning stonework (even if not proficient)
    Hermit Feature:
    • Your seclusion granted you a unique revelation
    Fighter Features:
    • Fighting Style - Defense: +1 to AC while wearing armor
    • Heal 1d10 + level hit points as a bonus action (once between rests)
    • Action Surge - You can take a second axtion and bonus action on the same turn. Must finish a short or long rest to use again.



    EQUIPMENT:

    Chain Mail (AC 16)
    Shield (AC +2)
    War Pick (+4 Attack; 1d8+2 Piercing Damage)
    Handaxe (2) (+4 Attack; 1d6+2 Slashing Damage)
    Dungeoneer's Pack
    Scroll case full of notes
    Winter blanket
    Herbalism kit
    Set of common clothes
    Horse

    COMBAT:
    HP: 24
    AC: 18
    Hit Dice: 2d10


    Last edited by Jamros Mageblood on Wed Sep 26, 2018 8:58 pm; edited 1 time in total
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    Dook

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    Re: Adventures in Grath - Almanac

    Post by Dook on Tue Jun 26, 2018 2:25 am






    Zylo  -Human Lycan Rouge
    XP: 0
    Lycan Level: 2
    Age 26
    True Neutral
    5’11” 160lbs (Medium) / Lycan: 6'7'' 255lbs
    30 ft movement
    Languages: Common, Beast, Dragonic, Thieve's Cant

    Ability Scores & Modifiers with Bonus's
    STR: 19 (+4) +6.  
    DEX: 17 (+3) +3.  
    CON: 19 (+4) +6.
    INT:  6 (-2) -2
    WIS: 14 (+2) +2
    CHA: 4  (-3) -3

    Proficiencies
    Armor: Light
    Weapons: Simple and Martial
    Saving Throws: Strength & Constitution
    Skills: Athletics, Acrobats, Sleight of Hand, Intimidation, Stealth, Survival

    COMBAT
    HP: 26
    AC: 17
    Hit Dice: 2d8
    Pro:+2

    EQUIPMENT
    Shortsword
    Dagger x2
    Staff
    Traveler's Clothes


    Inventory:
    hood
    thieves tools
    belt pouch


    FEATS AND FEATURES

    Outlander Feature:
    -You can always remember the layout of a region's geographical features, and can usually find enough food and water for six people

    Athlete
    -You can climb at full speed, you can make a running jump after 5 ft, standing up costs you just 5 ft, and you gain +1 to either Str or Dex

    -Werewolf Transformation/Features

    From 1st level on, you can use your given abilities to turn into a werewolf as an action a number of times as shown in the Werewolf Transformation chart in the classes table. You also get temporary transformed for 10 minutes for each of your Werewolf levels into your Werewolf-form or until you dismiss it as an action. You also revert your human form when you drop to 0 hitpoints. Your armor and gear disappear in dark mist when you wear or carry it on your body while you transform. It appears on you when you turn back into humanoid form. The same thing counts for things you wear as a werewolf. You regain all transformations after a long rest. By level 3 you regain one use of transformations after a short rest back.

    After you take your action to turn, on your next turn you become a werewolf. While you are turning into or out of a werewolf you can't use your bonus action and your speed is a third of your left movement rounded down. However, you can use your bonus action and movement before you transform. Your AC and Hitpoints remains the same as in human form until the end of the current round and it equals your werewolf AC and hitpoints on the next round and until you transform back into human form. Also, all your skill proficiencies are applied to your werewolf form. You can't take a long rest in werewolf form, but you can make a short rest to heal up. However, you won't gain a Werewolf Transformation point back, if you rest as a werewolf. You can wear up to three magic items that require attunement as a werewolf and you lose the benefits of the magic items when you turn back. You also can't get the benefits of magic items you wear as a humanoid in werewolf form. It takes you no action to revert your form, but it takes one round to turn back into human form and your AC and hitpoints remain the same until the beginning of the next round. At the beginning of the next round, your AC and hitpoints equal your humanoid form.

    You get the following benefits while in werewolf form:

    -Your unarmed damage equals the Werewolf Claw Damage damage die in the Werewolf class table and it deals slashing damage.
    -Your AC equals 11 + your Dexterity modifier.
    -Your Speed increases by 10 feet.
    -Your Hitpoint-maximum and hitpoints double.
    -Your Darkvision equal 60 feet or rises by 10 if it is already 60 feet or higher.
    -You can speak beast.
    -Your Strength is 15 or higher if your human- Strength score is higher than 15.
    -Your Dexterity is 12 or higher if your human-Dexterity score is higher than 12.
    -Your Perception skill gains +4, as does your passive perception.
    -Your Stealth skill gains +2.
    -Your Size increases by 30%. If you are a small creature in human form and exceed 5 feet you count as medium, if you do not exceed 5 feet you count as a small creature. You can't count as a large creature. You count as medium and if you are not small, you can't count as a small creature.
    -Wolves won't attack you and will respect you as if you are a pack member.

    However, you also get the following restrictions while in Werewolf-form:

    -You can't use all weapons except the unarmed strike.
    -You can't wear armor unless it is specially made for Werewolves.
    -You can't enter Churches.
    -You can't eat vegetables.
    -You gain vulnerability to silver weapons (you lose it with 9th level).
    -You are incapable of speaking any other language than common and beast.
    -You can't get any benefits from spells powered by goods (It alignment is good or neutral).
    -You are recognized as fey, feared and hated by common folk.
    -You are recognized as fey, hated and hunted by Monster-hunters.
    -You can't use skills that require tools.
    When turning back into your humanoid form you lose all benefits and restrictions you get in your werewolf form.

    You also get the following features while in humanoid form:

    -You can't sleep, while the full moon is out.
    -You are not able to kill wolves which don't attack you.
    -Wolves won't attack you and will respect you as if you are a pack member.

    Unarmored Agility
    Gaining 1st level, you are naturally defensive, thanks to your Werewolf abilities. You gain +1 AC when you take the dodge action and your AC equals 10 + your Dexterity modifier + your Constitution modifier in your humanoid form.

    Bite Attack
    At 2nd level, your fangs grow stronger and your bloodlust rises. As an action, you can bite one enemy in your reach of 5 feet. The attack deals 1d8 + your Strength modifier piercing damage. The damage increases to 1d10 at 5th level, 2d6 at 11th level and 2d8 by 17th level. If you successfully bite a target, you may attempt to grapple them as a bonus action.

    Fighting Style
    At 2nd level, you adopt a particular style of fighting as your specialty.

    -Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


    Backstory

    Zylo was born in a far off land that no one can recall. At his birth, he was immidiately feared by everyone but his parents. He was born with pure white hair and tufts of hair on his shins and forearms. His ears were pointing like daggers life a dark elf, and his nails sharp as claws despite both his parents being humnan. His father and mother loved their baby boy with all their heart dispite the local villagers telling them to leave him to die in the forest. The village he lived in was a very secluded, closed-minded village that saw Zylo as an omen. They wanted him out of the village for fear of a dark coming upon their village.

    At the age of 5, young Zylo was forced to stay inside of his house because the villagers looked upon him with such scorn that even his life was in danger when he stepped outside. His fathercouldn't get work, mother couldn't buy food, but no matter they loved their son. One night, Zylo woke up to the smell of smoke and instantly arose from his bed. He ran to his parents room and saw an unspeakable sight. His parents were bound to their beds and set ablaze. Some of the towns folk surrounded his parents, torches in hand and evil looks glaring as they burned his parents. Zylo turned and ran out of the house with voices not too far behind him.

    Zylo was always a quick kid, but not as fast as the arrow that sank into his back. Zylo fell to the ground crying in pain as the town approuched him. The villagers bound him in shackles from neck to arms to toes and beat him til he was just a broken soul. The village wanted Zylo out of their town as soon as possible so they sold him into slavery. When Zylo awoke, his first sight was upon a short dragonborn named Helderide. Helderide bought and sold slaves for prophet, but his real love was to pit his slaves against one another. Zylo caught Helderide's eye and saw potnetial in the unresponsive boy. Until the age of 12, Zylo became Helderide's prize fighter. Zylo's dertermination and raw anger towards the world made him a ruthless combatant. His claws and shackles on him made Zylo a sight to see in this sick underground arena.

    One night at the arena, this dark, mysterious man challenged Helderide's prize slave against his own. The mysterious man had long white hair, peircing bright green eyes. A black and red suit that made him look extremely wealthy. He also had a long black cane with a tiny, embroided skull where his pale hands laid. The most intimidating thing about him was the way this man smiled. It was a sinister grin that showed his extremely sharp white teeth, like his intensions were chaotic. He stood with such confidence that he knew he would surely win this bet. Helderide and the man shake hands to confirm the bet has been made. The pale man walks eeriely slow past Zylo. All Zylo feels is a chill up his spine while the atmosphere changes to an evil one. Zylo locks eyes with the man as he passes by with is toothly grin. Zylo waits in the arena for this newfound opponent. Helderide comes and unlatches his shackels so he can move freely. Helderide whispers in Zylo's ear,"You know what happens if you lose this, so don't mess this up for me, boy." The pale man appears with his slave. The slave has his arms bound, bald headed with many scars all over his body. The slave's eyes are pure white with no signs of pupils. His mounth bound in some kind of red cloth. The pale man unshackels this beast of a man and unwraps his mouth to reveal a beast of mouth. This catches Zylo off guard looking at the mouth of this man. His teeth were pertruding from his mouth, teeth that looked sharper than knives, and was now on all fours looking like he is ready to pounce. The pale man fades into the shadows of the crowd while saying,"Let the show begin..." At that moment, the slave lodges his teeth into Zylo's arm.

    Shocked at the speed of the man, Zylo falls to the ground in pain, blood flowing from his arm. Zylo looks back up at the slave who is ripping open the cagged arena. The slave starts slaughtering the crowd, body parts flying everywhere, blood filling the rows, and Zylo losing conciousness from the blood loss. Before everything fades to black, Zylo hears the voice of the pale man,"You are not yet ready but soon you will be, but for now, you are free..." Zylo wakes to the smell of iron in the air. He leans up checks himself for any wounds. The bite mark on his arm was no longer there and the arena was deadly quiet. He knew that what had happened was not a dream or an illusion. As Zylo walked his way to the exit, there was a maze of innards, bodies, and flesh of varied species. He saw no sign of Helderide, so he must have ran at the sight of misfortune, abandoning Zylo to die. As Zylo made is way to the outside, his head was pounding, body aching. He looks down at his arms and his face turns pale from the sight he sees. His arms are growing hair at an alarming rate. At his feet, a large black shroud surrounds him. Zylo panics at what he is witnessing. He falls to his knees from the sheer pain. The shroud engulfs him and all that is heard is a mixture of yells and growls. Minutes pass, the shroud fades. What stands in the full moons light is a large lycan, covered in white fur, howling at the moon. Zylo awakes with the sun beaming down on his body. The warm embrace is a welcoming feeling that Zylo has never truly felt in years. He rolls up to his feet to understand his surroundings and figure out where he is. He hears a voice,"Your finally awake young pup." Zylo looks around from whence the voice came, but all he saw was an astounding dire wolf, much larger than him. Zylo falls back down to the ground at the presence of this massive beast. "Do not be afraid, I will not hurt you" The dire wolf walks towards Zylo,"I witness what you became and what you are. You are now one of us young pup." The dire wolf tells Zylo that he is now a werewolf, a being feared by many two leggers, respected by all nature. The dire wolfs name is Uldair. Uldair is the leader of his pack, consisting of all the wolves of the land. Uldair takes young Zylo as his own son, teaching him all Uldair knows and branding the Uldair name. How to survive, hunt, gather, assess the land, everything to succeed in the wilderness. Zylo lived with the pack until the age of 23.

    Through Uldair's teaching and wisdom, Zylo did not need the outside world anymore for all that he desired was within his pack, his family. Uldair knew all things that went on in the land and always led Zylo on a justiful path. Uldair sent Zylo on a mission to find their next resting grounds for the year to raise the young pups. Zylo went and did not return for 2 weeks. Zylo returned home feeling proud of his successful mission only to find that Uldair and his pack were all slaughtered. Zylo finds Uldair in the middle of the forest bearly clinging to life. Uldair tells Zylo that he is proud that he is still amongst the living and passes on his final words. "We were ambushed by a mass of two leggers and at the helm was a man with long white hair and bright green eyes. He did not say a word, only a sinister grin and a devilish aura around him. The people with him looked crazed and out of their mind, chanting that the "were" were superior than the originals and that they all must be extinguished. Zylo, lead a just life and escape this land and live for all of us, live for the pack, for your family." Uldair passes with his final breath and leaves the earthly plain. Zylo is filled with instant grief and anger. Zylo yells out and loses his mind to the wolf side of him and instantly transforms into his lycan form. He catches the scent of wolves blood and races off in the direction of the smell in an almost feral state. Panting and unyielding, Zylo doesn't stop for what seems like miles of constant running. Zylo eventually comes to a familar area that he remembers so very long ago. The village that killed his parents and sold him into slavery.

    In the middle of the small village, you see young wolves being thrown onto the fire as the villagers dance around the flames. Zylo instantly goes berserk and rushes into the village slaughtering everyone in his path for the sake of revenge, for all the pain, for the family they stole from him. After the last man falls in the village, Zylo cries out to the moon. He then hears a familiar voice,"It seems you can finally change at will." Zylo snarls his gaze to his right to see the pale man. "But you are not yet ready, but soon you will be" says that pale man. After these words, he laughs a chilling laugh. Zylo lunges towards the pale man and swipes his claws through his body, but to no avail. The pale man disappears as the claws make contact, like swiping though a shadow. The laugh echoes through the night and then fades into the darkness. Zylo howls to the moon and slowly changes back into his human form. Howling blending into a cry. 3 years have passed since that fateful night in that village. The image of the pale man not leaving his mind. A promise to heart and an assurance to kill him. Zylo has mastered his transformation at will now and can control his other half now, fully aware in his werewolf form. He hates big citys and towns but must venture in them for information on his quest for the pale man. Every step is a caution and sensitive to every word, hoping that not one soul finds out about his other side. Hunters would be after him and people would afraid of him. Information would be tough to gather when villages won't let you in. Most nights of his travels were spent in forests and the creatures of the forests welcome him with ease. Every night felt like home in these moments, never forgetting what Uldair taught to him and his final words. Zylo's trust is hard to obtain and his wrath is justified in his eyes. The information Zylo has recieved has led him to an island name Grath. Zylo sits in a tavern waiting to see if the information he gathered was good or spoiled shit from another untrusting source. Zylo is sitting on the long table clostest to the door, observing the whole tavern with his back to the wall. Is what he is looking for here or is this another dead end?


    Last edited by Dook on Tue Oct 09, 2018 7:08 pm; edited 9 times in total
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    Troyer
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    Re: Adventures in Grath - Almanac

    Post by Troyer on Thu Jun 28, 2018 6:15 pm

    Shoshana of the Gaborîm
    Human Female Paladin


    XP: 0.00
    Level: 1 (Paladin)
    Age: 29
    Alignment: Neutral Good
    Size: Medium
    Height: 5'7"
    Weight: 120lbs
    Move: 30ft
    Languages: Common, Celestial

    Appearance
    The woman was adorned in a richly embroidered crimson justacorp, buckled over a simple chainmail hauberk, both of which flared at the waist to end around the knee. Her shoulders had simple chain pauldrons, and her forearms were clad in leather bracers. Her cream-white leggings, such as they could be seen, were cropped into knee-high boots of supple black leather. Her hair was dark as the night, and shorn at the nape of her neck, bound in silver chains, and a cone-shaped pointed hat of curious design rested between her shoulder blades hanging on the chin-strap still around her neck. Her eyes were blue as the noon-day sky, her complexion that of one who had traveled far and often beneath the sun. At her waist was a simple studded cudgel, and across her back was strapped a kite shield and wickedly spiked morningstar.

    Personality: I can find myself sidetracked by helping others, but will also not let others get in the way of my goals.
    Ideals: There's no sense in pretending tyranny is lawful because the tryant's laws say so.
    Bonds: This land and her people are my pasture and my flock, and I their shepherd.
    Flaws: I don't have time for romance, but a woman has needs. Don't judge.

    Ability Scores
    STR- 14 (+2)
    DEX- 14 (+2)
    CON- 8 (-1)
    INT- 17 (+3)
    WIS- 18 (+4)
    CHR- 18 (+4)

    Proficiency
    Armor: All Armor + Shields
    Weapons: All Weapons
    Tools: Carpenter Tools, Vehicles (Land)
    Saving Throws: Wisdom, Charisma
    Skills: Animal Handling, Perception, Persuasion, Religion, Survival

    Equipment
    Chain Mail & Shield
    Morningstar & Mace
    Priest's Pack: backpack, blanket, 10 candles, tinderbox, alms box, blocks of incense, censer, vestments, 2 days of rations, waterskin.
    Folk Hero: Carpenter Tools, a shovel, an iron pot, a set of common clothes, and a belt pouch.
    Holy Symbol

    Money
    Gold: 113
    Silver: 102
    Copper: 70

    Combat
    Hit Dice: 1d10
    HP: 9
    AC: 18
    Morningstar(+4 Attack; 1d8+2 Piercing Damage)
    Mace (+4 Attack; 1d6+2 Bludgeon Damage)

    Feats/Features
    Background - Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with east. 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.

    Skill Feat - Diplomat: CHA +1; Prof in Persuasion, Expertise if already proficient; If you spend 1 minute talking to someone who can understand you, make a Persuasion check against their Insight check. If you succeed, the target is charmed by you as long as it remains within 60 ft of you for 1 minute thereafter.

    Paladin - Divine Sense: The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.

    Paladin - Lay on Hands: Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one. This feature has no effect on Undead and constructs.


    Last edited by Troyer on Fri Jul 20, 2018 11:10 am; edited 8 times in total
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    Tolr'ax

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    Join date : 2017-04-25

    Re: Adventures in Grath - Almanac

    Post by Tolr'ax on Mon Jul 09, 2018 5:52 pm

    ENSE TOWN MAP



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    Re: Adventures in Grath - Almanac

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      Current date/time is Mon Oct 22, 2018 2:40 pm