Thursday, May 4, 2017

Lux Tenebris: Rose & Thorn

Rose and her brother, Thorn, are twins, although this is not obvious to the casual observer. Rose is a beautiful human girl, with flowing red-gold hair, dark eyes and a peaches-n-cream complexion. Thorn is a red-skinned tiefling, with ebon goat’s horns emerging from his brow, black eyes, pronounced canine teeth and ears that taper to knife-points.
The twins were born in Hylondek to a ragtag family of merchants, bards and adventurers. Their early childhood was idyllic and the twins were inseperable. But their fortunes took a harsh turn after their thirteenth birthday, when revolution swept Hylondek and the Crucible, a brutal, human-centric regime, took over the country. The twins’ family tried to flee to Alindrast but were stopped and imprisoned by the new regime. Rose and Thorn watched as their parents were crucified. Afterwards, the twins were separated. Rose was sent to a Crucible convent-school where the sisters attempted to scourge her family’s sins with frequent beatings. Thorn was sold into slavery, forced to fight in the arena for the amusement of the regime’s leaders.
After a year in the convent, Rose was approached by a devil with a bargain. She accepted, agreeing to perform a certain number of services for him, in exchange for power. Using her new abilities, she fled the convent and found Thorn. Rescuing him from the arena, the two joined a resistance movement and were instrumental in bringing down the Crucible regime.
Afterwards, the twins left Hylondek, to hunt down and execute the Crucible leaders who had managed to escape. When the Draconic Invasion threatened the Southern Palatines, Rose and Thorn offered their services to Count Orziri as assassins and spies. The count accepted their offer and it was Rose and Thorn who brought him news of the tarrasque summoning ceremony.
Since the Draconic Legions have retreated from the South, the twins have resumed hunting for the Crucible leaders. They have received reliable information that some have fled to Shrike, which is now held by the Draconic Empire. The twins are making plans to infiltrate Shrike, and have made tentative contact with the resistance movement within the city. Their experiences liberating Hylondek would be a boon to the Shrike resistance, and the resources of the resistance would assist the twins enormously in hunting down their targets.

* * * * *

Tuesday, May 2, 2017

Lux Tenebris: Starblood

ELZAR STARBLOOD, L16 High Elf Hermit (L3 Fighter/L13 Paladin)

STR     16 (+3)
DEX    10 (+0)
CON   13 (+1)
INT     10 (+0)
WIS     15 (+2)
CHA   18 (+4)
HP       116
AC      20 (Plate armor w/shield)

Traits:
Darkvision
Fey Ancestry
Languages: Common, Elvish, +2

Proficiencies: +5
Armor: All armor, shields
Weapons: Simple, Martial
Tools: Herbalism kit
Saves: Strength +8, Constitution +6
Skills: Arcana +5, Athletics +5, Intimidation +9, Medicine +5, Persuasion +9, Religion +5

Feats:
Discovery
* * *
Fighting Style: Protection
Second Wind
Action Surge
Martial Archetype: Champion
- Improved Critical
* * *
Divine Sense
Lay on Hands
Fighting Style: Dueling
Divine Smite
Divine Health
Sacred Oath: Oath of Devotion
- Oath Spells
- Channel Divinity: Sacred Weapon, Turn the Unholy
- Aura of Devotion
Extra Attack
Aura of Protection
Aura of Courage
Improved Divine Smite

Spellcasting:
# of Spells: 10
L1(4): protection from good and evil, sanctuary, bless, command, detect magic, divine favor
L2(3): lesser restoration, zone of truth, find steed, magic weapon
L3(3): beacon of hope, dispel magic, crusader’s mantle, dispel magic, remove curse
L4(1): freedom of movement, guardian of faith, death ward

Equipment:
Longsword. Melee. +8 to hit; deals 1d8 +5 slashing. Versatile (1d10).
Handaxes (2). Melee; +8 to hit; deals 1d6 +3 slashing. Ranged; 20/60 ft. +5 to hit; deals 1d6 slashing.
Plate Armor. Heavy armor. AC 18. Min STR 15. Disadvantage on Stealth.
Shield. AC +2.
An explorer’s pack, a scroll case, a winter blanket, a set of common clothes, an herbalism kit, 5gp

Elzar Starblood, Paladin-General of the Iornean Church, is something of a mystery. He arrived at the House of Wonders years ago, answering the call of the Goddess of Magic herself. Since his investiture as Paladin-General, Starblood has served well and faithfully, defending the faith and Alindema from various aggressors. Still, rumors about Starblood’s history abound. Some say he lived as a hermit or monk or mercenary. Some say he’s one of the Nightshade Queen’s sons. Others, that he’s the exiled bastard of a Goldsun noble elf and a forgotten daughter of the Mornae family.
A taciturn man, Starblood isn’t the sort to invite questions or waist breath on idle chit-chat. Since the Draconic invasion, he has been busy, ensuring the safety and security of Alindema. He was part of the group that infiltrated the Draconic lines and disrupted the tarrasque summoning. Afterwards, he slaughtered the Draconic mages and returned to Alindema.

Recently, the High Magister dispatched Starblood westward, to Alinshrae, on a secret mission. No one knows why but previous rumors and current circumstances have led many to speculate that Alindema may be going to war with Alinshrae.

Friday, April 21, 2017

Lux Tenebris: High Magister Osre

HIGH MAGISTER OSRE (L20 Human Cleric)

STR     12 (+1)
DEX    15 (+2)
CON   16 (+3)
INT     16 (+3)
WIS     20 (+5)
CHA   18 (+4)
HP       130
AC      18 (Scale Male & Shield)

Proficiencies: +6
Armor: Light, Medium, Shields
Weapons: Simple
Tools: None
Saves: Wisdom +11, Charisma +10
Skills: Insight +11, Religion +9

Feats:
Divine Domain: Arcana
- Arcane Initiate
- Spell Breaker
- Potent Spellcasting
- Arcane Mastery
Channel Divinity: Turn Undead, Arcane Abjuration
Destroy Undead (Undead CR 4 or lower)
Divine Intervention

Spellcasting:
# of Spells: 25
Spell DC: 19
Atk Mod: +11
At-Will (5/2): Guidance, Prestidigitation, Ray of Frost, Resistance, Thaumaturgy
L1(4): detect magic, magic missile, bane, healing word, protection from evil & good
L2(3): magic weapon, Nystul’s magic aura, enhance ability, lesser restoration, spiritual weapon
L3(3): dispel magic, magic circle, protection from energy, remove curse, spirit guardians
L4(3): arcane eye, Leomund’s secret chest, banishment, death ward, guardian of faith
L5(3): planar binding, teleportation circle, greater restoration, hallow, raise dead
L6(2): true seeing, blade barrier, forbiddance, heal
L7(2): teleport, conjure celestial, divine word, plane shift
L8(1): demiplane, antimagic field, holy aura,
L9(1): gate, true resurrection

Equipment:
Mace. Melee. +7 to hit; deals 1d6 +1 bludgeoning.
Light x-bow. Ranged, 80/320. +8 to hit; deals 1d8 +2 piercing. Loading. 2-Handed.
Scale mail. Medium armor. AC 14 + Dex Mod (Max 2). Disadv on Stealth
Shield. Defense. AC +2.
A holy symbol, a prayer book, 5 sticks of incense, vestments, a set of common clothes, an explorer’s pack, a belt pouch w/15 gp.

South of Alindor, is the Theocratic State of Alindema. Flanked on the east by Alinshrae, on the west by Alindrast and to the south by Hylondek, Alindema is the smallest of the Southern Palatine states, but also, arguably, the most powerful.
A theocracy, ruled by the Iornean Church, the Church is led by High Magister Hoben Osre. Within Alindema, High Magister Osre’s word is absolute law. During his tenure as High Magister he has transformed Alindema into a stronghold for magic-users. Indeed, in Alindema, only those gifted with magic may own property or vote. All non-mages are second-class citizens, who serve the Iornean Church and its members. Merchants and travelers who wish to pass through Alindema, must first demonstrate some magical ability. Those who cannot are denied entry into the country.
Intelligent and charismatic, Osre has observed the Draconic Empire’s invasion of the west with a cold, calculating eye. When the Draconic Legions turned south and threatened the Southern Palatines, Osre was one of the first to offer assistance to Count Orziri of Alindor. The Count accepted the High Magister’s assistance with guarded suspicion, but dared not rebuff it.
The High Magister’s alliance with Alindor did not go unnoticed by the leaders of the other Southern Palatines.  They quickly followed Osre’s example, allying with Alindor against the Draconic invaders.
Many people expected Osre and Alindema’s role in the war to be supportive, perhaps providing intelligence or material support. Everyone was surprised when the High Magister deployed Paladin-General Starblood and his Arcane Legion to the front lines. They decimated the Draconic Legion’s military spellcasters, and cleared a path for the operatives who sabotaged the tarrasque summoning ceremony. Afterwards, the Arcane Legion returned to Alindema and the High Magister’s support for the alliance became predominantly advisory.
Nevertheless, it is widely suspected that the High Magister’s actions during the invasion were carefully calculated. That he deployed the Arcane Legion to remind his neighbors and allies of the power Alindema could deploy if threatened. 

There are rumors the Draconic Empire dispatched secret envoys to Alindema, seeking an alliance, but that the offer was rebuffed.  More alarming to many are the whispers that the High Magister receives celestial messengers from the goddess Iorne herself, instructing him to keep Alindema on a war-footing. There are reports the Arcane Legion has been repositioned on the country’s western border and that the High Magister is preparing for war with Alinshrae.

Saturday, April 8, 2017

Comic Recs


Kill Shakespeare - Past is Prologue: Juliet is a prequel to the excellent Kill Shakespeare series. Set a few months after the events in Romeo & Juliet, we are introduced to a troubled Juliet, still mourning the loss of her Romeo and at odds with the world around her. The first issue ends in a typical Shakespearean manner, with a blood-soaked tragedy, and opens the door on a couple of mysteries.


Rock Candy Mountain is one of those books that defines Image Comics as a risk-taking publisher. The first issue opens in 1948 with the Devil beating a bunch of hobos to death, and our mysterious protagonist, Jackson, jumping onto a train.  Jackson, it seems, is searching for the legendary Rock Candy Mountain. Most folks think he's crazy. But if the Devil's after you, how crazy can you be? In this first issue, Jackson befriends a hard luck case nicknamed Pomona and tussles with the Hobo Mafia. Yes, you read that right. Hobo. Mafia. The story is intriguing enough for me to want to pick up the second issue, even though I think the art could be a little tighter. Overall, though, it was a pretty good read.

I liked America Chavez. When she showed up in Young Avengers, she was a breath of fresh air. I still want her line, "The laws of physics can kiss my ass!" on a t-shirt. I even liked her in The Ultimates.
Her own series however? Not so much.
Last month, America #1 left me lukewarm at best regarding the character. She didn't come across as strong or independent, she just came across as bitchy and controlling. With this second issue of her book, I am officially done.
This book was just shitty. It's as if someone took a bunch of disparate ideas, mixed them in a blender, chugged them down, then vomited them back up on the page. The cover art leaves me feeling 'Meh' but the internals just make me sigh wistfully for art that actually looks finished.
Overall, this book was just a toxic mess. Avoid it like the plague.

Thursday, April 6, 2017

Lux Tenebris: Count Orziri

COUNT BARTIMUS ORZIRI, L19 Human Noble(Rogue 16/Bard 03)

STR     13 (+1)
DEX    20 (+5)
CON   13 (+1)
INT     15 (+2)
WIS     14 (+2)
CHA   14 (+2)
HP       155
AC       16 (Breastplate)

Languages: Common, Giant, Goblin, Thieves’ Cant

Proficiencies: +6
Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: Disguise kit, Poisoners’ kit, Thieves’ tools, Lute, Chess
Saves: Dexterity +11, Intelligence +8
Skills: Acrobatics +17, History +14, Intimidation +14, Persuasion +14, Sleight of Hand +17, Stealth +17

Feats:
Position of Privilege
* * *
Expertise
Sneak Attack
Cunning Action
Roguish Archetype: Assassin
- Bonus Proficiencies
- Assassinate
- Infiltration Expertise
- Imposter
Uncanny Dodge
Evasion
Reliable Talent
Blindsense
Slippery Mind
* * *
Bardic Inspiration (d6)
Jack of All Trades
Song of Rest (d6)
Expertise
Bard College: College of Valor
- Bonus Proficiencies
- Combat Inspiration

Spellcasting:
# of Spells: 06
Spell DC: 16
Atk Mod: +8
At-Will(2): Blade ward, Message, True Strike
L1(4): Bane, Cure Wounds, Disguise Self, Thunderwave
L2(2): Invisibility, Phantasmal Force

Equipment:
Daggers (2). Melee. +11 to hit; deals 1d4 +5 piercing. Ranged, 20/60 ft.
Rapier. Melee. +11 to hit; deals 1d8 +5 piercing. Finesse.
Shortsword. Melee. +11 to hit; deals 1d6 +5 piercing. Finesse, Light.
Breastplate. Defense. AC 14 + Dex Mod (max 2).
A burglar’s pack, Thieves’ tools, a set of fine clothes, a signet ring, a scroll of pedigree, a purse w/25 gp.


There are a lot of stories about Count Bartimus Orziri, ruler of Alindor. People say he has giant blood flowing in his veins, because of his size and strength. They whisper about the affair he had with a Veil agent in in his youth, that it was she who taught him the skills he used as assassin and spy during the Nine Years War. They say that when Bartimus returned from the battlefield, and assumed his noble title, he didn’t smile for ten years. People say Orziri hasn’t smiled once since the Draconic Empire made a haphazard effort to invade the Southern Palatines, a year ago. Some people claim Orziri is the man who united the squabbling noble houses of the South against a common enemy, that he sits at the heart of a web of assassins who have been methodically eliminating key members of the Draconic Legions to destabilize their command structure. They say he employs wizards to harry the Legions and has armed bands of tiefling zealots intent on murdering the dragonborn invaders. No one knows if any of these stories are true, but there is one thing everyone accepts: Count Orziri will not let Alindor, or the rest of the Southern Palatines, fall to the Draconic Empire. He will do whatever he has to, to ensure that.