Friday, March 10, 2017

Lux Tenebris: Dorox Rann

DOROX RANN, L7 Dragonborn (L6 Battlemaster/L1 Barbarian)
Dorox Rann


STR     18 (+4)
DEX    12 (+1)
CON   14 (+2)
INT     12 (+1)
WIS     12 (+1)
CHA   12 (+1)
HP       55
AC      16 (Half-Plate)/13 (Unarmored Defense)

Traits:
Draconic Ancestry: Red
Draconic Resistance: Fire
Breath Weapon: Fire
Languages: Common, Draconic

Proficiencies: +3
Armor: All armor, Shields
Weapons: Simple, Martial
Tools: Dice, Veh: Land, Smith’s tools
Saves: Strength +7, Constitution +5
Skills: Athletics +7, Intimidation +4, Perception +4, Survival +4

Feats:
Military Rank
FS: Archery
Second Wind
Martial Archetype: Battle Master
- Combat Superiority
-- Manuevers: Commander’s strike, Manuevering atk, Menacing atk, Precision atk, Rally
-- Superiority Dice (5d8)
-- Manuever Save DC:  15
- Student of War
- Know Your Enemy
Extra Attack
* * *
Rage (2)
Unarmored Defense

Equipment:
Darts(4). Ranged, 20/60 ft. +6 to hit; deals 1d4 +1 piercing.
Shortswords(2). Melee. +7 to hit; deals 1d6 +4 piercing; Finesse, light
Longbow. Ranged, 150/600 ft. +6 to hit; deals 1d8 +1 piercing; Heavy, 2-handed.
Half-Plate. Defense. AC 15 + Dex Mod (Max 2); Disadvantage on Stealth

Dorox Rann is from a minor clan within the Draconic Empire. Destined for military service, Dorox was a competant, if unspectacular, soldier. He rose through the ranks of the legions, and surprised his peers and superiors when he applied for officer school. Dorox did reasonably well and became a commissioned officer in the Draconic Legions.  Again, as an officer, he proved competant, if not particularly gifted. When the Empire began its invasion of the west, Dorox was part of the vanguard. He helped secure Dryspire and moved west and south, to conquer the small city of Calhorne. As per established protocol, Dorox ordered his soldiers to execute the population, loot the city and set it ablaze.  He then moved on to his next target.
Now, with the Draconic invasion collapsing, and the Legions withdrawing from the West, Dorox Rann has learned that an aasimar paladin is hunting for him. She seeks revenge for what happened at Calhorne. She has already slain several soldiers who took part in the city’s destruction, but has her sites set on Dorox.
Dorox suspects that fate has set this aasimar against him. He isn’t sure why, as he doesn’t believe he did anything wrong at Calhorne. Nevertheless, when one of the god-touched comes for you, it is a moment of import and destiny.
When the aasimar paladin reveals herself to him, Dorox will challenge her to honorable combat. If she kills him, then his death was written by the gods. But if Dorox Rann can defeat an agent of destiny, it could open any number of doors for him and his clan.

Thursday, March 9, 2017

Lux Tenebris: Daloria Osharek

Daloria Osharek
DALORIA OSHAREK, L4 Scourge Aasimar & Paladin of Vengeance

STR     16 (+3)
DEX    09 (-1)
CON   12 (+1)
INT     09 (-1)
WIS     08 (-1)
CHA   15 (+2)
HP       32
AC      16 (Chain Mail)

Traits:
Darkvision.
Celestial Resistance.
Healing Hands.
Radiant Consumption.
Languages: Celestial, Common

Proficiencies: +2
Armor: All armor, Shields
Weapons: Simple, Martial
Tools: Vehicles: Land, Jeweler’s tools
Saves: Wisdom +1, Charisma +4
Skills: Animal Handling +1, Intimidation +4, Persuasion +4, Survival +1

Feats:
Rustic Hospitality
Divine Sense
Lay on Hands
FS: Dueling
Divine Smite
Divine Health
Sacred Oath: Vengeance
- Channel Divinity: Abjure Enemy, Vow of Enmity

Spellcasting:
# of Spells: 04
Spell DC: 12
Atk Mod: +4
At-will: light (racial)
L1 (3): bane, hunter’s mark, Command, Searing Smite, Thunderous Smite, Wrathful Smite

Equipment:
Battleaxe. Melee. +5 to hit; deals 1d8 +5 slashing; versatile (1d10)
Mace. Melee. +5 to hit; deals 1d6 +5 bludgeoning.
Chain mail. Defense. AC 16. Strength 13; Disadvantage on Stealth
An explorer’s pack, a set of jewelers’ tools, a shovel, an iron pot, a set of common clothes and a belt pouch with 10 gp.

Calhorne was a small city in the east, and one of the first to be conquered by the Draconic Empire.  Most of the residents were put to the sword. Daloria Osharek was spared this fate, because of her aasimar heritage. The Draconic soldiers were unwilling to kill one of celestial parentage, concerned it might attract the notice and ire of a god.  Instead, they sealed Daloria inside her home, with the bodies of her loved ones, and left her to live or die as fate decided.
Daloria lived.
In the dark, surrounded by the stiffening corpses of her family, Daloria swore divine vengeance on their killers.  She freed herself from her home by burning it down and walking away.
That was a year ago.
Daloria has tracked her prey west, following in the wake of the Draconic invasion. She has seen towns burned, cities laid low, kingdoms reduced to bone and ash. All of this has only toughened her resolve and cemented her righteous hatred of the dragonborn soldiers who killed her family.
She caught up with some of them a while ago, exacting vicious revenge on three of them. From them, she has learned the name of her primary target, the dragonborn officer who ordered the destruction of Calhorne.
With the collapse of their invasion, the Draconic armies are returning to the east. Daloria knows it’s only a matter of time before she finds her quarry. When she does, they can expect no mercy from her, just the sharp edge of her battleaxe.
Whether their destruction will give the aasimar woman peace is another question altogether.


Wednesday, March 8, 2017

Lux Tenebris: Mountgate

MOUNTGATE

Mountgate has a long and storied history. The city was originally founded by Graytooth dwarves, who used it as a base to delve deep into the mountain itself, mining the rare ores used to make eversteel and adamantine. As they dug down, the dwarves built great halls into the mountains, creating the city that would become known as Galendrade. Galendrade became famous, not just for the quality of the ore produced, but for the beauty of the city itself. Unfortunately, as Galendrade’s fame grew, so did the arrogance of its residence.  The pride and vanity of the dwarves earned them the ire of the gods; a great plague was visited upon the city. Thousands died and the gates to the mountain were closed and sealed with spell and steel by the Graytooth dwarves. 
However, while Galendrade and her people died, the human settlement that had grown up on the slopes of the mountain flourished. Started as a simple trading post, the village of Mountgate had soon grown into a prosperous town, nourished by the trade caravans journeying between Galendrade and the rest of the world.
When the dwarves abandoned Galendrade, many thought Mountgate would die as well.  Surprisingly, Mountgate survived and thrived. Although it had been dependent on the dwarven city in the first few decades of its existence, the residents had quickly established their own industries and trades that operated independently of the dwarves.
Soon enough, Mountgate itself became a primary destination for travelers and traders across the Northlands.  The Merchant-Lords of Mountgate protected their investments by brutally squashing any attempt to establish guildhouses within the city, employing mercenaries and thugs to eliminate anyone attempting to interfere with their trade.  Mountgate’s Grand Market became infamous, as one could purchase almost anything within its confines.  The only items banned for sale within the city were magic objects and weapons.
As time passed, Mountgate’s Merchant-Lords became known as simply the Lords of Mountgate. Titles became hereditary. New titles could be bought, however, for an exorbitant sum, but it was easier for ambitious, wealthy merchants to simply marry into one of the established families.
The Lords of Mountgate sequestered themselves in private estates on the upper slopes of the mount, near the Gates of Galendrade. Eventually, they built a wall to partition themselves further from the rest of the city and this area became known as the Upper City.
The rest of Mountgate became known as the Lower City, and gained a reputation for violence, corruption and criminal behavior unseen anywhere else in the North.  For a time, Mountgate eclipsed Darkwater as the capital of vice and crime in the Northlands.
Unfortunately, Mountgate’s sinister reputation began to impact the city trade.  Trade caravans began to bypass the city, in favor of Swordhold and Darkwater. Guildhouses in other cities refused to purchase materials sourced in Mountgate and several prominent temples spoke out against Mountgate’s continued support of the slave trade.
The Lords of Mountgate scrambled to save the city and themselves. Previously, Mountgate had been governed by a Lords’ Council, long plagued by partisan in-fighting and incompetence. Now, the lords established the position of Lord-Governor of Mountgate. Elected from their ranks, once every three years, the Lord-Governor would have absolute authority.  He would be counseled by a group of advisors known as the Small Council.
The Lord-Governors quickly reestablished Mountgate’s reputation. They banned the sale of slaves within the confines of the city (but not outside the walls), invited guildhouses to establish themselves within the Lower City (under strictly enforced laws and ordinances), funded the establishment of various temples within the city and poured coin into improving the City Watch and the City Guard.
Mountgate’s reputation bounced back and trade flourished. Once again it became one of the dominant financial powers in the Northlands.
Its good fortune, however, was short-lived. One quiet summer evening, the Gates of Galen burst open and all manner of evil creatures poured into the city. It was as if the Underdark had decided to vomit up the worst of its inhabitants. Similar incidents occurred across Nur, and the event became known as the Summernight War.
Mountgate survived but the city was now plagued by all manner of dark and fell creatures. Bounties were set and adventurers flocked to Mountgate to collect them. Some parties, more foolish than sensible, dared to enter the Gates of Galen, hoping to discover the reason for the monstrous onslaught. Few returned. Those that did reported dark and sinister beings inhabiting the ruins of Galendrade and waging a war for control of Nur’s Underdark. Eventually, these creatures would become known as mindflayers.
The Lord-Governor ordered the Gates of Galen resealed and fortified with a garrison that included powerful arcanists. Eventually, this garrison became known as the Gatewatch, and they would defend Mountgate from all manner of threats creeping out of the mountain.
Over the next century, Mountgate’s fortunes would remain steady. The city would grow and prosper. Eventually, it came into conflict with its neighbors to the east and west, sparking the War of the Three Cities.  The conflict ended when Darkwater and Swordhold allied and laid siege to Mountgate for three years, starving the city into surrender.
The Treaty of Silverwater ended the war, but the terms for Mountgate were harsh. The city never quite recovered from them and began to slowly decline in influence and wealth.  As Mountgate attempted recovery, a new problem arose within the city itself.
For centuries, Mountgate had been ruled by the Lord-Governor and the nobility. In the aftermath of the war, the common people grew dissatisfied with this arrangement and began to demand a voice in the city’s governance. The lords refused to cede any power and the next summer the city exploded into riots.  The Lord-Governor responded with callous brutality, dispatching the Watch and the Guard to quash the riots and then hang the rioters in the Grand Market. Harsh new laws were enacted, limiting the movement of common folk within the city, and new taxes were imposed to repair the damage from the riots.
As a result of these actions a thriving black market sprang up in the Lower City. This brought criminal organizations like the Black Glove and the Veil into Mountgate, as well as encouraging the growth of local gangs.  In addition, the ranks of the insurrectionists grew enormously, thanks to the common folk’s hatred of the lords.
Mountgate was balanced on the edge of a knife when the Draconic Invasion occurred. Initially far from the invading forces, Mountgate’s peoples took little notice of this new threat, until it was on their doorstep. The Draconic legions laid siege to Mountgate. The City Guard, under the authority of General Noan Fulcrys, managed to keep the city secure. Unbeknownst to General Fulcrys, or the Lords of Mountgate, the Draconic Empire had sent agents into the city weeks ago to make contact with the insurrectionists. As a result, Mountgate’s defenders were betrayed from within, leading to the fall of the city.
With the invasion spread thin, their forces overextended in the North, the Draconic Empire realized they could not hold Mountgate. Those forces could be better used laying siege to Darkwater. Therefor, the Draconic Empire chose to make an example of Mountgate. The city was raised with fire and steel. Almost every able-bodied male who survived the conquest of Mountgate was placed in chains and marched away, to be used as slave labor in the Empire. General Fulcrys and a disarmed City Guard were left behind, to try and bring order to a city thrown into chaos.
To his credit, General Fulcrys did bring order to Mountgate. He rearmed his people as quickly as possible and placed Mountgate under martial law. Eventually, he declared himself Governor-General of the city, much to the ire of the few surviving nobles.  He imposed a strict sunset to sunrise curfew within the city and began hanging anyone who broke the law.
However, even as Fulcrys secured Mountgate, many of the surviving citizens began to leave the city. They fled to the surrounding communities or headed to Swordhold or Darkwater. Fulcrys considered closing the city gates to stop this outflow, but was counseled against it by his advisors. Some of these same advisors protested when the general began sending parties to the surrounding communities, seizing property and pressganging individuals into the service of Mountgate.  So far, though, the general has been unmoved by this advice.  General Fulcrys is determined that Mountgate will survive and he knows that a city cannot survive without citizens.
Unfortunately, Fulcrys’s actions have led the surrounding communities to ban together and form a ragtag militia. Trained by mercenaries, backed by various factions throughout the region, this Free Militia plans to march on Mountgate and finish what the Draconic Empire started.
They may, however, arrive too late.  There are factions within General Fulcrys’s own circle that realize the man is leading them to folly.  One of his closest advisors, Vasta Ramanon, has begun to gather allies about her, intent on replacing Fulcrys.
And unknown to everyone in the city, beyond the Gates of Galen, the mindflayers have plans of their own for Mountgate.

Lux Tenebris: Lady Jeda Evatny

LADY JEDA EVATNY, L3 Human Rogue

STR     10 (+0)
DEX    16 (+3)
CON   11 (+0)
INT     15 (+2)
WIS     11 (+0)
CHA   17 (+3)
HP       18
AC      14 (Ring of Protection)

Traits:
Language: Common, Draconic, Dwarvish, Elvish, Halfling, Thieves’ cant

Proficiencies: +2
Armor: Light
Weapons: Simple, Hand x-bows, Longswords, Rapiers, Shortswords
Tools: Disguise kit, Forgery kit, Thieves’ tools, Chess set, Cards
Saves: Dexterity +5, History +4, Intelligence +4, Persuasion +5
Skills: Deception, Persuasion, Sleight of Hand, Stealth

Feats:
Position of Privilege
Expertise
Sneak Attack
Cunning Action
Roguish Archetype: Mastermind
- Master of Intrigue

Equipment:
Daggers (4). Melee/Ranged 20/60; +5 to hit; deals 1d4 +2 piercing; Finesse, Light.
Hand x-bow. Ranged, 30/120. +5 to hit; deals 1d6 +2 piercing; Light, Loading.
Ring of Protection. Magic item, Rare, Requires attunement;  +1 to AC and Saving Throws.
Thieves’ tools.
A set of fine clothes, a signet ring, a scroll of pedigree, and a purse with 25gp.

Since the end of the Draconic invasion, most folk have been fleeing Mountgate. So it was quite a surprise to the city’s denizens when Lady Jeda Evatny arrived at the city’s gates. Beautiful, gracious and poised, Lady Jeda had come from Swordhold to reestablish her family’s holdings and help restore the city. General Fulcrys has held her up as an example of true nobility and welcomed her counsel, informally, when it comes to economic and diplomatic matters. 

What no one suspects is that Lady Jeda is a member of the Veil. She has come to assess Vasta Ramanon and prepare alternate plans in case Vasta’s coup fails. Lady Jeda is also examining Rabun Half-Orc’s criminal network, with plans to either destroy it or convince Rabun to ally with the Veil.

Tuesday, March 7, 2017

Powerless

The other night I made the mistake of watching a new sit-com called Powerless.  It is touted as the first sit-com to be set in the DC Comics universe. The show was apparently retooled since its initial inception; originally it was meant to be set in an insurance company called Retcon Insurance, but then the setting was changed to Wayne Security.
I guess they thought tying the show into the Batman mythos would give it a boost?
If so, they need to hire new consultants.
This show has an amazing cast. So it's shocking just how bad and humorless it actually is. I've watched four episodes and I don't think I laughed once.  Actually, I don't think I smiled once.
I'm not the only one.
Apparently, the show's ratings are in the toilet.  If I'm reading the figures right, the show has lost over half their initial viewership.  I believe the series has also lost some of its key production personnel, as well, a pretty clear sign that it's going belly up.
The thing is, a show like Powerless could have worked. Not necessarily as a comedy, but maybe as a dramedy. Dump the connections to Bruce Wayne. Keep it in Charm City, but set it in a police department or a federal agency that deals with the aftermath of superhero battles. Use that fucking amazing cast (Dani Pudi! For God's sake, you've got Dani Pudi and you aren't letting him be funny!), give them a decent script and the show could have taken off like a rocket!
Instead, NBC/DC went with a shitty sit-com that isn't even funny compared to the 1966 Batman t.v. show. They have no one to blame for the inevitable failure of this tepid piece of shit but themselves.