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Drakonias is a realm within the universe known primarily as the realm of dragons. Although dragons have been known throughout all of the realms, this realm appears to have been dominantly ruled by the powerful creatures. Over centuries, the populations of the dragons began to dwindle and only few sole survivors remained. Until one day...the dragons disappeared and were believed to have gone extinct. No one knew exactly what became of the creatures, but all those of Draconic blood were kept away, disappeared, and soon forgotten about. Drakonias became known as the realm of The Forgotten Dragons.  ...

Odstráň reklamy predplatným Kanky alebo boostnutím kampane.

Like her husband Drezwa Zima, Kryztah is a jolly Queen. She is a glutton who has quite the sweet tooth. She see her son Jiro Zima as being nothing but a little angel turning a blind eye to his actions. 

Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (leather armor)
Hit Points 85 (10d10 + 3)
Speed 30 ft.
Roll Initiative! +1
STR
18(+4)
DEX
12(+1)
CON
16(+3)
INT
10(0)
WIS
10(0)
CHA
10(0)
Damage Vulnerabilities Fire
Languages Any one language (usually Common)
Challenge 4 (1100 XP)
Proficiency Bonus +2
MAGIC RESISTANCE

Magic Resistance. The mutant has advantage on saving throws against spells and other magical effects.

SPEAK WITH BEASTS AND PLANTS

Speak with Beasts and Plants. The mutant can communicate with beasts and plants as if they shared a language.

TREE STRIDE

Tree Stride. Once on their turn, the dryad can use 10 feet of their movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions
MULTIATTACK. THE MUTANT MAKES TWO ATTACKS WITH THEIR CUTLASS AND OR TENTACLE

Multiattack. The mutant makes two attacks with their cutlass and or tentacle.

CUTLASS

Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 4) slashing damage

TENTACLE

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 4) bludgeoning damage,

CONSTRICT

Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

A group of individuals who were freshly starting as a newly formed team. 

One of their first missions was to investigate hunters of the guild who have gone missing. They travelled to a farm where the hunters were last seen where they met with Alarus. The crazy old man explained to them that there was some kind of beast terrorizing his livestock and killing them. It started with the chickens first and soon the game got bigger. He had never seen the creature himself but thought it was best to hire on people who were capable of tracking and killing the creature. 


While exploring the farm they were able to find large paw print tracks within the soil alongside dried blood. One thing that caught their eyes were the amount of crows present within the farm that was driving the old man into further insanity. The crows turned out to be related to the scarecrow that was hiding within the crops of the farm. Once he was found by Crispy it was revealed to be Neznámy who was doing an investigation of his own. He took off from the farm along with his crows and the others followed out of fear for the safety of the town. They found Copper using the crows as a trail within a tavern in his human form. Copper explained that he was conducting his own investigation of the recent attacks as it pertains to some business of his. He didn't tell them anymore than that but his theories were solidified after Neznámy had presented him a small bell that was given to her. He returned the bell and left the tavern.

The team decided to head back to the farm where they would continue to follow the tracks that they had found. More curious before heading out Neznámy asked Alarus about the alarming amount of Hunter's Guild gear that was sitting by the carts. Alarus proclaimed that these were all items left behind from the attacks of the creature. Finding no other leads they proceeded into the forest following the tracks. They eventually came across an individual by the name of Piper alongside some wolves. Confronting Piper lead them to have a fairly calm conversation with one another. It wasn't long however, before something affected Piper turning him into an abomination. The team had to fight Piper and the wolves killing them all in the process. 

After determining that Piper and the wolves were behind the attack, they brought back what they could to the farm. Once at the farm they found Copper and Alarus striking up some kind of deal. A little on edge with the situation Copper offered up a similar deal to any of the IT Squad should they want to ever accept at any given time. 

The IT Squad returned to the guild to pursue another day.

Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was marked by an easy grace—an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf could see of the man’s face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft leather, carefully tooled in the intricate designs the elves loved. But no elf in the world of Krynn could grow a beard
. . . no elf, but . . .

“Tanis?” said Flint hesitantly as the man neared.

“The same.” The newcomer’s bearded face split in a wide grin. He held open his arms and, before the dwarf could stop him, engulfed Flint in a hug that lifted him off the ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace.

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Of Two Worlds

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

Diplomats or Wanderers

Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.

In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

Half-Elf Names

Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.

EXCELLENT AMBASSADORS

Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).

Half-Elf Variants

Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:

Half-Elf Traits

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

Ability Score Increase

Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Age

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Size

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility

You gain proficiency in two skills of your choice.

Languages

You can speak, read, and write Common, Elvish, and one extra language of your choice.

You can try to hide when you are lightly obscured from the creature from which you are hiding. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Dim light doesn't impose disadvantage on your Perception checks relying on sight.

Zadávateľ/ka
Jo'Han Dough

Jo'han's mother has not reached out to the guild in some time. Normally she would have returned back from her job by now but it appears that something has held her up. 


She was last seen traveling to Trylinion with the task of escorting one of the Trylinion soldiers. It was a high risk assignment with a huge pay out which is what grabbed her attention. But since she has been signed on with the mission, she has lost contact with the guild. 

Years ago Divelinson invaded Marktinla to obtain resources and control over the mining industry. With the help of Frecia they were able to drive the Divelinson Army out.

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