I seek three brave or foolhardy PCs, all seasoned adventurers under contract of a group of wizards. Your job was to primarily see to the safety of the folk who came to reside near a recently built observatory- such was the scale and suddenness of the project that a small town popped up overnight around it. The wizards do a lot of work outside the observatory for the others, including you. The pay's great, even considering your experience. Maybe there's someone you care about here. Or maybe it's the relatively remote and nice location- perhaps you were looking for a place to settle. There could be something you were expecting to find. Whatever the case, you're loyal to the fresh town of fifty people, and more importantly, the wizards- they've all been good to you these last few months and you have adventured with one or two of them before, as well as a few of the townsfolk including an alchemist. Seemed like it was just going to be a simple day, but when the sun is high in the sky you hear a pleasant but very distinguishable bell rapidly ringing- you and the other adventurers are being urgently summoned to the observatory.
For now I'm looking for applications. I'd like a generic statblock and character concept, a little backstory would be nice.
Adventure Specifics:
Start: Tuesday, the 31st of March.
Expected post frequency: At least daily. Two or three per day preferred.
Each character concept matches the intro
You are familiar with the other PCs, having worked together to some degree for at least two months now
Start 4th level, milestone advancement to 5th, 27 point buy, starting equipment +300g.
Common magic items available for purchase on request, limited to potions of climbing, healing, 2nd level scrolls, unbreakable arrows, etc- typically 25 to 100g in value.
Each selected character will be given a choice of a magic item from a short list made to match to their character concept. Particularly interesting concepts might be favored...
Sources: PHP and one other book of your choice- you can have a Warforged or a Gloom Stalker, but not a Gloom Stalker Warforged. Exceptions allowed for concepts not meant for optimization.
Expected in game duration of game: 3 high intensity days - numerous small combats, a few major threats, including a couple possible hostile encounters that you can't win by force.
During combat, players declare their tactics (including willingness to use expendables as needed) and any specific actions they wish. I will adjudicate to keep things moving, following the declared tactics of the player, allowing players a chance to change tactics or specific actions every two or three rounds. Particularly dangerous encounters will be per-round.
Efficient healing, solid damage mitigation, or effective damage prevention will be essential to success. You'll face an extreme variety of enemies in a ruined city environment.
Non-combat interaction with NPCs will also be essential, but a high CHA is not necessarily needed.
Loot rewards will be disproportionately high, but resources to spend them on will be limited.
Magic will be hampered in many places, but a character with wide knowledge of various magics and ability to manipulate it will benefit
Your home-world is a typical medieval swords-and-sorcery sort; beyond the small town is irrelevant to the adventure outside of backstories. The next town is a three day's journey.
About Me:
I'm turning to PBP because, in short, Corona killed one of my live games. I was GM, it was 5e and going well.
Still working. Even when/if I get sick, I'll be sipping hot tea and online. I won't be stopping after this is over.
I've done PBP games a lot before. This is my first experience with D&D Beyond. This will also be my first with 5e, of which I'm well familiar with, but once in a while will edition-merge unintentionally
I'll always rule interpretations in player's favor (which paradoxically does not mean accepting the player's interpretation).
I favor RAI, where 'intended' is 'as consistent with overall RAW in a balanced manner as possible'.
I don't see a reason short of societal collapse that I'll abandon this. This is my thing, I love doing it.
This adventure is based on a very long campaign that I ran about ten years ago under an entirely different system of completely different scale.
My favorite moments are seeing characters come up with their own answers to dilemmas, especially those created by other players.
Pirates > Ninjas
I was encouraging players to be Chaotic Good Paladins before Pillars of Eternity made it cool, and I can prove it.
OPENING SCENE
You are greeted by a dark blue robed human woman in her early thirties, with long, curled black hair and exuberance in her voice. "Ah, I'm glad at least you three were able to respond on such short notice. No, rather, you should be. Come quickly. There's no time to waste."
The woman before you is the principal of the observatory constructed in recent months, which had drawn an unusual amount of attention. If you count the amount of money going to and around it as a measure of 'attention'. You never truly understood what the wizards at the taverns were really talking about what they do here- something about astral currents, watching, experimenting, as the lot tends to. They're excited, so it must be something good. Some of that 'attention' you've been able to net yourself. You've earned yourself a bit of reputation with the principal, whether you meant to or not, regardless, that means even more attention. Which, of course, meant better pay. And you were very well paid to arrive within the hour, battle-ready.
"We opened a portal. The Hermetic Pulse we anticipated up this afternoon shattered the ech- that is, we found a link we weren't expecting. We were just going to watch. This... it's unbelievable."
You've seen the main observation chamber before, housing a huge apparatus, a wonder of gears and changing forms. Now, all that sits unattended in haphazard piles at the edge of the room- instead, an unstable rift in space, crackling with electricity and spilling a reddish-purple cloud, hovers just above the floor in the center of the room, only just larger than a bugbear, contained within a resilient sphere. One male wizard presses his face against the sphere, struggling to see through the rift, while three other wizards pace around it. Floating scrolls move slowly through the air, following their masters as words appear upon them, copying their observations. You know some of these wizards have gone to other planes- you went with them on occasion- so this hardly seemed 'unbelievable'.
"I see this isn't making much sense to all of you. I'll try one more time to explain. A world we were watching- one in which collections of artifacts are collected and sold- taken from countless other worlds- where some shopkeepers have more power than an entire kingdom! It was engulfed in a war. We have no idea of the specifics. We were just going to watch the war, and see what we could learn. This afternoon... it seems the entire world were engulfed in an incredible three day time stop anomaly! Similar to what happens when you take a large bag of holding and toss it over a teleport circle receiving a sphere of annihilation."
She pauses, holding an extended arm to the rift, as though expecting that to explain everything. One of the other male wizards speaks plainly. "A large-scale process that turns everything inside-out before being dumped across the universe- a terminal fate."
"So... salvage what you can, with this most-likely accidental world-wide time stop. It looks like we're not the only ones taking notice. Hence the sphere," she gestures again to the rift, "and we also need to sever that link, because that entire world will disappear tomorrow and any world it's connected to. It's all unstable, but we don't have time to explain everything- it'll all be over by then! We're only giving you just less than three days before we destroy the rift. We would go with you- we poked on the other side already to make sure it was stable enough to walk through- but we have to stay here to make sure we keep the world safe, taking shifts watching it."
She starts gathering things into a pack- makeshift tools of their make, apparently. "It's you or nobody. I need an answer right away. Will you go?"
A warforged thief designed for recovery of valuable and "missing" objects. He is loyal to his companions and little else. In his mind, everyone around him is very lazy with the security of all their things.
On the subject of healing and damage mitigation, I've been meaning to try out this character concept. He prevents damage by means of temporary hit points through class abilities and the Inspiring Leader feat.
Name: Amandil Lindale
Race: Half Elf
Stats: STR 8 DEX 16 CON 16 INT 8 WIS 10 CHA 16
Class: Glamour Bard
Story: Amandil came to the newly build observatory in search of stories - a project like this would be full of them, either about the project itself or the wizards building it or the adventurers hired by the wizards. Most of his time there was spent in performances, parties and dalliances, but the wizards have also made use of him in their work. Any major project needed someone who had the skills to cajole the reluctant and calm the hotheaded, and inspire the fainthearted.
Background: Anahn is not sure why (the alchemist) was so drawn to this strange observatory, they’d been so invested that they’d taken Anahn along with them! Raised on the streets and used to the dark hearts of those around him, Anahn grew used to fighting for survival. It wasn’t until he was 16 when he met (alchemist) and they’d showed him a kindness he’d never expected from anyone. Since then he has served as assistant to the alchemist, helping him brew his concoctions and fetching any needed ingredients that weren’t too far. He never did lose his fighting spirit and curious nature however as was proven since they’d both entered the town. Since arriving, now 19, Anahn has sought out any chances at adventure or to help the town.
Human Sorcerer Dragonborn (I can't select Wild Magic, which is what I really prefer)
Balik has done many tasks for the Wizards, nothing really noteworthy, but valuable tasks none the less. If I could fix the wild magic thing, he would be trading tasks for assistance in trying to learn about and control the wild magic, which just started bubbling up out of him one fine sunny day when he was shaking his fist at a dairyman who accused him, unjustly, of stealing some milk; just be cause he looked a bit scruffy and down on his luck. Anyway, a tongue of flame burst from his fingers and 'cook' a lot of steak. Needless to say, Balik had to expeditiously beat feet as a small horde of angry farmers with pitchforks chased after him. He did get away, obviously, but it was a close run thing. After a few similar experiences he had to recognize he had a problem/gift and needed some expert advice, which is where the Wizards came in.
@Krivoi: Is it only allowing Draconic Bloodline? Luckily, the Wild Magic subclass can be easily made using homebrew due to its simplicity on the character sheet. I won't be the tool much, myself.
@damonventura: The alchemist would happily have a curious and streetwise young fighter by her side if he wanted to follow. She's curious, friendly, and completely fascinated by her trade.
Backstory: Dorn was a charlatan for years, running cons & ripping off nobles & merchants. After one such escapade, he unwittingly entered a pact with an unknown fiend that granted him his warlock’s powers. On hearing about the observatory & the collection of wizards, he decided to travel there in the hopes of finding answers as to who he had entered in a pact with. Perhaps there’d also be the opportunity to gather some magical items to make off with to once again enrich his coin purse?
I still need to work out the details - feats, spells, equipment etc - but that shouldn’t take long.
Backstory: A gnome who fell into wizardry almost by accident. When he was young he worked at the observatory as basically a maintenance man. He was always good at fixing things and figuring out how things worked and taking stuff apart and putting it back together. He was also very small as a young gnome, smaller than usual, so could weasel his way into places others couldn't get to. It was while he was in a tiny space between 2 walls trying to discover where a leak in the roof was coming from when he noticed he could see into one of the classrooms through a crack in the ceiling. Being an ever curious youngster he started trying to discern what was being written in the books by the students. Over the course of time... well I wouldn't call it spying, but being in the right places at the right times (where my high dex comes into play) he picked up a good amount of knowledge and starting creating his own spellbook and practicing by himself away from prying eyes. Not having the formal wizard training some of his results were unpredictable. He quickly learned that he would need a way to protect himself from his own magic and figured out a way to imbue leather with resistance to force. Hence his arcanomechanical armor was born.
He's pretty sure the "True" wizards know of his practices now and have chosen to turn a blind eye, or are tolerant of his studies but it's never been openly discussed. He thinks the world of the wizards and silently hopes that they approve and it's become his dream to one day show that the School of Invention is a true school of wizardry and should be openly taught.
Spielt: That can work. With enough knowledge of the esoteric, you can discover that the equipment in the observatory can be used to identify the fiend- or, if Dorn trusts them enough, they volunteer that information to him and offer to help- though it'll take time- probably another two years. Done safely, that is.
Brian: With a slight adjustment, as the observatory is only months old, can say that he has done so at other facilities or a wizard tower and they requested his help here.
Backstory........ Expanding his knowledge as well as that of others is the over-arching theme of his life, and he views his divinely-given spellcasting as a means to that end. How then could he not offer his services to a group of erudite wizards, whose conversation and pursuits are cryptic, fascinating, and, undoubtedly, an opportunity for Badrizar to delve more deeply into the world of things he does not yet know? A short while with these wizards and the alchemist is worth more than many month's time in a great library!
Thank you Jack, that's a very solid build for the adventure.
If there incidentally is synergy for two groups with distinct group abilities to handle encounters, I might run the two separately, since they'll have divergent paths soon enough. Also looking at player style for potential inter-party roleplay. Part of that is dependent on not overlapping strengths too much.
Another applicant or two will probably up those chances a lot.
Anahn Tinfoot, the streetwise dual-wielding fighter
Acknowledging the pick, little finishing up character sheets and/or character background and perhaps a little fleshing interaction between each other is in order. I'll have item choices tomorrow.
GROUP 1 Anahn has likely worked with the others in the past, while he usually does not work well with others that are not the alchemist he does respect both the gnome and half elf bard. Both have proven themselves capable and have chosen to help the wizards on several occasions. While hot headed, Anahn knows when he’s around people smarter than him or more socially capable of him so he knows the value of his two party members. He is very familiar with the town and those around it, and is eager to embark on whatever crazy adventure the wizards seem to want to send him on. He’s grateful they believe in him and trust him enough to send him to magical dimensions, it’s still an out of worldly experience every time no matter how much they bring him. Comfortable enough working with the group, Anahn just wants to do a good job.
A brief description of the preident and alchemist.
Alchemist: Eleana
A young human whom tirelessly works to master her trade. Her efforts have been critical- from mundane tonics for symptom relief to magic making stonework simple. She has a knack for adventure herself- but if it isn't for her trade, she'd rather not risk her life. Instead, you'll get to share the best apple pie you'd ever had when you return. She takes pride in being recognised for making giant strength potions that don't make the user feel unpleasantly weak afterward. She ignores comments that it also doesn't make them feel stronger for the duration... what's important is that they work!
President: Halise Greenwinter
A half even woman in her late youth, well known traveler of planes among those who read. The stories don't exaggerate, she says, that she really traded something useless with the Goddess of the Night and Magic to have a glimpse at a true understanding of energy. Problem is, she can't describe it in a helpful manner without the right questions. Simply showing everyone how to jump between planes doesn't help too much- not that she could at will. Even so, she has a knack for organisation and has gathered this team to help pick apart her intuitive understanding, having succeeded in some revolutionary ways before this. As a leader, she asks for the best and is very generous. She is the defacto mayor of the town and handles your contacts with the observatory.
2nd party is complete, I'm happy with the contrast between the two groups. Now, I've 18 magic items to mull over for the selected treasure hunters... After work. Closing the thread.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
EDIT: Recruitment closed.
I seek three brave or foolhardy PCs, all seasoned adventurers under contract of a group of wizards. Your job was to primarily see to the safety of the folk who came to reside near a recently built observatory- such was the scale and suddenness of the project that a small town popped up overnight around it. The wizards do a lot of work outside the observatory for the others, including you. The pay's great, even considering your experience. Maybe there's someone you care about here. Or maybe it's the relatively remote and nice location- perhaps you were looking for a place to settle. There could be something you were expecting to find. Whatever the case, you're loyal to the fresh town of fifty people, and more importantly, the wizards- they've all been good to you these last few months and you have adventured with one or two of them before, as well as a few of the townsfolk including an alchemist. Seemed like it was just going to be a simple day, but when the sun is high in the sky you hear a pleasant but very distinguishable bell rapidly ringing- you and the other adventurers are being urgently summoned to the observatory.
For now I'm looking for applications. I'd like a generic statblock and character concept, a little backstory would be nice.
Adventure Specifics:
About Me:
OPENING SCENE
You are greeted by a dark blue robed human woman in her early thirties, with long, curled black hair and exuberance in her voice. "Ah, I'm glad at least you three were able to respond on such short notice. No, rather, you should be. Come quickly. There's no time to waste."
The woman before you is the principal of the observatory constructed in recent months, which had drawn an unusual amount of attention. If you count the amount of money going to and around it as a measure of 'attention'. You never truly understood what the wizards at the taverns were really talking about what they do here- something about astral currents, watching, experimenting, as the lot tends to. They're excited, so it must be something good. Some of that 'attention' you've been able to net yourself. You've earned yourself a bit of reputation with the principal, whether you meant to or not, regardless, that means even more attention. Which, of course, meant better pay. And you were very well paid to arrive within the hour, battle-ready.
"We opened a portal. The Hermetic Pulse we anticipated up this afternoon shattered the ech- that is, we found a link we weren't expecting. We were just going to watch. This... it's unbelievable."
You've seen the main observation chamber before, housing a huge apparatus, a wonder of gears and changing forms. Now, all that sits unattended in haphazard piles at the edge of the room- instead, an unstable rift in space, crackling with electricity and spilling a reddish-purple cloud, hovers just above the floor in the center of the room, only just larger than a bugbear, contained within a resilient sphere. One male wizard presses his face against the sphere, struggling to see through the rift, while three other wizards pace around it. Floating scrolls move slowly through the air, following their masters as words appear upon them, copying their observations. You know some of these wizards have gone to other planes- you went with them on occasion- so this hardly seemed 'unbelievable'.
"I see this isn't making much sense to all of you. I'll try one more time to explain. A world we were watching- one in which collections of artifacts are collected and sold- taken from countless other worlds- where some shopkeepers have more power than an entire kingdom! It was engulfed in a war. We have no idea of the specifics. We were just going to watch the war, and see what we could learn. This afternoon... it seems the entire world were engulfed in an incredible three day time stop anomaly! Similar to what happens when you take a large bag of holding and toss it over a teleport circle receiving a sphere of annihilation."
She pauses, holding an extended arm to the rift, as though expecting that to explain everything. One of the other male wizards speaks plainly. "A large-scale process that turns everything inside-out before being dumped across the universe- a terminal fate."
"So... salvage what you can, with this most-likely accidental world-wide time stop. It looks like we're not the only ones taking notice. Hence the sphere," she gestures again to the rift, "and we also need to sever that link, because that entire world will disappear tomorrow and any world it's connected to. It's all unstable, but we don't have time to explain everything- it'll all be over by then! We're only giving you just less than three days before we destroy the rift. We would go with you- we poked on the other side already to make sure it was stable enough to walk through- but we have to stay here to make sure we keep the world safe, taking shifts watching it."
She starts gathering things into a pack- makeshift tools of their make, apparently. "It's you or nobody. I need an answer right away. Will you go?"
Selthar: https://www.dndbeyond.com/profile/Devolnu/characters/25682718
A warforged thief designed for recovery of valuable and "missing" objects. He is loyal to his companions and little else. In his mind, everyone around him is very lazy with the security of all their things.
On the subject of healing and damage mitigation, I've been meaning to try out this character concept. He prevents damage by means of temporary hit points through class abilities and the Inspiring Leader feat.
Name: Amandil Lindale
Race: Half Elf
Stats: STR 8 DEX 16 CON 16 INT 8 WIS 10 CHA 16
Class: Glamour Bard
Story: Amandil came to the newly build observatory in search of stories - a project like this would be full of them, either about the project itself or the wizards building it or the adventurers hired by the wizards. Most of his time there was spent in performances, parties and dalliances, but the wizards have also made use of him in their work. Any major project needed someone who had the skills to cajole the reluctant and calm the hotheaded, and inspire the fainthearted.
"...everyone around him is very lazy with the security of all their things."
Without a doubt! Not too much of an issue, though, since they have some folks to take care of such related problems. Excellent feat choice.
Also an interesting build idea for the half elf bard, Amandil.
Anahn Tinfoot
https://ddb.ac/characters/25071882/KxJv89
Fighter, Human,
Background: Anahn is not sure why (the alchemist) was so drawn to this strange observatory, they’d been so invested that they’d taken Anahn along with them! Raised on the streets and used to the dark hearts of those around him, Anahn grew used to fighting for survival. It wasn’t until he was 16 when he met (alchemist) and they’d showed him a kindness he’d never expected from anyone. Since then he has served as assistant to the alchemist, helping him brew his concoctions and fetching any needed ingredients that weren’t too far. He never did lose his fighting spirit and curious nature however as was proven since they’d both entered the town. Since arriving, now 19, Anahn has sought out any chances at adventure or to help the town.
Balik Norn
Stats 11 14 15 11 11 18
Human Sorcerer Dragonborn (I can't select Wild Magic, which is what I really prefer)
Balik has done many tasks for the Wizards, nothing really noteworthy, but valuable tasks none the less. If I could fix the wild magic thing, he would be trading tasks for assistance in trying to learn about and control the wild magic, which just started bubbling up out of him one fine sunny day when he was shaking his fist at a dairyman who accused him, unjustly, of stealing some milk; just be cause he looked a bit scruffy and down on his luck. Anyway, a tongue of flame burst from his fingers and 'cook' a lot of steak. Needless to say, Balik had to expeditiously beat feet as a small horde of angry farmers with pitchforks chased after him. He did get away, obviously, but it was a close run thing. After a few similar experiences he had to recognize he had a problem/gift and needed some expert advice, which is where the Wizards came in.
https://www.dndbeyond.com/profile/Krivoi_Rog/characters/25706288
I still need to add equipment an touch up a few things. Hopefully I can figure out the wild magic problem.
Panic is a mechanism that strengthens the gene pool.
@Krivoi: Is it only allowing Draconic Bloodline? Luckily, the Wild Magic subclass can be easily made using homebrew due to its simplicity on the character sheet. I won't be the tool much, myself.
@damonventura: The alchemist would happily have a curious and streetwise young fighter by her side if he wanted to follow. She's curious, friendly, and completely fascinated by her trade.
Name: Dorn Greycastle
Stats: Str:8 Dex:12 Con:12 Int:14 Wis:11 Cha:15
Race: Human Variant
Class: Warlock - Pact with the Fiend
Background: Charlatan
Feats: yet to choose
Backstory: Dorn was a charlatan for years, running cons & ripping off nobles & merchants. After one such escapade, he unwittingly entered a pact with an unknown fiend that granted him his warlock’s powers. On hearing about the observatory & the collection of wizards, he decided to travel there in the hopes of finding answers as to who he had entered in a pact with. Perhaps there’d also be the opportunity to gather some magical items to make off with to once again enrich his coin purse?
I still need to work out the details - feats, spells, equipment etc - but that shouldn’t take long.
Hi, Would you allow UA? I've really been wanting to try the School of Invention for wizards and have a character I think would fit well.
https://www.dndbeyond.com/profile/BTI_Brian/characters/8517125
Backstory: A gnome who fell into wizardry almost by accident. When he was young he worked at the observatory as basically a maintenance man. He was always good at fixing things and figuring out how things worked and taking stuff apart and putting it back together. He was also very small as a young gnome, smaller than usual, so could weasel his way into places others couldn't get to. It was while he was in a tiny space between 2 walls trying to discover where a leak in the roof was coming from when he noticed he could see into one of the classrooms through a crack in the ceiling. Being an ever curious youngster he started trying to discern what was being written in the books by the students. Over the course of time... well I wouldn't call it spying, but being in the right places at the right times (where my high dex comes into play) he picked up a good amount of knowledge and starting creating his own spellbook and practicing by himself away from prying eyes. Not having the formal wizard training some of his results were unpredictable. He quickly learned that he would need a way to protect himself from his own magic and figured out a way to imbue leather with resistance to force. Hence his arcanomechanical armor was born.
He's pretty sure the "True" wizards know of his practices now and have chosen to turn a blind eye, or are tolerant of his studies but it's never been openly discussed. He thinks the world of the wizards and silently hopes that they approve and it's become his dream to one day show that the School of Invention is a true school of wizardry and should be openly taught.
That's what happens when you wear a helmet your whole life!
My house rules
Spielt: That can work. With enough knowledge of the esoteric, you can discover that the equipment in the observatory can be used to identify the fiend- or, if Dorn trusts them enough, they volunteer that information to him and offer to help- though it'll take time- probably another two years. Done safely, that is.
Brian: With a slight adjustment, as the observatory is only months old, can say that he has done so at other facilities or a wizard tower and they requested his help here.
Just glanced through UA, looks fine.
Excellent, if I get chosen I'll modify the backstory to fit better.
That's what happens when you wear a helmet your whole life!
My house rules
Badrizar Kimbarinak
Thank you Jack, that's a very solid build for the adventure.
If there incidentally is synergy for two groups with distinct group abilities to handle encounters, I might run the two separately, since they'll have divergent paths soon enough. Also looking at player style for potential inter-party roleplay. Part of that is dependent on not overlapping strengths too much.
Another applicant or two will probably up those chances a lot.
Sending a PM
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
The first group will tentatively be:
Acknowledging the pick, little finishing up character sheets and/or character background and perhaps a little fleshing interaction between each other is in order. I'll have item choices tomorrow.
A second group will tentatively include:
GROUP 1
Anahn has likely worked with the others in the past, while he usually does not work well with others that are not the alchemist he does respect both the gnome and half elf bard. Both have proven themselves capable and have chosen to help the wizards on several occasions. While hot headed, Anahn knows when he’s around people smarter than him or more socially capable of him so he knows the value of his two party members. He is very familiar with the town and those around it, and is eager to embark on whatever crazy adventure the wizards seem to want to send him on. He’s grateful they believe in him and trust him enough to send him to magical dimensions, it’s still an out of worldly experience every time no matter how much they bring him. Comfortable enough working with the group, Anahn just wants to do a good job.
A brief description of the preident and alchemist.
Alchemist: Eleana
A young human whom tirelessly works to master her trade. Her efforts have been critical- from mundane tonics for symptom relief to magic making stonework simple. She has a knack for adventure herself- but if it isn't for her trade, she'd rather not risk her life. Instead, you'll get to share the best apple pie you'd ever had when you return. She takes pride in being recognised for making giant strength potions that don't make the user feel unpleasantly weak afterward. She ignores comments that it also doesn't make them feel stronger for the duration... what's important is that they work!
President: Halise Greenwinter
A half even woman in her late youth, well known traveler of planes among those who read. The stories don't exaggerate, she says, that she really traded something useless with the Goddess of the Night and Magic to have a glimpse at a true understanding of energy. Problem is, she can't describe it in a helpful manner without the right questions. Simply showing everyone how to jump between planes doesn't help too much- not that she could at will. Even so, she has a knack for organisation and has gathered this team to help pick apart her intuitive understanding, having succeeded in some revolutionary ways before this. As a leader, she asks for the best and is very generous. She is the defacto mayor of the town and handles your contacts with the observatory.
Great, thanks!
2nd party is complete, I'm happy with the contrast between the two groups. Now, I've 18 magic items to mull over for the selected treasure hunters... After work. Closing the thread.