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  #1  
Old Jul 20th, 2022, 08:31 PM
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The Fraillie Farm Staff

This thread documents the current workers at Imelda's farm. Please reply and pop your characters in here when you are ready
Feel free to use your post here to store notes, journal entries, or any other fun off-table stuff that you'd like as we go along too, in spoiler tags.
I'll store some NPCs in here as well.

Our Current Cast:

NamePlayerClassRaceKinda Jobs
TeequegRunetideRangerTortleCart driving & irrigation
AngusZangulUA CookMountain DwarfCook
VarielKaigenArtificerHigh ElfRepairs and Odd Jobs
TeelaOnwardBarbarianHalf OrcAccountant
EdwardTouketsuWarlockHumanAnimal Handler
KurnusAmargaDruidMinotaurFlora and Fauna Duties
AnthuriumHitmytoSorcererFairyHousekeeping, Tending Guests Etc
DoileagmorganthaDruidFirbolgFlora and Fauna Duties
KrowStrangemundRogueHalf OrcSecurity
UsuMindsiegeRogueCatfolkGeology & Mining
Lady Mirabelle Ch'tall Verdant GlitterArtificer?MousefolkEngineering

Animals:


AnimalNamePersonality
Goat GrinkiNaive and Self-absorbed
Pig Chip People-oriented but also devious
Sheep Ivy Harshly judges themself and self-motivated
Mastiff Arlo Traditional, Law-abiding, Unadventurous
Cat Beans Lazy, Abuses drugs (catnip?), Has no life plan
Cow Pistachio Extroverted. Humorous and a lone worker
Horse Domino A perfectionist and self-motivated
Ox OllieDrains time and resources from others
Elk Ghost Level-headed but easily bored
Triceratops Kevin Struggles to see things outside their own perspective
__________________
UTC +10. Apologies for the delays! Back home now and catching up on writing.
GM: Rise of the Redscales - Fraillie Farm - Forbidden Lands - Shivery Times
PLAYER: D&D - Ebonclad - Village Survival - The Yondering Lands
Scum and Villainy

Last edited by 97mg; Mar 6th, 2023 at 04:51 PM.
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  #2  
Old Jul 24th, 2022, 10:50 PM
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Variel
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Name: Variel Culnamo
Race: High Elf
Class: Artificer
Background: Spy
 

OOC Info: Variel is indeed in training, but that training has as much (if not moreso) to do with espionage as with diplomacy. While it is true that he is on the farm for cultural immersion, it is also true that its position—not far from Neversummer but isolated enough to have fewer prying eyes—is conducive for discreetly moving information and resources between agents in the field.

Stats will be forthcoming once I have a chance to sit down and hash everything out. The plan is to have a lot of tool proficiencies for doing odd jobs around the farm; the specific tools might be tweaked depending on where other PCs focus, but it's likely that carpentry and woodworking will be included, if not smithing and masonry. Someone has to get the buildings into shape (and hide a few dead drops and safe rooms in the process), after all.
Stat BlockVariel Culnamo
Non-binary High Elf Artificer 3
Medium | Chaotic Good

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Armor Class: 14
Hit Points: 21 (1d8+1)
Speed: 35 ft.
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STR 8 (-1), DEX 14 (+2), CON 12 (+1), INT 17 (+3), WIS 12 (+1), CHA 13 (+1)
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Saving Throws: Con +3, Int +5, advantage against charm, immune to magic sleep
Skills: Deception +3, Investigation +5, Perception +3, Sleight of Hand +4, Stealth +4 (A)
Tool Proficiencies: Carpenter's Tools, Disguise Kit, Forgery Kit, Glassblower's Tools, Mason's Tools, Playing Card Set, Smith's Tools, Thieves' Tools, Tinker's Tools, Woodcarver's Tools
Senses: Darkvision 60', passive perception 13, passive investigation 15, passive insight 11
Languages: Common, Elvish, Sylvan
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Actions

Magical Tinkering (0/3): Imbue a Tiny nonmagical object with a magical property of your choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. You can affect a maximum of 3 objects at a time.

Dagger Melee or Ranged weapon attack: +4 to hit, range 20'/60', 1d4+2 damage

Light Crossbow Ranged weapon attack: +4 to hit, range 80'/320', 1d8+2 damage

Lightning Launcher Ranged attack: +5 to hit, range 90'/300', 1d6+3 damage (+1d6 once per turn)

Equipment: Daggers (2), light crossbow, bolts (20), studded leather armor, backpack, waterskin, 50' hempen rope, pouch, thieves' tools, carpenter's tools, woodcarver's tools, mason's tools, playing card set, chalk (2 pieces), whetstone, dark common clothes w/hood, traveler's clothes, 1 gp, 7 sp, 7 cp

Spells (Save DC 13, Spell Attack +5)
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Cantrips: Guidance, Mending, Prestidigitation*
1st (2/2): Cure Wounds, Faerie Fire, Grease, Purify Food and Drink (r)


Infusions (2)
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Known: Armor of Magical Strength*, Enhanced Weapon, Repeating Shot, Replicate Magical Item (Alchemy Jug)

Last edited by Kaigen; Jan 25th, 2024 at 09:07 AM. Reason: Leveling up to 3
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Old Jul 24th, 2022, 11:49 PM
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Application
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Name: Teela of the Thunderbird Clan
Race: Half-orc
Class: Barbarian (Storm Herald)
Background: Outlander
Sup Farm Girl,

The name is Teela Of The Thunderbird Clan, you probably don't know it since it's pretty far from whatever this place is called. As you may have noticed from my profile painting, (by the way not so bad, I would show you a bit more muscles but my painter friend was a bit too distracted on said muscles), I'm an orc. Well Half-orc, my mother was an elf, taught me some brains unlike the chumps of my tribe. Anyways, enough about my parents, I'd like to apply for the job. You see, I used to be my tribe's run of the mill huntress and I kind of got tired with the job. That, and add in the fact that while I was off mushroom hunting, I found myself in a mysterious cave which transported me to this strange place. But nevermind the small stuff, I want in because my mother always said I was meant for something more than a chieftains daughter. I wanna work hard, so I'll take the job as the farm's accountant.

For my work experiences, as said before I was my tribe's huntress. Add into the fact that I'm top of the class in my tribe's next generation, though it's mostly a muscle contest instead of an actual education system. Also, my tribe are called Thunderbirds mostly because they've been gifted by this magical bird made of storms with storm magic, meaning my clan can shoot lightning out of their chest. I can do that too once it comes naturally to me. But that's not why I'm here, I'm not here to return to my tribe as the most powerful warrior nor am I doing this for some vision quest, no, I'm here because I want to one day open up my own business. I heard in your application that there is enough property to make a restaurant, I wanna be the manager. But I can't do that without a little bit of internship and accounting skills, so if you don't mind I request the role of an accountant til I gain enough experience to be a manager.

So please give me at least the chance to try out, I can make a pretty mean coffee.



Last edited by Onward; Jul 25th, 2022 at 12:31 AM.
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Old Jul 25th, 2022, 12:11 AM
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Edward Bluebell
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Name: Edward Bluebell (Eddie)
Race: Human (V)
Class: Currently thinking Hexblade, Pact of the Tome, but I might switch subclasses depending on other applicants.Warlock
Background: Folk Hero
 


ApplicationDear Ms. Adelmi,

Hello! I hope this letter finds you well... I don't really know what that means, but Norwood said I should write it. My name is Edward Bluebell, and my big brother Norwood and I run Bluebell Farm. Well, sort of. We DID run it before it got blown up by some adventuring types. My brother says we got "caught in the middle of a dern guild war". Not really sure exactly what that means, but we've always had trouble with adventurers coming on our land looking to fight the orcs in the woods nearby. I don't really know why. The orcs don't really bother anybody. Heck, sometimes we trade them vegetables for animal furs and other stuff. Norwood says its because people don't like things that are different from them, which I think is weird because different types of people can be so interesting!

Anyway.

The reason I'm writing this is because I heard talk of you trying to get your farm started up, and I think I could help! I know a thing or two about working land, planting, and harvesting crops. Really though, I think my biggest strength is handling animals. I've always been good with farm animals, and that was before I knew how to talk to them! Oh, I can talk to animals. I couldn't always. That's a whole other story. After our farm blew up, a stranger found me and my brother and agreed to teach us some interesting tricks in exchange for my brother running a few errands for her. Weird lady. Never could seem to get a good look at her face for some reason. But anyway, my brother agreed, and we made a "pact", so now we know some pretty neat magic tricks! I can see in the dark, make stuff fly, you name it!

My brother left me with some savings we had put aside, so I'm on my own right now while he's on the road working. What we both want more than anything is to save up enough to rebuild our farm. Norwood said it's too dangerous where he's headed for me to come along, which is dumb, but he wouldn't let me argue with him. I love my brother though, and I don't want him to have to do all the work, which is why I'm sending you this Ma'am. I need a job so I can save up some money. I don't want my brother to do it all himself, and if he won't let me help him, maybe you will? I promise I can pull my weight, and if you give me a chance, you won't be disappointed! Heck, I bet Grinki and I will be best pals before long.
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Old Jul 25th, 2022, 12:17 AM
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Character ApplicationName: Krow Munday
Gender: Male (he/him)
Race: Half-Orc
Sexual Orientation: Bisexual Disaester
Farm Role: Security
Class: RogueTotally a Paladin
Background: CriminalDon't Worry About It

A crinkled letter arrives...
 

Stat BlockKrow Munday
Male Half-Orc Thief 3
Medium | Chaotic Good

--------------------
Armor Class 13
Hit Points 24
Speed 30 ft.
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STR 14 (+2), DEX 15 (+2), CON 14 (+2), INT 9 (-1), WIS 12 (+1), CHA 12 (+1)
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Saving Throws Dex +4, Int +1
Skills Athletics +4, Deception +3, Insight +3, Intimidation +5, Perception +3, Sleight of Hand +4, Stealth +4, and Thieves' Tools +6
Senses Darkvision
Languages Common and Orc
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Darkvision. Thanks to your orc 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.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Sneak Attack. Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Cunning Action. Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Second-Story Work. When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

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Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6+4 piercing damage.

Shortbow.
Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target.
Hit: 1d6+4 piercing damage.
Ammo: 20 arrows.

Daggers x2. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target.
Hit: 1d4+4 piercing damage.

Crowbar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d4+4 blungeoning damage.

Sneak Attack. 2d6

Fast Hands. Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Equipment. A ratty black backpack with hidden pockets. A bag of 1000 ball bearings. 10 feet of string. A bell. 5 candles. A crowbar. A second crowbar. A hammer. 10 pitons. A hooded lantern. 2 flasks of oil. A tinderbox. A waterskin with a hole at the bottom. 50 ft. of hempen rope. A set of playing cards. Definitely not burgler clothes. Totally real-and-not-forged holy symbol. Completely-genuine-and-no-don't-check-my-work Paladin paperwork. An overdue library copy of Humbleburg's Beginner Guide to Farming.
OOC NotesHometown: Toad Bottom, a den of scum and villainy! And also home to the Brew of the Gods Festival, where the tastiest ciders, beers, and ales are flaunted in all their foamy glory!
Romance: Krow is a firm believer in love, and ideally, wouldn't mind settling down with someone one day. He is nervous about his past, and how it could effect his future relationships, so he is working hard to try and better himself-- to be worthy of being loved. Although some days, he's not sure that he'll ever be.
  • Romance NPCS? Yes! I like romance and I like cheese, so I am down to write that mushy stuff if it feels right!
  • Romance PCs? Yes! I think collaborating with other writers about romance is super fun, but only if we both consent to the idea!
Phobia: D-d-dogs!
Morality: Krow wants to be good. He doesn't want to be a crook or revel in his misdeeds. He genuinely wants to change and be a better person- he's just incompetant at it! And more than likely, he'll need a lot of guidance from those around him before he shows real change.
Role Model: Tharja Heartsplitter. A half-orc paladin whose been his closest friend for the last three years. She's the reason he decided to give up a life of crime, and someone he deeply idolizes. They still keep in touch, writing back and forth as she continues on her pilgrimage across the lands.
__________________
Status: Feverish and Out | Pronouns: She/Her
GMing Die Fabulous | Old Gods of Appalachia
CROWNED IRON DM 2023!! WOW!!

Last edited by Strangemund; Jan 29th, 2024 at 10:39 AM.
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Old Jul 25th, 2022, 01:12 AM
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A kindly worded letter
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A Letter Arrives

To Whom it may concern:
Imelda,

Hello, I am pleased to meet you. My name is Teequeg. In case that name seems odd to you, I am a Tortle of the local blue-lakes clan that has found himself in need of some work. I don't have a lot of farming experience, but as a ranger in her majesties military I was responsible for a lot of scouting and exploring regions for my platoon. I was hoping you were open to the idea of hiring a farmhand with some expertise in cart driving and irrigation? I am very experienced in working in water, you know. (The letter has a section that looks like someone wrote down a laugh, but then blotted out the words and then scraped the ink off the parchment)

To be honest with you, I'm a little tired of the military life. I've lost a lot of my unit to a Manticore attack, and the military is still busy trying to restructure the survivors into a coherent unit. I've been given an opportunity to take a medical discharge, which I intend on taking. I heard from a friend of a friend who heard about your job opportunity from a bard in a bar, so it seemed pretty reliable. If this is not the case and I sent this letter to a random stranger, please accept my apologies and disregard the above. Unless you've got a job that an old war turtle can handle for you in some kind of unrelated coincidence!

(There is an attached roughly painted portrait of Teequeg hobbling on a cane. On the back of the portrait is a quickly scribbled down note: "The army had this portrait taken for the local paper, I was able to get a copy. It's... while I was still recovering from my injuries.)
Stat BlockTeequeg
Male Tortle Ranger 1
Medium , neutral good

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Armor Class 17 (natural armor)
Hit Points 12 (1d10+2)
Speed 30 ft.
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STR 14 (+2), DEX 12 (+1), CON 14 (+2), INT 10 (+0), WIS 16 (+3), CHA 9 (-1)
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Saving Throws Str +4, Dex +3
Skills Athletics +4, Intimidation +1, Nature +2, Perception +5, Stealth +3, Survival +5
Senses passive Perception 15
Languages Aquan, Common, Sylvan
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Hold Breath. The creature can hold its breath for up to 1 hour at a time allowing them to stay underwater for some time before needing to surface for air.

Natural Armor. You have a base AC of 17 (DEX mod does not affect this number). Armor provides no benefit but shield bonus does apply.

Shell Defense. You can hide in your shell as an action. Provides +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in the shell you are considered prone. Your speed is 0 and cannot be increased. You have disadvantage on DEX saving throws. Unable to take reactions. The only action you can take as a bonus action is to leave your shell.

Favored Enemy (Beasts) You get advantage to track the selected type of enemy or to recall information about them.

Natural Explorer Terrain (Grasslands) Difficult terrain doesn't slow our group's travel, Can't become lost except through magic, Remain alert to danger, when alone move at full pace while in stealth, gain 2x food when foraging, get much more detail when tracking creatures in the area.

Actions
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Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d4+2 slashing damage.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6+2 slashing damage.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6+2 slashing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150 ft./600 ft., one target.
Hit: 1d8+1 piercing damage.

Equipment Handaxe, Handaxe, Longbow, shield, backpack, bedroll, broken pauldron (manticore quills), clothes, common, mess kit, military rank insignia (corporal), playing card set, pouch, rations (10), rope, hempen (50 feet), tinderbox, torch (10), waterskin
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Last edited by Runetide; Sep 19th, 2022 at 07:49 PM.
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Old Jul 25th, 2022, 11:05 AM
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Kurnus
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Name: Kurnus
Race: Minotaur
Class: Druid
Background: Hermit


The letter is written on a thick piece of paper. The variation in ink quality gives one the impression that the writer wrote it over an extended period of time.

To:
Imelda Adelmi
Lot 441, Birgglewook Lane
East of Neversummer City
The Unremembered Realm

Blessings of the fertile plains to you, Ms. Adelmi.

I am known as Kurnus, and I hail from the minotaur clans of the western expanse. I lived my life as an apprentice to the old mystic in my clan. We mystics typically lived lives apart from the rest of our people, and can be considered to be hermits of a sort, such is life I suppose.

I must say I am in particular a very level-headed individual who takes his time to think things through before acting. I must also insist that I am not lazy, or slow, no matter what people seem to say. I am merely taking appropriate time to consider things.

As for my reason for applying, I must admit that I am no longer… welcome, around in my clan. I feel like I should say that it is for no alarming, criminal, or wicked act, simply an… error, of sorts.
Besides, it can hardly be said to be my fault that we were moving our herds of cattle too close to a chimera den. Yes, I might have been… relaxing, at the time; but I was just trying to read the cloud patterns for rain. Again, completely understandable. But the result was the same, so I have decided I need a change of pace…

So I feel like I could use my special knowledge of nature and animal care to enhance your prospects. I am quite skilled in that regard, and learned more than I think my teacher thought I did. And of course I am a minotaur, and we are no slouches when it comes to physical labour if the need arises.




Stat BlockKurnus
Circle of Shepherds Druid 2

HP: 18/18 | AC: 10 | PP 12 | Hit Die: 1d8 | Init: +0 | Move: 30 |
STR 14(+2) DEX 10(+0) CON 16(+3) INT 10(+0) WIS 15(+2) CHA 9(-1)

Weapons: Quarterstaff +4 1d6+4 | Horns +4 1d6+4

Skills: Animal Handling: +4 | Medicine +4 | Nature +2 |

Class Features: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.Druidic | Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

-Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

-When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

-You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.

-You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

-You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Wild Shape | As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.Wild Companion | You can to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you have the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.Speech of the Woods | You call forth nature spirits to influence the world around you. As a bonus action, you magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest. The effect of the spirit's aura depends on the type of spirit you summon from the options below.

Bear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level (7). In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk Spirit: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

Unicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
Spirit Totem

special Features: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC 12, you push it up to 10 feet away from you.Hammering Horns | Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.Goring Rush |

Cantrips: Mold Earth, Druid Craft | 1st Level Spells*: (3 slots) Cure Wounds, Entangle, Long Strider, Goodberry

Languages & Proficiencies: Common, minotaur, druidic, sylvanLanguages

Last edited by Amarga; Jun 29th, 2023 at 11:48 PM.
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Old Jul 25th, 2022, 12:45 PM
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Hitmyto Hitmyto is offline
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Application letter
The letter is written in small and scribbly writing. It seems hastily jotted down, as if in a hurry, containing several spelling errors and quite a few crossed through words.

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Imelda Adelmi
Lot 441, Birgglewook Lane
East of Neversummer City
The Unremembered Realm

Hi Imelda! Dear ms Adelmi,

Hello, I am Look no further! Your all-important jack of all trades employee is right here! Writing this letter to you. My name is Anthurium, or Anth please don't call me Ant, and I was raised on a farm, so I know what the goings-on are like and I also know that a versatile employee, like me, is absolutely necessary! I've also been to wizarding school, so I got a bit of a magical background too, even though I gor kic the better to help around on the farm. I can cook, clean, do the laundry, do some modest repairing, receive guests (I love people!), sell stuff to them, especially when they do serve tables, ride a cart, tend animals and I also know a thing or two about plant and trees! With my wings I can take care of a tree from top to bottom. And, even though I'm not too big, well, compared to other people, but for a fairy I'm actually above average! Anyway, I can still chop wood, haul rocks or work the soil like anyone. Wherever you'd want me, I'd be the beI'm pretty sure I can fulfill that role! Oh, and I can also create our very own custom glassware, should that be needed! When you realise how awe If you see how valuable my skills can be for your farm, please let me know and I'll be on my way as soon as possible.

Kind regards,

Anthurium the Amaz!


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Anthurium the Chaotic Wild Magic Fairy

Flitting through life like only fairies can do, hopping from one thing to the next, Anthurium's magic is just as unstable as his attention span can be. But he is an open and sociable fellow and always means well. Not too bright though.

 
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Last edited by Hitmyto; Jul 29th, 2022 at 11:44 AM.
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  #9  
Old Jul 25th, 2022, 06:19 PM
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morgantha morgantha is offline
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Doileag's letter
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Imelda Adelmi
Lot 441, Birgglewook Lane
East of Neversummer City
The Unremembered Realm


Hello Imelda,

I saw your advertisement for your farm. This is my application. My name is Doileag. I am told by my ex-wife this name is hard to pronounce. Though I would prefer Doileag, you may call me Do. I promise that this is the only thing in which you will find me hard-headed. Besides this topic, being my name, I am a hard worker and will do as asked.

As for what I am capable of. This must be the thing of most interest to you. I am very good at making mulch. I know where the best acorns are. You might wonder, why do I care where acorns are? I will tell you. Pigs like acorns. They are like candy to pigs. I assume you have some pigs. On your farm, that is.

Also, I will deal with things that are “unsavory” to you. My ex-wife told me that most people have no interest in dead things. She said interest in dead things is “weird.” Whether or not it is “weird” I could not say. But I do say that I will deal with these things if you do not wish to.

In spite of these attributes, you might say I do not want a stranger on my farm. That makes sense. I will explain to you who I am, and then I will not be a stranger to you. I am from the Wyrmwood. In the Wyrmwood there are many firbolgs. We had no specific name. I did many things there, like making some small magic and like finding acorns. This is how I met my ex-wife. I will not bore you with more details of love, but eventually my ex-wife did not love me anymore. Therefore I am looking for a job. Therefore I am writing you this letter.

In any case these are my qualifications (see above).

Doileag

 
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Last edited by morgantha; Jan 26th, 2024 at 03:02 PM.
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  #10  
Old Jul 26th, 2022, 12:00 AM
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Zangul Zangul is offline
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Name: Angus McGrillin
Race: Mountain Dwarf
Class: Cook (Mess Sargent)
Alignment: Lawful Good
Background: Soldier
Personality Traits: I let others know I expect them to work as hard as I do, and my opinion is relevant whether you like it or not
Ideals: My gift of cooking is for all to enjoy.
Bond: I keep a bottle of my favorite spice and herbs on hand.
Flaw: I'd rather eat nothing, than something bland, stale, burnt, undercooked or otherwise beneath me.

Dear Adelmi,

Angus McGrillin is the name and cooking is the game. So you want to know a little about me do ya lass? Well, for starters Imma 4ft Dwarf, 150lbs. I was a solder in the Dwarves army during the Battle of the mines. I was the mess cook, I saw to it that the army was well feed. When it was needed I fought on the front lines as well. When the time came to leave the Army, I took my chef skills and started working as chef in taverns making ends meet. But, my heart is still in adventuring, and now set out to prove that I am the best Cook out there. Giving the opportunity to work on your farm. I'll see to it that the workers are well feed and ready for the adventure at hand. My personality traits are, I let others know I expect them to work as hard as I do, and my opinion is relevant whether you like it or not. My ideal is my gift of cooking is for all to enjoy. My bond is I keep a bottle of my favorite spice and herbs on hand. My Flaw is I'd rather eat nothing, than something bland, stale, burnt, undercooked or otherwise beneath me. If you like what you see may my Mess kit and Utensils serve you and your workers. Maybe around the table I can share war stories.
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Last edited by Zangul; Jul 28th, 2022 at 11:00 AM.
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  #11  
Old Jul 27th, 2022, 09:42 PM
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Mindsiege Mindsiege is offline
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Name: Usu
Race: Catfolk
Class: Rogue (Thief)
Background: Gem peddler (custom)

Personality traits:
- If I can be everyone's friend, I'll always have support.
- I believe that anything worth doing is worth doing right. I can't help it. I'm a perfectionist.
Ideals:
- The mercantile trade was too busy for me. Now I want a bit of a slower profession, like mining.
Bonds:
- I've been on the road long enough. I'd really love to have a place to settle.
Flaws:
- I can't resist pretty and shiny things. I will go out of my way if I feel like have an opportunity to impress somebody.

Application letter
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Imelda Adelmi
Lot 441, Birgglewook Lane
East of Neversummer City
The Unremembered Realm



Hello Dear Miss Lady Madam Imelda,


My name is Usu, of clan Si-Si, and I very much would like to apply for paid relocation and a position at your up-and-coming Fraillie Farm! I've been meaning to get away from the big city life for a while now, and reinstatement of your lovely-sounding patch of land with board and lodging sounds tantalizingly precious!

I am a very capable catfolk and have been dabbling in various mercantile ventures all my life, and everybody that I've ever worked with has told me that I am very great to work with! I think that I will be very helpful around your farm, and if you need a crafty catfolk with roguish good looks and lots of cheerful witticisms, I could fill your empty roles as a salesperson or even as middle-management with ease! What I'm really applying for though is that aside from your farm, your advert letter included mention of a small mine with uncontested ownership on your property!

My greatest passion since I've been a little kitten has always been gems, gleaming metals and all bold, decadent, shiny minerals! I've been apprenticing the last few years under the renowned jewels peddler Master Adrien, and if your mine needs a prospector or a catfolk with an eye for value, then I see a great possibility that I can be your lucky find that might get us through the winter by ever vigilantly unearthing the greatest treasures and putting them into the best possible light to sell them and make your farm lots of gold!! (if we need the gold and don't want to keep our finds as decoration)

I've decided that life in the city is just way too hectic, because if you always have to be about making more gold, there's never really enough time to look at what you already have and to really appreciate it. But as a peddler or worker, I just can't rest my paws! I want to do a job that I love, and I want to keep doing it! But I also want to have a place to go back to at the end of a work day and not feel like I've left any gold lying on the ground. That's why I think the country life would just be the best for me, and I would love for you to pretty please hire me! I already have a pickaxe and equipment for working with jewellery, so your return investment for financing my journey into the countryside will hopefully pay as soon as you let me into your mine and give me some time to drag all the riches topside! And if it's not that rich of a mine, I can still help you around the farm. Because I'm very capable anyways and I'm ready for the country life!!

Please hire me!
Usu (I'm really good at what I do!)
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Old Jul 28th, 2022, 10:37 PM
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Verdant Glitter Verdant Glitter is offline
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A Letter Arrives!
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Imelda Adelmi
Lot 441, Birgglewook Lane
East of Neversummer City
The Unremembered Realm


Felicitations and the kindest of greetings from the House of Ch'tall! While you may have heard of my family, or myself in particular, it would be terribly impolite to leave such things to assumption, so allow me to more formally introduce myself - My name is Mirabelle Ch'tall, and it is a delight to make your acquaintance even through so impersonal a fashion as letters! I am writing to you in response to your request for aid with your agricultural property; first and foremost, my sincerest condolences on the passing of your grandfather - It can be a trying time to lose family, estranged or otherwise, and I do hope this letter finds you in good spirits in that regard. Secondly, the nature of this letter is to express interest in the managing of said property!

If you are familiar with my family's station in the Gilded City, you may wonder what a mousefolk aristocrat's interest might be regarding your inheritance, and considering some noble houses of the land you may even be leery to have caught any such attention - But, if you are familiar with my family's name, or indeed my own charitable proclivities, you are likely to know of our (and, namely, my) philanthropic nature: Rest assured, the interest is far from nefarious! My family's fortune was built upon geared constructions and mechanical wonders - From clock towers to pocket timepieces, wind-up toys to automaton steeds, even some of the intricacies of zeppelins and airships - and, as they say, necessity is the mother of invention: Without experiencing the toil and labor (to at least some degree) of agrarian life, how else can one craft those things that will make such a life less laborious and more fruitful, to benefit both the farmer and those he supplies? I cannot, of course, promise any miraculous device to be devised in short order, if at all, but I can certainly make the attempt (and I'm very certain that I can indeed build something of interest and relevance, hopefully without such undue cost in parts as to make it non-viable for your average farmer!)

Regarding my qualifications, I will freely admit that cultivation activities are not one I am exceptionally familiar with; however, I did graduate at the top of my class from the University of Terminus for Engineering, and spent the entirety of my life assisting my father in the craft. I do not doubt that some degree of maintenance is required for any machinery or implements needed for the smooth running of such a business, not to mention architectural designs for housing (or other) expansion - If you have a windmill, a waterwheel, or the like, or would desire such things (or even something more intricate!) for the property, designing and personally overseeing the construction of such would be proverbial child's play. As an aside, I will gladly attest to also being quite the socialite; I'd be remiss to suggest I have the political clout or societal sway to influence anyone or anything, but there is generally a very good chance that if I do not know someone, I know someone who does, and rest assured, dear, networking is very important in any expanding business!

It is important to note that while I would be bringing some valuable tools and personal accoutrements, should you so desire my aid, the financials and influence of my family would not be immediately available or applicable beyond what I myself might be able to provide; the Ch'talls pride themselves on self-sustainability in their personal ventures.

Should you desire to bring me aboard your venture, or wish to pose any questions before deciding, then do please send a return letter via my delivering courier and I shall come, or respond, immediately upon its recipience!

Warmest regards and looking forward to your reply,

Lady Mirabelle Ch'tall


Stat Block!Lady Mirabelle Ch'tall
Artificer 3
Small | Lawful Good

--------------------
Armor Class: 11
Hit Points: 18 (3d8)
Speed: 30 ft.
--------------------
STR 8 (-1), DEX 13 (+1), CON 10 (0), INT 17 (+3), WIS 12 (+1), CHA 14 (+2)
--------------------
Saving Throws: Con +2, Int +5
Skills: Arcana +5, History +5, Insight +3, Investigation +5, Perception +3, Persuasion +4
Tool Proficiencies: Dragonchess Set, Jeweler's Tools, Mason's Tools, Smith's Tools, Thieves' Tools, Tinker's Tools
Senses: Passive Perception 13, Passive Investigation 15, Passive Insight 13
Languages: Common, Dwarvish, Elvish
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Actions

Dagger Melee or Ranged weapon attack: +2 to hit, range 20'/60', 1d4+2 damage

Fire Bolt +5 to hit, 120 Feet, 1d10 (Fire)

Magical Tinkering (0/3) Imbue a Tiny nonmagical object with a magical property of your choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. You can affect a maximum of 3 objects at a time.

Create Eldritch Cannon Once per long rest (or expend a spell slot of 1st level or higher), you can take an action to magically create a Small or Tiny eldritch cannon within 5ft of you.

Spells (Save DC 13, Spell Attack +5)
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Cantrips: Fire Bolt, Mending
1st (3/3): Catapult, Cure Wounds, Grease, Identify, Thunderwave (Always Prepped), Shield (Always Prepped)

Infusions Known (4): Replicate Magic Item: Bag of Holding, Sending Stones
Enhanced Arcane Focus (+1 spell attack rolls, ignores half-cover)
Enhanced Weapon (+1 Attack and Damage)


Infusions Applied (1/2): Replicate Magic Item: Bag of Holding



Notes!None so far!

Last edited by Verdant Glitter; Jan 28th, 2024 at 10:43 PM.
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