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he/him - MC of Shadows of the City, an Urban Shadows (PbtA) game.
Check out Astral Agents in Boats, a 5e Spelljamer adventure, run by jbear. New episodes go up weekly. I am a player, as are a few other RPGX stalwarts.
Oh gods... where am I?... When was the last time I didn't know where I was?... Gods, my head... it's as though Kali has been preparing my brain for renewal... at least I've got a nice, warm fuzzy--
Parvati's eyes popped open, wider than they had been for some time. They were immediately besieged with the bright light of morning, which only intensified and sharpened the massive, nascent headache. The sleeping spirit next to her continued snoring as Parvati tried to slip out, wondering how she had wound up in this situation. She began to realize that her clothes were not exactly close by.
It all started coming back to her. The first drink, it was all reminiscing about the various adventures the followers of Yangchen had had. The fifth drink, Parvati was crying and spilling her woes about being purposeless, adrift without her children, uncertain of why she was here, and what her place in the universe was. After the 10th drink, things became quite fuzzy. Had... had The Great Feng Wu convinced her to try and outride a wild bull? Where had they even found a wild bull? Or was that part of the dreams-- Parvati had had some vivid, wild dreams. Or was it.
OH.
Parvati did her best to quickly get dressed and keep her mind clear.
A quick, quiet breakfast and a spell of restoration later, and the party was about ready to go. Parvati left a bowl of rice next to The Sleeping Great Feng Wu, hopeful that she would not wake the spirit and have an awkward conversation in front of everyone. After all, it would surely happen eventually, but... not yet. Still, she whispered a small, "Eat well, friend. I hope you have pleasant dreams," as she places it.
As Ainan explains his history with The Guardian Hella (once called Shantanu), Parvati can't help but have her eyes dart towards The Great Feng Wu, and she swears that spirit waggled her eyebrows a bit. But Parvati tries hard to focus, to not notice, to pay attention. Which only makes it all the more difficult to pay attention. But she manages to ask, "I-If you are willing to say, was there any discussion with the order about why you were to be ostracized?... It seems a cruel thing to reject someone over love. There was nothing more to their reasoning than their disapproval of your relationship with The Enemy? Er... who they might perceive as The Enemy?..."
Character Sheet Roleplaying recovery through the use of a 2nd level spell slot for a Lesser Restoration spell. I assume that The Great Feng Wu was either entirely sober or is immune to hangovers.
Martial Arts
Your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or Heavy property.
You gain the following benefits while you are Unarmed or wielding only Monk Weapons and you aren't wearing armor or wielding a Shield.
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed Strikes and Monk Weapons.
• You can roll a d6 in place of the normal damage of your Unarmed Strike or Monk Weapon.
• When you use the Attack action with an Unarmed Strike or a Monk Weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee Attack.
Magic
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. It also has the following additional Properties. When one of these Properties is used, it can't be used again until the next dawn.
Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn.
Lightning Strike: You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap: You can use an action to cause the staff to issue a deafening Thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened.
Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap Properties at the same time. Doing so doesn't expend the daily use of those Properties, only the use of this one.
Finesse
When making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when Fighting with two Weapons.
Unarmored Defense, Martial Arts, Ki, Unarmored Movement, Monastic Tradition (Drunken Master), Deflect Missiles, Slow Fall, Extra Attack, Stunning Strike, Ki-Empowered Strikes, Unarmored Movement Increase, Drunken Master: Tipsy Sway, Evasion, Stillness of Mind, Unarmored Movement Improvement, Purity of Body
Features and Abilities: Common, CelestialLanguages | Simple Weapons, ShortswordsWeapon Proficiencies | Brewer's Supplies, Cooking UtensilsTool Proficiencies | NoneArmor Proficiencies | MediumSize | 50 Ft.Speed | When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Saving Throw: DEX DC 15 Damage Roll: 2d10 Fire DMG | Successful Save takes Half Uses Per Day: 4 per Day | Long Rest RefreshesRACE: Breath Weapon | Resistant to Fire-type DMG.RACE: Draconic Resistance | When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. Saving Throw: DC 15
Pick one Ability for whenever you use this trait: - Enervating Breath: Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn. - Repulsion Breath: Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone. Uses Per Day: 1 per Day | Long Rest RefreshesRACE: Metallic Breath Weapon | Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.BACKGROUND: Rustic Hospitality | Ki Points Total: 10 Ki Save DC: 15
Your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have.
You can spend these points to fuel various ki features.
When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.CLASS: By Ki | Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.KI ABILITY: Flurry of Blows | You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.KI ABILITY: Patient Defense | You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.KI ABILITY: Step of the Wind | Your speed increases by 20 feet while you are not wearing armor or wielding a Shield (at your current level.)
You have also gained the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.CLASS: Unarmored Movement | You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.MONASTIC TRADITION: Drunken Technique | You can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + 15.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 Ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a Monk Weapon for the Attack.CLASS: Deflect Missiles | You can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.CLASS: Slow Fall | You can Attack twice, instead of once, whenever you take the Attack action on Your Turn.CLASS: Extra Attack | you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.CLASS: Stunning Strike | Your Unarmed Strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.CLASS: Ki-Empowered Strikes | You can move in sudden, swaying ways. You gain the following benefits.
- Leap to Your Feet: When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. - Redirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.MONASTIC TRADITION: Tipsy Sway | You can use your action to end one Effect on yourself that is causing you to be Charmed or Frightened.CLASS: Stillness of Mind | Your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.CLASS: Evasion | Your mastery of the ki flowing through you makes you immune to disease and poison.CLASS: Purity of Body | Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Increase your Strength or Consititution score by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage.
- When you hit a creature with an Unarmed Strike or an Improvised Weapon on your turn, you can use a bonus action to attempt to grapple the target.FEAT: Tavern Brawler | You have martial training that allows you to perform special combat maneuvers. You gain the following benefits.
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.FEAT: Martial Adept | When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.MANEUVER: Distracting Strike | When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.MANEUVER: Maneuvering Attack | -- | -- | -- | --
Feng Wu was back to being in high spirits, much to the surprise of everyone. You’d think from the cloud of depression that hounded her throughout the hours of yesterday that she’d need at least a week’s time to regain the strength to be happy once more. But that was not the case. Feng Wu showed up as she usually showed when time was of the essence– late and already ripe with the stench of rice wine. Her goofy smile all but returned as she greeted Yangchen with a staggering slap to the back, and a flirtatious wink to Li Ruiying, everyone receiving a normal drunken greeting, well, everyone but the Mother Goddess, Parvati.
Oh ho ho, nooo! There was mischief afoot with Feng Wu’s greeting to Parvati. Her brows all but waggled as she mocked bow to the goddess, her toothy grin every bit as teasing as the familiar sash that was thrown around Feng Wu’s neck. It was Parvati’s. The one sash she’d left behind in her hurry to leave before the monkey awoke to find that her sweet dreams of sweeter divinity was more than just fantasy. "Ya look well rested today, Parvati! Ke ke ke! Ya seemed to have taken well to the spirits you tasted last night! Who woulda thought the Mother Goddess could keep up with a wild heart like the Somewhat Great Feng Wu!"
And Somewhat Great was exactly how Feng Wu was feeling. Eh, it was true, she was still somewhat depressed about the loss of her fingers, but the night she shared with Parvati, before their roll in the blankets, soothed Feng Wu more than any spell could. The memories were fuzzy, thanks to the extreme amount of alcohol, and the possible concussion from that bull that was in fact a bull spirit minding his own business before they tried to ride him, but Feng Wu remembered how vulnerable Parvati was with her. Never in all the days and the nights they spent together did she ever think the goddess was capable of a sad thought. That she’d question her role in godhood. Her purpose, here, amongst Yangchen and her companions, and her life as a goddess.
It was… strangely humbling for Feng Wu, more so than loss of her fingers. Don’t get her wrong, it still wounded her to find herself broken rather than whole! But– but there was nothing wrong with Parvati, at least in this drunken monkey’s eyes. She was intelligent, poised, and far more kind than any god she’d ever met. Patient, too! So to have her fall apart in front of Feng Wu, crying into her sake, lost and listless, well, Feng Wu felt both a kinship and a renewed respect for the goddess. And swore to her that if they were both broken, lost souls, then at least they could be broken and lost together.
And then they slept together.
Well, there was more in between that moment, and everything, but that part stuck with Feng Wu much more than the other fun pranks! Mostly cuz Parvati left quite the marks upon the monkey’s body! Ke ke ke! Marks that she’d wear proudly and openly if she didn’t fear Parvati would turn her into a newt out of embarrassment. Still, it was good to know that even the Greats could fall, and that sometimes even goddesses found themselves amidst a fantastic one-night stand.
Although Feng Wu did find it queer that she was the only one to be in good spirits to speak with Councilman Ainan. Yangchen appeared… lost in thought, strange, and Li Ruiying was distant theirself. Had those two slept together as well? Regardless, Feng Wu did her best to keep the Councilman Ainan properly entertained on their walk! Even if she did have to dodge the topic about her hand more than once, Feng Wu quickly moved the conversation to what he enjoyed doing in his free time and whether he heard of other villages like this one. Subjects that eventually lead them to how he found himself as a councilman at all.
Feng Wu snorted at the callousness of the Stone Foot. "What is it with monks and their refusal to let love bloom! Bah! You two did not deserve hate for what ya had. Ehhh. That said I am sorry for beatin’ yer lover up. Will they come back to the village? Or are you two not…" Feng Wu pushed her hands together, furry brow raised. "...y’know, any more? Still sorry if not. Just a lil’ less so." She had wondered if Hella would come back. And also wondered where she went to after the fight! If not to the arms of her old lover, then where would a fallen warrior go to recover? Home was here for Hella, wasn’t it?
As Yangchen asked her question, and Parvati followed suit, Feng Wu stared off at the mountain they’d have to climb to reach the Stone Foot monastery. Already her feet ached at the sight of it. "What is of the ways Hella learned from you? Why would she learn the ways of a threat at all? The Stone Foot smell o’ soured milk, but ya say you still keep the faith. Why?"
Li Ruiying was caught somewhat by surprise when the others chose to leave them alone with the Seeker. It had been so long since they had been given time alone with Yangchen. It would be tempting to say they could barely remember, but that would be as inaccurate as it was cliché. In truth, every moment of their many lives together was as indelibly etched upon the fox’s mind as if they were carved in stone. Sadly, the clarity of the memories brought a bittersweet sense to the current moment, knowing that the familiarity they felt was something that the Seeker could not share in.
The fox wondered once more what was to stop them from ending this charade. Why should they not reveal the truth to Yangchen? Especially here in this place, where mortals and spirits lived side-by-side? What need had they to finish the Bodhisattva's quest when they had found paradise already?
But there was still the issue of the Hunter. It had been ages since the fox spirit had felt the Hunter’s breath hot on their heels, but they suspected that had much to do with the intervention of Guanyin. If the fox spurned the Bodhisattva, how long would it be before the Hunter took up the trail again? Could this place offer sanctuary, or would they only bring ruin down upon the whole village? The risk was too great. For now the Fox would simply need to bide their time, at least until they could obtain some greater assurances.
For now, they would enjoy this moment of quiet closeness with Yangchen. They drank in the Seeker’s presence in the manner of a connoisseur sipping at a fine wine. There was none of the desperate urgency that characterized Feng Wu’s late night tryst with Parvati. Though the depth of feeling was no less intense, instead of wild abandon, there was instead a sense of gentle tenderness. Li Ruiying allowed their typically haughty and self-possessed manner fall away as easily as the silken hanfu slid to the floor. Here, alone with Yangchen only, they allowed themself to be laid bare and vulnerable.
When the first rays of the morning sun crested over the mountains and made their way down into the valley, Li Ruiying stood ready to meet them with an uncharacteristic joy and contentment. The courtesan had already drawn water for tea and placed a kettle on the fire, all the while softly humming a sprightly tune. It was not one of the haunting melodies they were used to hearing from Ruiying, but seemed to bear more resemblance to a simple folk song.
As the others began to gather, Li Ruiying raised a curious eyebrow at the wink that Feng Wu sent them. The Fox’s keen nose sniffed at the air and noted the sweetly pungent musk that hovered about the monkey. Well, that was certainly interesting. The already contented grin on the fox spirit’s face only widened. So the Monkey had found release elsewhere? Perhaps their rivalry had ended. A voice deep within them longed to scream it to the rafters. The Monkey had strayed while they themself remained ever faithful and devoted! But Li Ruiying held their tongue. Suck gloating would be unbecoming and could undermine them in the eyes of the Seeker. No, they would let the Monkey enjoy herself while they took some silent pleasure in this small victory.
Nevertheless, there was little that could wipe the smile from their face nor temper the bliss they felt as they walked along the mountain path, hanging close by Yangchen’s side. The air had seldom smelled so sweet, the sun’s rays rarely held such warmth, the breeze rustling in the leaves never kissed with such a gentle touch, nor the song of the birds formed such delicious harmony. So lost in this simple delight was the Fox that they barely spoke a word as the group made their way toward the distant monastery, but then something in their guide’s tale caught their attention. It was a story that was all too familiar, too poignant, and it drew a pang of sympathy from the fox spirit.
”You were cast out from your home for the crime of caring for another?” Li Ruiying asked at the conclusion of Ainan’s story, ”And yet you refer to them as ‘our Guardian,’ not yours. You were not by their side when we arrived, and you seem untroubled by their departure any more than the rest of your village. Pardon me if I overstep my place, but … has your relationship with Shantanu changed?”
Can aid in identifying who wrote a magical script.
History
Augment the benefit of checks to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.
Decipher Treasure Map
INT check to determine a map's age, whether a map includes any hidden messages, or similar facts.
Other
Identify writer of nonmagical script
DC10
Determine writer's state of mind
DC15
Spot forgery
DC15
Forge signature
DC20
Thieves' Tools
History
Grants insight when answering questions about locations that are renowned for their traps.
Invest/Percep
Gain insight when looking for traps, because you have learned a variety of common signs that betray their presence
Set Trap
As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you, your weaknesses, your origins, your purpose find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness.
Actor
CHA+1; Advantage on Deception and Performance; voice mimicry
Telepathic
Int, Wis or Cha +1; speak telepathically with any creature in 60'; detect thoughts once/long rest
Bardic Inspiration
5x/long rest, grant another creature 1d6 to use on ability check, save, or atk roll within 10 minutes.
Jack of All Trades
Add 1/2 prof. bonus to any ability check not already using prof. bonus.
Song of Rest
During short rest, you or any friendly characters that can hear you add an extra 1d6 to any Hit Dice spent to regain HP
Mantle of Inspiration
bonus action, spend inspiration to grant #creatures up to CHA mod 5 temp HP and immediate move as reaction.
Enthralling Performance
1 minute performance to charm CHA mod # of creatures in 60' (WIS save), usable 1/rest.
Resilient
Increase 1 score (CON) +1 and proficient in those saves.
Countercharm
action to give allies in 30' adv vs charm and fright.
Mantle of Majesty
bonus action to cast command (charmed creatures autofail), can cast as bonus action again for 1 minute duration - usable 1/long rest.
Fey Presence
action to cause each creature in a 10-foot cube originating from you to make a WIS save vs spell save DC. Fail= charmed or frightened (your choice) until the end of your next turn. - usable 1/long rest.
Misty Visions
Silent Image at will.
War Caster
Advantage on Concentration checks; somatic casting with hands occupied; spell as AoO.
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"He looked to the Kender for wisdom. If there was one thing she was good for, it was pearls of wisdom. Wisdom buried beneath twelve hours of stories about obscure relatives." -- Imveros
Yangchen asks how closely they work with the rest of the Order of the Grounded Mind. "Not close at all. They have the old texts. But being so isolated, there is not much communication. Newcomers are rare - Shan... our Guardian makes it so. If new teachings do make it through, they are not usually shared. But. It is rightly taught: 'a Grounded Mind makes its place where it finds itself, and the Stone does not move when typhoon blows.' Scripture always requires interpretation, so Ainan adds: "change comes slow to minds and mountains."
Ainan's ostracisazion does not sit well with the group. A few ask about it. "Shantanu was not known to be 'the enemy' at the time. He came as a humble student. And so he was for a while. I'm afraid there is right love and wrong love in the eyes of the Abbott. Once we were found out, had I shown repentance, I might have been kept in their good graces. But, well. As you say, their attitude in this is cruel, and it was hard for me to reconcile The Way with my love." He gives a nervous chuckle. "Luckily, I did not need to reconcile. When news came to our Guardian, he revealed his identity. At that point, I was branded the enemy as well. Away I went."
Perhaps he is amused by the lines of questioning, or perhaps he is thankful for the opportunity to talk about it. But he seems to warm to the line of discussion. A few ask after Hella, and express regret for the battle, and wonder if she will be back. Ainan gives a more earnest laugh. "Oh, they will be back. Sooner than you might think." A mischievous twinkle in his eyes suggests a world of possibilities when one is dealing with a shape-changer. "We are still together, thank the gods. But with so many guises, and so many responsibilties, I can't keep up. And what would have happened, if I was there when you appeared? Would I have stood a chance?" The question is barely even rhetorical, the answer is so obvious. "I can help, and I do. But guarding the pass from wanderers in the Wild would not be my best use."
TGFW caps off the discussion by asking why Ainan kept the faith. He gives his heartiest laugh to this. "You might as well ask why your Seeker keeps the faith! The Truth is the Truth. Interpretation is passed through flawed translators, and can go astray. That doesn't make the Truth less True.
"We could go at this all day, and I might if you let me. But I won't detain you any more. Good luck. I hope that you will return to the Village soon. May your foot fall solid."
The Journeyers head up a long, long flight of stairs. The steps are carved into the living stone, of regular height but irregular depth as the stairs use the slope of the mountain to rise up into the heights. Trudging upwards, they soon stand well above the the Valley, and can again see it from end to end, as they did when they decended the day before. Rising still further, they come eventually to the base of the complex of buildings, looming above them. The monastery is a series of stone courtyards, each surrounded by stone buildings of a story or two set into the mountainside. Pathways and stone archways connect one courtyard to another, and each is surrounded by entrances. More stairs lead upward in a few places, which lead to a few larger buildings. Presumably the lower levels are for living quarters and defenses and the necessities of daily life. The upper levels must be some combination of temples and the places of authority and ceremony.
In the nearest courtyard, seemingly the largest, a grid of martial artists practice their forms in unison to barked orders. Washerfolk bear burdens from one entrance to another. Spear-bearing guards pass by here and there. Wisps of incense drift, and the smell of food can be detected from a few different directions. There is no market, but it is a busy area. Its membership is not as diverse as the Village's, but what could be? Many sorts can be seen, humans, half-orcs, elves and gnomes. A stray dragonborn or cat-folk can be spotted.
A few guards spot the Journeyers. They stop their patrol and watch warily, but they do not advance towards the group.
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he/him - MC of Shadows of the City, an Urban Shadows (PbtA) game.
Check out Astral Agents in Boats, a 5e Spelljamer adventure, run by jbear. New episodes go up weekly. I am a player, as are a few other RPGX stalwarts.
The path up the mountain was hard, but Yangchen's muscles were well used to hard paths and they did not complain. As the group ascended her mind was clear, falling back into a meditative state. It was better this way, lighter. Free from the burdens of worry, of speculation, or of regret. All that existed was the here and now, this step, this breath, this heartbeat.
Soon enough, however, the lower reaches of the temple were around them and Yangchen found thick clouds of her breath puffing before her and obscuring her initial impressions of the monks who were diligently exercising in the yard. The guards with their sharp spears, however, were crystal clear.
"They are right to be cautious," she said, turning and regarding the others. "Never since the first stones of this temple were laid did such a mighty band come forth. But we can not hope to cultivate love or respect through the use of violence, so let us approach with open hands and hear what they have to say."
She smiled and inclined her head in thanks to her friends before turning back towards the temple and approaching the nearest guards. She was in no hurry, and she allowed her attention to wander around her surroundings, taking in everything from the stonework to the variety of people. Finally she stood mere feet from the guards and then gave them her full attention.
"Peace and love, brothers," she said with a courteous bow. "My friends and I have travelled many miles and have heard tell of the remarkable hospitality that the monks here provide. May we gain entrance?"
Equipment:Heavenly Chain, Lama Robe, Ring of Regeneration, Backpack, Stone of Good Luck, Wind FanWorn or Carried | Tankard of Sobriety, Calligraphy Supplies, Bedroll, Mess Kit, Tinderbox, Torch (10), Rations (10), WaterskinBackpack
You know Mage Hand, can cast without Verbal or Somatic components and it can be invisible
Can shove a creature within 30ft towards or away from self (DC17 Str Save) as Bonus Action
Fey Touched | 1/short rest can add 2d4 to failed save or attackFavored by the Gods | 1/turn, when self or adjacent ally rolls for magical healing, can spend 1 SP to reroll any number of them once.Empowered Healing | When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll.Magical Guidance
Spell Attack Bonus: +9 | Spell Save DC: 17
Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.
Sorcery Points You have 10 sorcery points. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting As Bonus Action can convert Spell Slots to Sorcery Points and vice versa.
Font of Magic Cantrips:Invisible, no V or SMage Hand | Guidance | Light | Mind Sliver | Prestidigitation | Spare the Dying | Thaumaturgy 1st level: Cure Wounds | 1/day without using spell slotDetect Magic | Feather Fall | Healing Word | 1/day without using spell slotMisty Step | Shield 2nd level: Aid | Blindness/Deafness | Calm Emotions 3rd level: Haste | Hypnotic Pattern 4th level: Banishment | Greater Invisibility 5th level: Telekinesis
Parvati listens with some gladness at Ainen's recounting of his relationship with the Guardian. But the words "Wrong Love" grate on her ear. Particularly given recent events. Parvati's eyes flit towards The Great Feng Wu, and the sour look on the Mother's face hopefully gets across her distaste for this order of monks.
It was probably out of sheer spite that Parvati powered through the difficult climb up. She wanted to find whoever would tell a young man in love that it was "wrong" and give them a piece of her mind. Arriving at the top, and looking at the people here, it took some amount of restraint to not immediately begin barking out demands to speak to the leader here.
Parvati begins to wonder if perhaps she's a little off-balance.
Yangchen's words come as a bit of a balm to Parvati's attitude. She's right. They have a purpose here, and certain behaviors will make things harder. "Of course, Seeker. I'll follow your lead."
Martial Arts
Your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or Heavy property.
You gain the following benefits while you are Unarmed or wielding only Monk Weapons and you aren't wearing armor or wielding a Shield.
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed Strikes and Monk Weapons.
• You can roll a d6 in place of the normal damage of your Unarmed Strike or Monk Weapon.
• When you use the Attack action with an Unarmed Strike or a Monk Weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee Attack.
Magic
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. It also has the following additional Properties. When one of these Properties is used, it can't be used again until the next dawn.
Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn.
Lightning Strike: You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap: You can use an action to cause the staff to issue a deafening Thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened.
Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap Properties at the same time. Doing so doesn't expend the daily use of those Properties, only the use of this one.
Finesse
When making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when Fighting with two Weapons.
Unarmored Defense, Martial Arts, Ki, Unarmored Movement, Monastic Tradition (Drunken Master), Deflect Missiles, Slow Fall, Extra Attack, Stunning Strike, Ki-Empowered Strikes, Unarmored Movement Increase, Drunken Master: Tipsy Sway, Evasion, Stillness of Mind, Unarmored Movement Improvement, Purity of Body
Features and Abilities: Common, CelestialLanguages | Simple Weapons, ShortswordsWeapon Proficiencies | Brewer's Supplies, Cooking UtensilsTool Proficiencies | NoneArmor Proficiencies | MediumSize | 50 Ft.Speed | When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Saving Throw: DEX DC 15 Damage Roll: 2d10 Fire DMG | Successful Save takes Half Uses Per Day: 4 per Day | Long Rest RefreshesRACE: Breath Weapon | Resistant to Fire-type DMG.RACE: Draconic Resistance | When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. Saving Throw: DC 15
Pick one Ability for whenever you use this trait: - Enervating Breath: Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn. - Repulsion Breath: Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone. Uses Per Day: 1 per Day | Long Rest RefreshesRACE: Metallic Breath Weapon | Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.BACKGROUND: Rustic Hospitality | Ki Points Total: 10 Ki Save DC: 15
Your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have.
You can spend these points to fuel various ki features.
When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.CLASS: By Ki | Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.KI ABILITY: Flurry of Blows | You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.KI ABILITY: Patient Defense | You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.KI ABILITY: Step of the Wind | Your speed increases by 20 feet while you are not wearing armor or wielding a Shield (at your current level.)
You have also gained the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.CLASS: Unarmored Movement | You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.MONASTIC TRADITION: Drunken Technique | You can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + 15.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 Ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a Monk Weapon for the Attack.CLASS: Deflect Missiles | You can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.CLASS: Slow Fall | You can Attack twice, instead of once, whenever you take the Attack action on Your Turn.CLASS: Extra Attack | you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.CLASS: Stunning Strike | Your Unarmed Strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.CLASS: Ki-Empowered Strikes | You can move in sudden, swaying ways. You gain the following benefits.
- Leap to Your Feet: When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. - Redirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.MONASTIC TRADITION: Tipsy Sway | You can use your action to end one Effect on yourself that is causing you to be Charmed or Frightened.CLASS: Stillness of Mind | Your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.CLASS: Evasion | Your mastery of the ki flowing through you makes you immune to disease and poison.CLASS: Purity of Body | Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Increase your Strength or Consititution score by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage.
- When you hit a creature with an Unarmed Strike or an Improvised Weapon on your turn, you can use a bonus action to attempt to grapple the target.FEAT: Tavern Brawler | You have martial training that allows you to perform special combat maneuvers. You gain the following benefits.
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.FEAT: Martial Adept | When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.MANEUVER: Distracting Strike | When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.MANEUVER: Maneuvering Attack | -- | -- | -- | --
Ainan lost The Somewhat Great Feng Wu. She scratched her head, her flat simian nose scrunched up as she considered his wisdom… and then immediately decided with a snort that it made no sense! "Why call it the Truth at all if it changes so much from hand-to-hand, mouth-to-mouth, feet-to-feet! Ke ke ke! If the Truth is what one makes of it, then is it not impossible to say that I, too, could be a monk, too?" That thought tickled her enough for her to pull the back of her shirt up to mimic the hooded monks they saw at the Red Lotus River months past. With a toothy smile, she slammed into Yangchen’s side, tilting them both off-kilter. "Eh! Eh! What do ya think, Yangchen? Should I join the monkhood!"
‘course Yangchen laughed at her jest, but not as much as she normally would have. Her attention no longer The Somewhat Great Feng Wu’s to command alone. Which she was used to with her new companions! The ever-frustrating fox, and the, mnn, gracious goddess, Parvati. Even Jinlong became a welcomed comfort, despite his agonizing early hours. But the drunken monkey spirit was the first of Yangchen’s companions, and as the first, she had that tingling intuition that something haunted her more than just these lousy Stone Feets. And the only fool responsible for that could only have been them.
As Parvati shot an embarrassed glance in The Somewhat Great Feng Wu’s direction, The Somewhat Great Feng Wu gave Li Ruiying an insulted look. For they were the last to be seen with Yangchen the other night, that she knew! Like the clever monkey that she was, she kindly and humbly, in her moment of weakness, offered the fox a chance. A once in a lifetime opportunity to get closer to Yangchen, for if The Somewhat Great Feng Wu was not fully great, then she needed someone to step in, right? But that damned fox failed, didn’t they? Upset her beloved Yangchen! Bah! She should have known better to trust Li Ruiying! The trickster was just as much a coward as her!
She kept giving Li Ruiying the stink eye throughout the rest of their ascent up the stairs. Ainan’s departure was the only time she spoke again. The Somewhat Great Feng Wu slapped them on their shoulder until it ached with her brand of friendliness, before they bid him a farewell. It was then that The Somewhat Feng Wu stopped Li Ruiying from sticking to Yangchen’s side.
Her staff swung up to block them from getting any closer. The Somewhat Great Feng Wu put a finger to her lips, much like she did when the two plotted together so many moons ago. Letting Parvati and Yangchen continue up ahead just a little ways before she whispered with all the irritation she could muster in a single breath, "What’s wrong with you!? Eh? Eh? Ya just like playin’ mind games? Eh? Fox? No, no! Don’t answer that!" She waved her hand around, cocking her head back just in time to catch Parvati’s curious glance. She forced a smile as she continued, "You an’ I rarely see eye-to-eye on anythin’, fox. Ya pull my tail as much as I sling my crap right back at you. But we both share a common interest…"
Yangchen. The Seeker. The Chosen One.
"I don’t trust these Stone Feets from what the councilman said. But you know Yangchen– she will let them speak their silver words, as she’d done for so many before. I don’t like you. Especially after what you did with Yangchen last night," she turned around to shove the butt end of her staff right in their chest, "but…" Swaggering upright, she glanced left and right before she spat in her hand, sticking out it for Li Ruiying to take. "I call upon the sacred oath of a truce."
Li Ruiying arched an eyebrow as they listened to The Self-Styled Great Weng Fu question the nature of truth itself. Somehow, as simple and vulgar as the monkey appeared at face value, the depths of her character continued to amaze. There was a remarkably sharp wit that Ruiying knew by now lay beneath the Self-Styled Great Feng Wu’s heavy brow, and yet never ceased to catch them by surprise whenever it made itself known. They found themselves wondering how much of the monkey’s outward demeanor was a carefully crafted guise. Did she intentionally present herself in a manner designed to make others underestimate her? Indeed, she was all the more clever if she did. It was the opposite of how the Fox selected every gesture, every word, every expression to engender a sense of awe and wonder, and yet it was a tactic they could certainly respect.
Li Ruiying felt the whisper of a grin come to their face, unbidden. They took true comfort in the knowledge that the monkey seemed to have found herself a connection with Parvati. Perhaps this could finally put an end to the rivalry between the Fox and the Monkey. For indeed, though it was amusing at times, they were both tricksters after all. The notion of what they might accomplish if they ceased working at cross purposes and banded together… well the mere thought of it amplified that whisper of a grin until it was a full, warm smile.
The courtesan then turned their gaze to fall upon the true wellspring of the bliss that enveloped them. With one obstacle removed, the Fox felt a long suppressed hope resurfacing. A hope that allowed them to take in the beauty of Yangchen in a way they had not dared to for quite some time. They watched as the Seeker set herself firmly to the task at hand, determinedly approaching the acolytes of the Stone Foot. The Fox longed to take her place, to speak for the Seeker. After all, in their role as consort to magistrates, they had smoothed at negotiations more times than they could recall, like a wheelwright applying grease to the stubborn axles of a well-worn oxcart. And yet, they knew that the same sense of determination that made the Seeker so appealing would also drive her to do this herself. It was her quest after all. Still, even if the Seeker needed to do this, the Fox could certainly still support her.
Before the Seeker could step away to engage with the Stone Foot monks, Li Ruiying reached out and snared Yangchen’s hand in their own. With a warm but gentle squeeze, Granting bardic inspiration to Yangchenthey willed some small measure of their confidence and serenity, their grace and charm, their love to transfer to Yangchen. In that moment their souls, their chi, their spirits, their very essence twined together like the strings of a prayer cord or the strands of a young girl’s braids.
Just as the fox spirit was prepared to lose themself in the moment, they felt a rough leathery palm that was clearly not Yangchen’s in their other hand, harsh fingers wrapped tightly around their hand and yanked them unwillingly back to reality. Li Ruiying turned to look into the narrowed eyes of the Self-Styled Great Feng Wu. The monkey. Of course. It was always the monkey.
"I don’t trust these Stone Feets from what the councilman said. But you know Yangchen– she will let them speak their silver words, as she’d done for so many before. I don’t like you.”
The Fox was surprised at how much the words stung. Certainly it was uncommon for them to be disliked, but it was even more uncommon for them to care what others thought of them. It was also accurate to say they seldom saw eye-to-eye. And yet, through all the rivalry - the squabbles, the jibes, and the pranks - they had always respected the Monkey. While there remained only one person for whom Ruiying felt any true affection, the more they considered it, they realized it was possible they might actually … like (?) the monkey.
”It matters naught what you think of me,” Li Ruiying’s terse tone and steely gaze covered well their true reaction, ”But you may rest safe in the knowledge that the Seeker’s well-being remains my one and only concern.” Their eyes flashed briefly between Feng Wu and Parvati. ”If you can say the same, then I see no reason why we should ever be at odds.”
Can aid in identifying who wrote a magical script.
History
Augment the benefit of checks to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.
Decipher Treasure Map
INT check to determine a map's age, whether a map includes any hidden messages, or similar facts.
Other
Identify writer of nonmagical script
DC10
Determine writer's state of mind
DC15
Spot forgery
DC15
Forge signature
DC20
Thieves' Tools
History
Grants insight when answering questions about locations that are renowned for their traps.
Invest/Percep
Gain insight when looking for traps, because you have learned a variety of common signs that betray their presence
Set Trap
As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you, your weaknesses, your origins, your purpose find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness.
Actor
CHA+1; Advantage on Deception and Performance; voice mimicry
Telepathic
Int, Wis or Cha +1; speak telepathically with any creature in 60'; detect thoughts once/long rest
Bardic Inspiration
5x/long rest, grant another creature 1d6 to use on ability check, save, or atk roll within 10 minutes.
Jack of All Trades
Add 1/2 prof. bonus to any ability check not already using prof. bonus.
Song of Rest
During short rest, you or any friendly characters that can hear you add an extra 1d6 to any Hit Dice spent to regain HP
Mantle of Inspiration
bonus action, spend inspiration to grant #creatures up to CHA mod 5 temp HP and immediate move as reaction.
Enthralling Performance
1 minute performance to charm CHA mod # of creatures in 60' (WIS save), usable 1/rest.
Resilient
Increase 1 score (CON) +1 and proficient in those saves.
Countercharm
action to give allies in 30' adv vs charm and fright.
Mantle of Majesty
bonus action to cast command (charmed creatures autofail), can cast as bonus action again for 1 minute duration - usable 1/long rest.
Fey Presence
action to cause each creature in a 10-foot cube originating from you to make a WIS save vs spell save DC. Fail= charmed or frightened (your choice) until the end of your next turn. - usable 1/long rest.
Misty Visions
Silent Image at will.
War Caster
Advantage on Concentration checks; somatic casting with hands occupied; spell as AoO.
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"He looked to the Kender for wisdom. If there was one thing she was good for, it was pearls of wisdom. Wisdom buried beneath twelve hours of stories about obscure relatives." -- Imveros
Just before the gates, monkey and fox have a tense private parley. Yangchen stays above or beyond the squabble, and leads the group into the front gates of the compound. Before the enarby guards, she bows and begs entrance. The tables have turned almost entirely from those in the Village. The guards and many around give a skeptical eye to monkey, fox-spirit, and dragon. But when Yangchen presents herself, they bow in return, and with great respect (they ay no mind to Pavarti one way or another, a cue that they take her to be but a servant of the lama),
"Of course!" They reply. "Your Holiness is always welcome here. May it be your home, like any home you have known." They seem to remember their formalities in the present of Yangchen and add unenthusiastically "And so with your guests." But their fervor returns when they ask, "How can we guide your path, wise one?"
It seems the group is free to move about! Opportunity abounds for the curious traveler. The abbey is a tightly-run ship, well-ordered and purposeful. Lessons are being given in a few places - martial forms here, some sort of philosophial debate there. Warriors patrol. A tanner forms greaves and bracers, a stonemason repairs a wall. Teams of bakers bake, and teams of weavers make their cloth. Anything you'd expect to find in a fully-stocked castle you find here. But the monastery has no great walls - either its precarious position on the mountainside or its reputation as a place of learning and religion must protect it from any threats.
How will the Journeyers explore this new environment?
OK, I actually want to run a little skill challenge just like we did when you entered the Village! You're more-or-less free to wander around the place. The big difference is that the Village was built out of the messy chaos and clash of humanity. The Abbey of the Stone Foot is ordered along clean lines and well-defined roles. I'd very much lile to see how and whether you handle things differently in this kind of situation.
Just like last time, you can set up whatever kind of encounter you want - just pick a skill, and make at least one roll! Some of you might want to show off character, some might want to move the plot along (invesitgate, probe for information, etc). Maybe some want to instigate some more interpersonal drama right here in the courtyard. It's all good. Just have an interaction with a PC and make a roll.
__________________
he/him - MC of Shadows of the City, an Urban Shadows (PbtA) game.
Check out Astral Agents in Boats, a 5e Spelljamer adventure, run by jbear. New episodes go up weekly. I am a player, as are a few other RPGX stalwarts.
Parvati had to admit-- she immediately liked this place. Structure. Roles. Each person performing their specialized functions to support the whole. It was dharma, or an aspect of it.
It took the mother a small effort to remember that this attempt at dharma was fundamentally flawed, as it was forcing others to deny who they were, and force them into things that they were not; Ainan, and all of the villagers. But even their treatment of the party-- largely ignoring all but Yangchen. Thinking of her as a mere servant, and all but snubbing the others entirely. This place was sick. It needed guidance. And who better than a loving mother. Even if there is some harshness involved.
First, she attends a philosophical lecture on proper roles in an ideal society. The monk in charge is very calm and persuasive, though Parvati catches several glances from him as a "What do you think you're doing here?.." When the lecture is over, the monk hesitantly asks for questions, and Parvati, without raising her hand, asks, "I noticed that your system did not account for many groups of people. In fact, only a small number of the kinds of people there are. Surely the system is more complex, and this is just a simplified overview?" The monk chuckles patronizingly. "Young lady, you can be forgiven for your question, since you've not attended the prior lectures. But I've thoroughly discussed the topic with my students, but the ideal society can only accommodate certain kinds of people. Other groups must build their own systems, however flawed, or improve themselves to fit into this model." Parvati's eyes flash, and she begins, "Okay, first of all..." Despite some of Parvati's piercing insights and harsh jabs, she's ruled much more by her emotions and is not well-disposed to convincing any of the students, let alone the teacher. After several minute's time, the teacher scoffs. "I have tolerated your outbursts only in deference to the honored lama. But my patience has limits. Leave, or I will eject you."
Parvati stalks away, defeated. She finds her way around the monastery to a construction area near one of the new walls. The monks are expanding to accommodate for additional yaks. "That's not how you should build them," she says. One of her favorite animals to raise before joining with Yangchen were Yaks. Of course, that was before The Great Feng Wu had released all her animals and gotten her ejected. "If you put the gate there, their horns can reach and unlatch the lock, see? If you put them in the corner, then--" Parvati was shouted down by one of the frustrated workers. "Do you think we haven't been doing this for decades? You think you can just come in here and tell us how we live our own lives? We know. If there's an unruly oxen who tries to come near the door, we adjust their behavior!" The man seems to catch himself, and take a deep breath. "I am sorry. I'm still... learning to control myself. Just... please, let me finish this job, alright?"
Stunned a bit silent, the disgraced and fractured goddess wanders a bit further, morose. She comes across some cooks, arguing a bit in hushed tones. One seems to spot Parvati, and after a quick discussion, they call her over. Feeling out-of-sorts from last night's adventures and a bit crushed from her back-to-back defeats, she wanders over. "You are the assistant to the lama, yes? Surely you prepare her meals. We are... having trouble. The yaks are not producing enough milk, and we need to find something that we can use to replace it in the stew..." The two look hopefully back and forth, as though Parvati might magically have the answer. She's staring at the ground, ready for another defeat. She notices that, back by the wall, there are various grubs crawling about-- a larval form of some of the more common flies up here in the monastery. She recognized them from similar creatures that some of the villagers would crush up and cook back in her village. "Those creatures there; they are highly nutritious, and provide a lot of protein and can thicken stews. But they still contain spirits of--""Ah, yes yes, good good, thank you thank you!" The cook says, waving Parvati away.
She wanders back to the group at some point, and finds herself standing next to Jinlong. She sits down, and without looking up to the dragon just says, "I do not like this place."
Martial Arts
Your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or Heavy property.
You gain the following benefits while you are Unarmed or wielding only Monk Weapons and you aren't wearing armor or wielding a Shield.
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed Strikes and Monk Weapons.
• You can roll a d6 in place of the normal damage of your Unarmed Strike or Monk Weapon.
• When you use the Attack action with an Unarmed Strike or a Monk Weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee Attack.
Magic
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. It also has the following additional Properties. When one of these Properties is used, it can't be used again until the next dawn.
Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn.
Lightning Strike: You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap: You can use an action to cause the staff to issue a deafening Thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened.
Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap Properties at the same time. Doing so doesn't expend the daily use of those Properties, only the use of this one.
Finesse
When making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when Fighting with two Weapons.
Unarmored Defense, Martial Arts, Ki, Unarmored Movement, Monastic Tradition (Drunken Master), Deflect Missiles, Slow Fall, Extra Attack, Stunning Strike, Ki-Empowered Strikes, Unarmored Movement Increase, Drunken Master: Tipsy Sway, Evasion, Stillness of Mind, Unarmored Movement Improvement, Purity of Body
Features and Abilities: Common, CelestialLanguages | Simple Weapons, ShortswordsWeapon Proficiencies | Brewer's Supplies, Cooking UtensilsTool Proficiencies | NoneArmor Proficiencies | MediumSize | 50 Ft.Speed | When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Saving Throw: DEX DC 15 Damage Roll: 2d10 Fire DMG | Successful Save takes Half Uses Per Day: 4 per Day | Long Rest RefreshesRACE: Breath Weapon | Resistant to Fire-type DMG.RACE: Draconic Resistance | When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. Saving Throw: DC 15
Pick one Ability for whenever you use this trait: - Enervating Breath: Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn. - Repulsion Breath: Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone. Uses Per Day: 1 per Day | Long Rest RefreshesRACE: Metallic Breath Weapon | Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.BACKGROUND: Rustic Hospitality | Ki Points Total: 10 Ki Save DC: 15
Your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have.
You can spend these points to fuel various ki features.
When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.CLASS: By Ki | Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.KI ABILITY: Flurry of Blows | You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.KI ABILITY: Patient Defense | You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.KI ABILITY: Step of the Wind | Your speed increases by 20 feet while you are not wearing armor or wielding a Shield (at your current level.)
You have also gained the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.CLASS: Unarmored Movement | You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.MONASTIC TRADITION: Drunken Technique | You can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + 15.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 Ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a Monk Weapon for the Attack.CLASS: Deflect Missiles | You can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.CLASS: Slow Fall | You can Attack twice, instead of once, whenever you take the Attack action on Your Turn.CLASS: Extra Attack | you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.CLASS: Stunning Strike | Your Unarmed Strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.CLASS: Ki-Empowered Strikes | You can move in sudden, swaying ways. You gain the following benefits.
- Leap to Your Feet: When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. - Redirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.MONASTIC TRADITION: Tipsy Sway | You can use your action to end one Effect on yourself that is causing you to be Charmed or Frightened.CLASS: Stillness of Mind | Your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.CLASS: Evasion | Your mastery of the ki flowing through you makes you immune to disease and poison.CLASS: Purity of Body | Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Increase your Strength or Consititution score by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage.
- When you hit a creature with an Unarmed Strike or an Improvised Weapon on your turn, you can use a bonus action to attempt to grapple the target.FEAT: Tavern Brawler | You have martial training that allows you to perform special combat maneuvers. You gain the following benefits.
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.FEAT: Martial Adept | When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.MANEUVER: Distracting Strike | When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.MANEUVER: Maneuvering Attack | -- | -- | -- | --
I rolled quite a few! 16 on Acrobatics to climb the rooftops, Nat 20 on Stealth on sleuthing around, and a 22 Stealth on pranking the Smith! All rolls found here!
Bah! The fox was lucky The Almost Great Feng Wu could not dawdle any longer than she did, otherwise she would have spared them a few more harsh words. What was the matter with them, anyways?! She offered them a truce! A truce! And they accepted it like she spat in their face! I mean. Sure, she spat in her hand, but that was how truces were formed where she came from! It was a binding oath, body and spirit, and a little bit of spit. But they didn’t even take her hand. Just brushed her aside after saying that Yangchen was their ‘one and only concern’ before shooting a dirty glance at Parvati. Which was dumb, what did Parvati have to do with anything–
Waaaaait.
"Eh? Eh? Eh?" The Almost Great Feng Wu blinked. "Wait, what do ya know ‘bout me and the goddess? Fox! Fox!!"
The Almost Great Feng Wu was admittedly less hesitant to wander around by herself. Phantom itches readily reminded her of the cost of prideful competitions…and that no matter how hard she scratched at those stubs, relief would just not come. She stood alone in the main courtyard while the others wandered off to explore. She swore to Yangchen she’d stay still. Be good. Not get into any sorts of trouble while The Chosen One spoke with the monks. And for once, The Almost Great Feng Wu meant it! Right up until she started to get bored.
It was about right where she started to gnaw at those first joints on her dismembered hand (it was so itchy! Damn the spirits who weaved such compulsions! Aaaaa!) that she noticed a peculiar pattern about the temple. All the buildings were layered in precise order. Structured so they always sat close together, organized so no soul could stray from their path. Everything was laid out to be done just so. No room for chaos. For tricks. For change.
And that.
That bothered The Almost Great Feng Wu.
Enough to fall into old trickster habits.
The Almost Great Feng Wu vanished out of sight the moment a group of passing monks walked in front of her. None aware that there was an extra member of their flock. The Almost Great Feng Wu followed them down a well-walked path only to venture into an alley that showed promise to her next venture. She pressed her back to the wall, looking left and right as she made sure no other passerby was taking the route through here. Then with a grin, she slammed her staff down, and climbed it, with hand and monkey feet, as she pulled herself up onto the rooftop, her tail snatching the staff once she found purchase on the roof shingles.
Here, above all, she got a good view of the temple. Watched as Parvati debated hotly against some puffed up monk ("Give ‘im hell!") and thought for a single moment she saw Li Ruiying slip behind a pillar. Birds chittered happily in their nests. The wind ruffling her hair, and jingled her bells. Up here, she felt almost like herself again. The Great Feng Wu that lived a humble life in a small human village, pranking and drinking without a single worry. Without an ounce of responsibility! And that sweet taste of nostalgia pushed her onward, eager to relive those glory years.
With practiced ease, The Great Feng Wu, drunken spirit of mirth, traversed the rooftops with all the grace and silence of a gentle spring breeze. Leaping from rooftop to rooftop, her steps hushed, and the bells in her hair still as they were just as eager for her games.
It was the temple smith that was the lucky soul to be blessed by her attention. His roof was carved with openings to let heat and smoke out while he worked the forge. Perfect for her to slip in, hidden by the smog, and slink into the rafters. She did not know the man. She didn’t need to. As pranks were best dealt to strangers, especially ones hard at work.
He hammered hard at a piece of metal. Its shape yet to find purpose. Sweat poured from his bow, his apron stained with grease and soot. The man too focused on the heavy blows of his hammer to realize that the water bucket he’d douse the steel in was subtly pushed behind him by a mysterious staff that dangled haphazardly from the rafters.
The Great Feng Wu scrambled to pull her staff back out of sight when the man held the burning red hot steel up to admire its shape. She waited with baited breath for him to turn. Her monkey tail flicking back and forth excitedly until–
CRASH!
Sploosh!
"APPRENTICE!" scowled the smith, feet and floor soaked with water, his work scattered across the cobbled stone, already cooling, already ruined, ke ke ke! "What have I told you about moving the water barrel without telling me!"
"Forgive me, Master Long!" came the hurried reply of a younger monk, stumbling his way in with an armful of wood. He stopped to bow in front of his fuming master, who thwacked him over the head with a cloth.
"Forgiveness is earned, Apprentice Shu! Do better! Now fetch me some more iron. I have to start over now that the steel’s already cooled."
"Of course, Master Long, forgive me, Master Long!" muttered the young monk, bowing again. Unaware that as his master turned away, the young apprentice still prostrating himself, The Great Feng Wu took one of her toy spiders from her pouch, and dropped it on the young man’s back.