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young0ne2's Profile

Our Author's latest news and articles.

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- Thane Adept of Plentiful Musings

For Next Level: 1135xp of 2955xp complete.
1135xp

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- RANDOM
NPCs | 35xp

Guild Game Group 3

Player 3's Pc's In a nut shell

- RANDOM
Dungeons | 80xp

Redux Tantibus

An open room lay before them, occupied only by a few cobwebs and dust. Upon entering, a phrase is seen on one wall. One of them utters the phrase out of wonder for its meaning, unknowingly activating the room. An eye opens on the wall in front of the poor souls and with a quick flash of light, the last thing heard from the room is heart retching screams... then silence.

- RANDOM
Articles | 40xp

The Guild Game

An Introduction and look at Pc's, plots, and plans

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“ Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains. During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find. A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate. Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged. Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also 'collect' many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions. Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time. Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work. Hu's Iron Ball should be handled carefully by players and gms.”
Murometz
“ This is an idea for a basic weapon which I have adapted partially into a fighter subclass. Let me know what you think, because if it's any good, I may post the subclass. Double Bulwark Shield Melee weapon (martial, shield) Category: Items Damage: 1d6 per hand, 1d4 together Damage Type: Bludgeoning Item Rarity: Standard Weight: 6 When wielding the Double Bulwark Shield in two separate parts, you gain +2 to your AC, +1 per hand. When wielding two separate parts of the Double Bulwark Shield, you can take an action to bring the two halves of your shield together. Your movement is halved as long as the shield is brought together. If you move or attack after bringing your shield together this turn, you receive a +3 bonus to your AC. If you don’t move or attack after switching this turn, you and an ally directly behind you receive a +5 bonus to your AC. This action is known as Steadfast. Once the shield is brought together, you may take a bonus action to become Steadfast even if you attack this turn. However, you may not move or attack after becoming Steadfast. Taking apart your shield is considered a free action.”
jfstein19
“ Feral teenagers: Teenagers who run away from home to live in the wilderness may become feral. As they become more and more feral, they gain some supernatural powers (a la Peter Pan - ability to fly, things they imagine come true - possibly quite powerful), but at the expense of their humanity and ability to speak, comprehend complex subjects, etc. Maybe they have a leader: the most feral of them all. A regression into a fantasy childlike state.”
svincent
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