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4/5/2019

Phase three.

by Cardinal Giuseppe Reiter

The Grasping Hand Tenets are as follow:
We are not assassins, accidents happen, sometimes a dog needs to be put down, but don't kill your mark once he is captured.
Conduct yourself with professionalism, we don't like slobs.
Only go after contracted targets, if you absolutely must deal with something personal, take your hat off, your on your own time.
If the local authority or some other faction tries to stop you from turning in your bounty, let them go if you must, take down everyone's name, compile a report, the boss's will take care of it.
 
Current plans:
 
(Know this ooc, The Collector owe's The Cardinal for something. .and it is his nightmare. Possible Cardinals include The Collector, Diamond Duke, Prime Ranger, Emperor, The Black Phoenix, Some Druid Lady and another. Confirmed Cardinals include Tyre and Tane the Warded Man. Arcadum said, When asked who know the name of the violet: there are some, but they know the power that they wield. some have chosen isolation, and others service. And some bind themselves within the cardinal. The Cardinal is the first guardian. The Cardinal is the guiding spirit of The Seven. The Cardinal is the First. The Cardinal has been lost for some time.)
 
Giuseppe turned to Oloken'Hai to hide his secret thoughts. The location of his worship is in Khao, in a small part of the jungle near the edge. The god of Madness' favorite offerings are examples of madness, perhaps scribbled on paper. Likely the Crazy ideas Giuseppe has nightmares about, horses.(example: Giuseppe generally worships to oloken'hai once every 1-2 months.)
 
There is a pillar in the Grasping Hand HQ, Jackson's Pub, with the following written on it. R.Y. (Richard York.) O.C. (Olga Crushbone) S.W. (Rainbow Holmes / Solomon Warson, previous leader and dear friend) L.M. (Linwrick Mossfoot, priest of the moss.) and the word Five Fingers. (this was the first 5 members of the grasping hand, of which Giuseppe is the last.) as well as A.F. (Arakokana Felegra) and D.D singed and burnt (Dorian Donari.)
 
Abgrund des Selbst's belongings: The Chewmeat, as well as the horse skeleton in the Grasping Hand HQ.
 
Giuseppe has a Brand of Azardranthus, Dug into his left leg, that is clearly visible when shown. He has sworn to spread word of her Divine Fire to gain her boon, when her flames rise to the surface. Giuseppe also has a few scales in his neck turned to a violet hue.
 
Abgrund des Selbst has a new scar across his left eye socket, opposite of his ribs wound, and the scar travels down towards his tail, ending at the tail joint. His second scarring is on his right most frontal paw, from several small bites. His third was a large Graboid fang dug into his skull on the right side, opposite his new claw. His oldest wound is a Large gash across his right ribs.
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Bhalmond Redfist / Eldritch Knight Fighter / Male Mountain Dwarf - LG
Diety: Iass
Item Types: Weapons, Armor, Wondrous (Only armor pieces, such as gauntlets, helmets, pauldrons, sabatons, etc., and Smith's Tools)
Ability Alignments: Strength, Constitution
Faction Forge: No
Sp. Attunement: Yes
+Bonus: Yes
Masterwork: Yes
Effects: Earth, Metal, Abjuration, Artifice, Fortitude
Flawless: 1 Use each
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Imagery of Giuseppe's life before the tragedy.
There's an ancient, ancient garden that I see sometimes in dreams,
Where the very Maytime sunlight plays and glows with spectral gleams;
Where the gaudy-tinted blossoms seem to wither into grey,
And the crumbling walls and pillars waken thoughts of yesterday.
There are vines in nooks and crannies, and there's moss about the pool,
And the tangled weedy thicket chokes the arbour dark and cool:
In the silent sunken pathways springs a herbage sparse and spare,
Where the musty scent of dead things dulls the fragrance of the air.
There is not a living creature in the lonely space arouna,
And the hedge~encompass'd d quiet never echoes to a sound.
As I walk, and wait, and listen, I will often seek to find
When it was I knew that garden in an age long left behind;
I will oft conjure a vision of a day that is no more,
As I gaze upon the grey, grey scenes I feel I knew before.
Then a sadness settles o'er me, and a tremor seems to start -
For I know the flow'rs are shrivell'd hopes - the garden is my heart.
 
Song that was sung during the Flex Luau.
I'm here again
A thousand miles away from you
A broken mess, just scattered pieces of who I am
I tried so hard
Thought I could do this on my own
I've lost so much along the way
Then I'll see your face
I know I'm finally yours
I find everything I thought I lost before
You call my name
I come to you in pieces
So you can make me whole
I've come undone
But you make sense of who I am
Like puzzle pieces in your eye
Then I'll see your face
I know I'm finally yours
I find everything I thought I lost before
You call my name
I come to you in pieces
So you can make me whole!
I tried so hard! So hard!
I tried so hard!
Then I'll see your face
I know I'm finally yours
I find everything I thought I lost before
You call my name
I come to you in pieces
So you can make me whole
So you can make me whole
 
Has priority with any forked tongue mission (gotten from Curse of the Cultist.)
 
Horse Kill Counter: 3
Mind Horse Kill Counter: Genocide, millions dead. Blame Canas.
 
Currently has 3 prestige.
 
currently has 2/3 attunement slot: The Manticore's Hide, Nadroedd: Essence of the Trickster
 
Currently 66/66 mv max level currently.
 
Current games i've played.: game name / DM / MV
Lumber Feud - Saitken - 1
The Enemy Inside - Blossora - 2 mv
Last Night - Ser Nurp - 1
A Bad Gamble (prestige.) - arcadum - 1
A Bount Brought Low - Ben Hart - 1
Wight men Can't Jump - Blossora - two sessions so 2 mv
The Gauntletless Gauntlet - Van - 1
Fantastic Beasts - citizenjoseph - 1
Curse of the Cultists - Stumbler - 6
Savants of Turmoil - Stressful Incantation - 3
Azolon's Chosen - The Slave Pits - 4
Horns of the Viaken - 10
Donation to Spooky Benevolence rp event: 10/13/2019 - 1
Halls of Bharak-Khaz - 16 (prestige)
Festival of Dreams event in bards college - 2 mv
Dsangir Relief Camp - 3 mv
Dsangir event in the proving ground. - 1 mv
the haunting of dunmore. - 9
Highlands Staging Camp event - 1 mv
 
Loyalty 5.
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Research: Cavalier of the Beast (the class that Rhinehaus the II and his companion, Grobthar the Fondler.) You must travel to Western Krazax, into the frozen glaciers. There you may find a tribe of humanoids, which Rhinehaus hails from, that you might be able to learn from the Mammoth Lords.
Claw Weapons and how to use them: You must seek out the family line of Talisbane, which were known to use Claw Weapons. After using Planar Ally to beseech Oun, the entity responds in turn, and we hear "Seek the Shattered Star." This seems to be a faction devoted to the enemy, and something to destroy. Freya, or something beyond her recommends visiting Mr. O'Cailte and telling him what needs to be destroyed, and showing my scar.
 
Researching: Nothing!
____________________________________________________________
0 downtime days.
 
On the backburner maybe?
https://docs.google.com/forms/u/0/d/e/1FAIpQLScC_oaknESfKJWWmRXpDk6D9A0Uny-dqlY68Z9Az1yT2wJ9Ig/formResponse?edit2=2_ABaOnuclvR6kED-i_uyeF_iFwWX7KxB0GFqaec2zkDeqQXXfKHUZ03PzVbzSql78Ci7VKos
 
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Bhalmond's Feather-Plate
Being crafted by Giuseppe
+3 Masterwork Half-Plate - Major Legendary(15,600, 130 days) - Attunement (Ranger) (106/130 days and 12720/15600 gold. does 120 gold a day)
 
Bhalmond created the main armor, working his skills into an amazingly efficient piece of armor; then he added the feathers as a way to ornament the masterwork craft he made. The armor barely makes a sound when moving, and the attached feathers carry an aura of something likeā€¦.hunger.
 
Your Dexterity and Constitution scores are increased by 2, up to a maximum equal to their respective score caps.
 
Sound-Smothering Feathers: Wearing this armor does not impose disadvantage on stealth checks. You gain a +4 bonus on stealth checks to remain undetected against your favored enemy types.
 
Survivor of a Thousand Hunts: Your experience hunting the most dangerous prey in the world has given you resistance to many of their nastiest tricks. Once per long rest, you can remove any single condition affecting you as a free action, even while incapacitated. You can only remove up to three levels of exhaustion this way and you cannot use this ability while at 0 hp.

Wild Side: Your natural weapons have become much more pronounced. Once per short rest,your teeth and claws sharpen and thicken for one minute, allowing you to make natural weapon attacks with them that deal 1d6 + your Dexterity modifier on hit. You can make an attack with your bite or a claw as a bonus action even if you do not take the attack action on that turn.
 
The Monster Inside: As a bonus action while under the effects of Wild Side, you can fully embrace the power of the monstrosities hiding in the dark corners of the world. Your claw and bite attacks deal an additional 1d8 acid and 1d8 poison damage for the duration, and you roll damage dice 4 times instead of 2 times when you land a critical strike with a claw or bite attack. At the start of each of your turns after activating this ability, make a Charisma saving throw (DC 10 + the number of saving throws you have made so far). On a successful saving throw, you maintain this form. On a failure, you revert back to normal. You can use this ability once per long rest.
 
Fear Made Manifest: When you roll a 20 on an attack roll made on a hostile creature in True Combat, you can summon a black, misty monstrosity that coalesces into the form of a hunting dog. The dog shares your initiative count, but takes its turn immediately after yours. Unless you use a bonus action on your turn to control it (allowing you full control over its turn), the dog will single-mindedly target the creature it spawned from with bite attacks. You can only have one summoned creature from this ability active at a time, and you can only resummon a creature with this ability once the currently active one has died. When the creature that spawned the dog dies or becomes unconscious, the dog dissolves into black mist and fades away. The statistics for the fog dog are below.
 
Due to a material used in this item, you can spend 120 gold per crafting day.
 
[Base Material, Adornment, Enhancement, Enchantment, Special Crafter]
 
F O G D O G
Medium Aberration
STR - 18; DEX - 10; CON - 14; INT - 4; WIS - 8; CHA - 2
6d10 HP - 10 AC
Proficiency Bonus: +3
Saves: Strength, Constitution
Languages: Understands Deep Speech but cannot speak it.
Resistances: Non-magical physical damage, psychic damage.
Vulnerabilities: Radiant, Astral
Speed: 50 ft
Senses: 120 ft. Darkvision, 120 ft. Scent
 
Actions:
 
Multiattack: The Fog Dog makes two bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 1d10+4 piercing damage. If the target is a creature, it must make a DC 14 Strength saving throw or be knocked prone.
 
Ravage: The fog dog pours shadowy energy into a prone target near it. The target must make a DC 16 Wisdom saving throw. On a failure, it takes 6d6 necrotic damage and is blinded for 1 minute. On a success, the damage is halved and the target is not blinded. The fog dog may do this twice.

Continue reading...

  1. Gamenotes
  2. Backgrounds
  3. Phase three.
    4/5/2019