The Remaining Recap the 12th of Planting 625 CY (Thuzain)

The acidic mist that perpetually blankets this cursed land clings to everything, burning the throat and making true rest a distant memory. The air hangs thick with the stench of decay and something else… something sharp and metallic that whispers of recent violence.

It was in this oppressive gloom that Arkonn and I stumbled upon a terrifying sight: a small, desperate Tiefling child, no more than three and a half feet tall, her blue skin stark against her fiery red hair and bright blue eyes, was being relentlessly pursued by a pack of black-scaled kobolds. Her companion lay dead, a grim testament to their ferocity. Without hesitation, we rushed to protect her. In a flash of innate magic, the small Tiefling, in a moment of sheer desperation or instinct, bestowed upon me the power of dragon’s breath before promptly vanishing into the shadows to hide.

With the kobolds dispatched, we cautiously approached the trembling child, slowly convincing her that we meant no harm. She introduced herself simply as Scout. A brave, tiny thing, now orphaned and alone, her only possession a fierce glimmer in her bright eyes. But this is no child. Rather just a small adult Tiefling.

Our journey eventually led us to the looming, ruined walls of Maidenstone Keep. The acidic fog clung even tighter here, and the devastation was immediate. Buildings stood as hollowed-out husks, their stone bones picked clean by decades of dragon attacks and utter neglect since the Tiamat Wars. The air inside hummed with an unsettling silence, broken only by the drip of unseen water and the occasional creak of collapsing timber. We found a few hidden treasures amidst the rubble, small glimmers of hope in the desolation.

But our luck was fleeting. Deep within the crumbling structure, we encountered three lizardfolk. These were no ordinary creatures; their movements were unnaturally swift, their eyes glowed with a malevolent intelligence, and their strength was far beyond what we had anticipated. The fight was brutal, a desperate blur of scales and claws. Arkonn, my steadfast, silent friend, fell first, struck down by their savage attacks. Then, darkness claimed me.

I awoke to the chilling silence of the ruins, the metallic tang of blood thick in my mouth. My head throbbed, and a primal fear spurred me to action. Instinctively, I cast invisibility upon myself, scrambling to my feet. The sight that greeted me was a fresh horror: Arkonn, my friend, lay dead, his body more than half-devoured by the monstrous lizardfolk. But what truly twisted my gut was the state of his killers. All three lizardfolk were also dead, their bodies gruesomely mutilated – their heads, spines, and tails had been surgically removed. There were no signs of looting beyond their own grisly work.

Swallowing the bile in my throat, I scavenged what I could from the scene and, with a heavy heart, dragged Arkonn’s desecrated form out of that accursed keep. Though our acquaintance was tragically short, I had already come to regard him as a true friend. This world, so cruel and unjust, continues to snatch away those I come to care for, punishing those who seek no harm. I will give Arkonn a proper burial, the honor he deserves. And I swear, I will keep this, Scout, safe.

Thuzain

Rookroost Recap 28th of Sunsebb, CY 624 (12-28-2024)

Our camp was nestled amongst the snow-laden pines, a temporary respite in our march towards Central Keep. As we huddled around the fire, sharing stories and tending to our weapons, a figure emerged from the swirling snowflakes. A halfling bard, no less, with a lute slung across his back and a mischievous twinkle in his eye. PsyBorn Yin-Salvalore, he introduced himself, a chronicler of tales and seeker of adventure. He claimed to be on the trail of the legendary Gem Dragonborn, Fiodar “Fedar” Osmanivič Mikhailcki. Fiodar, of course, was puffed up with pride, basking in the attention. The prospect of having his heroic deeds immortalized in song and verse was too much for him to resist.

With our newfound companion in tow, we pressed on towards Central Keep. The battle was fierce, orcs and goblins swarming from every corner. But we fought with the fury of the storm, our blades cutting through the enemy ranks like a blizzard through a dry forest. Some of the orcs managed to escape on their dire wolf mounts, no doubt carrying news of our attack to the other keeps and Riftcrag.

We claimed victory, but knew we couldn’t hold the keep alone. We sent word to the elves of Tanglewood, seeking their aid. They responded swiftly, offering to defend the keep until reinforcements from our Wolf Nomad brethren could arrive. This keep, a strategic linchpin in the region, would serve as a vital bastion against the forces of Iuz. If we could seize control of all the keeps, we could cripple his supply lines and disrupt his operations in the nearby mines.

The war against Iuz was far from over, but this victory was a crucial step forward. With the elves at our side and the wind at our backs, we were ready to face whatever challenges lay ahead.

Homebrew Rules 5E 2014

  • Actions – to better simulate the fast action of combat the following rules are in place
    • Offhand attack is no longer a bonus action, it is part of your action.
      • In addition, you can do an unarmed attack as an offhand attack
        • For example: A character is duel wielding, they can make their main attack and then use their offhand weapon or unarmed attack/offhand attack to within the attack action.
        • Monks
          • When you use the Attack action on your turn, you can make one unarmed strike as a part of the Attack action. 
          •  For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as part of the action. You can then make an additional unarmed strike as part of the bonus action, assuming you haven’t already taken a bonus action this turn.
      • Characters using two handed weapons can use a bonus action to do an unarmed attack only, unless it using the Object Action. 
        • The reasoning of the unarmed attack only or using an Object Action is because drawing an additional weapon and using it would require too much time. You can head butt or kick easily while wielding a two handed weapon or grab something off a table and throw it.
      • Characters duel wielding can use a bonus action to do an unarmed attack only and if it doesn’t require the use of your hands.
        • For example: the character can use the attack action and as a bonus action kick an opponent.
      • Any ability that gives an additional attack based off the attack action still applies.
        • For example the Path of the Beast Barbarian using the claws attack
          • Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
          • A  Barbarian using this would get the normal attack, plus the claws feature. Which would result in two attacks. Then they could do the offhand attack without the ability bonus.
            • This is due to the fact that the claws feature does not state that both hands need to be free to use the feature. In which case a the 1st level character could use a shield and essentially attack twice with that hand at first level. If you take that feature away then it would severely hamper the sub-class. This is how it is written and as intended. Otherwise why would you ever use it versus a great axe.
    • Bonus Action
      • Drinking a healing potion can be a used as bonus action.
        When used as a bonus action, role the hp healed normally
    • Object  Action
      • You can throw random items as a bonus action as an improvised weapon. So long you have a free hand. For example: A pitcher of ale is on the table and after your attack with your 2 handed weapon, you can grab the pitcher and throw it at someone or swing it at someone.
      • Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. A character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
      • An object that bears no resemblance to a weapon deals 1d4 damage. If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. No proficiency bonus unless there is something in a feat that or skill that allows it.
  • Cleaving with melee weapons
    • https://www.dndbeyond.com/sources/dmg/dungeon-masters-workshop#CleavingthroughCreatures 
    • When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
  • Character Creation
    • Species
      You may create characters using other official D&D books for 5e produced by Wizards of the Coast.
      The Species may be from other realm settings. For example, character species from Spelljammer may be used in Greyhawk. However, there needs a good backstory as why they are their. Work with the DM to see how they can fit in the realm.
  • Downtime Activities (making magic items, buying magic items, jobs etc…)
  • Healing Potions
    • Healing potions can be used as an action or bonus action.
      When taken as a bonus action, the amount healed is rolled as described.
      When taken as an action, the amount healed is the maximum amount.
      Healing potions poured into an unconscious beings mouth will use the healing amount rolled as described.
  • Learning new feats/tool proficiencies and languages
    • Resources. Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed).
    • Feats
      • 10 workweeks
      • 100 gp/week
      • 5 days/week
      • every 4 levels can train a new feat
      • 8 hrs/day
      • Tool Proficiencies and languages 10 workweeks
      • 25 gp/week
      • 5 days/week
      • unlimited
      • 8 hrs/day
  •  Resting
    • 2 Short rests per 24 hours.
    • Short rest is 10 minutes.
    • Long rest is only possible in safe locations
      • Long rest is a total of 6 uninterrupted hours
      • If it isn’t a safe location or the long rest gets interrupted multiple times where the character can rest fully
        • Characters don’t regain hit points at the end of the long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.
        • For the effects it has on spell casters and abilities, follow the rules of a short rest.
        • The short rests do reset for the day.
  • Bladesinger/Eldritch Knight combos
    • Bladesinger Extra Attack works as follows: “You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.”
    • Eldritch Knight’s War Magic works as follows: “Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.”
    • Essentially the character could cast a cantrip and attack with their Bladesinging Extra Attack, then make a weapon attack as a bonus action with the Eldritch Knight’s War Magic ability. as this is not an extra attack.
    • For Example: The character with Bladesinger/Eldritch Knight build could:
      • Melee Attack (Bladesinger)
      • Green Flame Blade (Bladesinger)
      • Melee Attack (Elderitch Knight War Magic)
    • This is rules as written.
  • Booming Blade/Green Flame Blade and Shadow Blade combo
    • These combos are allowable
      • The spell component bag is worth 25 gp and is technically the item used to create the Shadow Blade
      • Per Jeremy Crawford this is how it is intended. The gp restriction for the Blade spells was for another purpose.
        • Shadow Blade combo