Delta es la cuarta de muchos hermanos nacidos de una pobre familia de pescadores. Para reducir el número de bocas a alimentar y aumentar el poco dinero familiar, de adolescente la mandaron a servir a la casa de un mercader en una ciudad cercana. Les hicieron creer que ya tenía experiencia, por lo que Delta tuvo que aprender rápido a limpiar y a mentir. Alguna vez la pillaron echándole la culpa a otros sirvientes de sus propios fallos, pero rápidamente descubrió que era más fácil salirse con la suya si señalaba a compañeros que no tuvieran buena reputación.
Fue por esta época que
Se hizo amiga de la hija de la familia a la que servía. Era
La hija de la familia a la que servía la descubrió un día jugando a
que se hizo amiga de la hija de la familia a la que servía.
La familia a la que servía decidió llevarla
Allí empezó a mostrar una faceta inquieta y curiosa
CLASES: visita a Witherbloom. Pueden salirse del camino si quieren
Clase 1: Ruxa
Practican: Producir llama
The character over-does a spell meant to provide a refreshingly cool feeling on a hot day. They
are surrounded by a chilling aura that puts out any unprotected flames within 10 feet of them
until the end of their next long rest. The aura is uncomfortably cold for everyone except
themselves.
Clase 2: visita a Witherbloom. En la que la profesora Onyx claramente está que no quiere estar. Hace una visita guiada pero no dirá nada si los pjs van por su cuenta
- Aurora está encantada con la excursión. Le cuenta al grupo sobre una fiesta que hay esa noche de los de tercer año
- Grayson busca un momento en el que Viv esté a solas para proponerle lo del café. Sino, evita al grupo todo lo posible
- Aprenden sobre los pests y sobre Dina
EXTRAESCOLARES (OPCIONALES)
- Horticultura Fantástica: Urzmaktok quiere hablar con Viv sobre lo que pasó. Miedo... pero cree que es por la poción de Dominic y le piden disculpas.
- Dina la dríade está ahí
- Firejolt Café:
- Profesora Onyx es profesora titular a pesar de que no lleva ni un año enseñando
- Gente hablando sobre el artículo sobre los driades en el periodico
- Un grupo va a intentar colarse en la biblioteca y entrar en la casa interdimensional. Dicen que hay quien ya lo han conseguido
- Va a haber una fiesta de los de tercer año esa misma noche. Mina lo sabe, pero no quere que Oiram se entere
- Bow's End Tavern: Javenesh se lleva algo de ungüento de eldritch balm para la fiesta luego. ¿Ha notado la falta de plomo?
- Asociación de bandas musicales: Rubina más calmada, Shuvadri propone Flos Ornae
COMPRAS Y OCEAN'S 11
FIESTA
Pueden ser invitados o colarse
NPCS: hermanos mayores de Grayson, todos los de 3º año. Zanther, Javenesh, Grayson, Aurora, Mina
- Bebidas y drogas
- El novio de Mina, John Wildemere, liga con Claire, la de emprendedores. Los dos se van.
- El segundo hermano mayor de Grayson, James Wildemere, intenta ligar con Isolde pero cae inconsciente.
- (Sam y Sem están en una cita doble con _ y _.)
- Zanther intenta ligar con Oiram?
- Aurora intenta ligar con Titi. Y Titi ve que Grayson se ha escondido en uno de los cuartos, esperando a poder irse para no cruzarse con Titi ni Isolde
Mientras todo ocurre, ven a Javenesh y a otro alumno meterse en uno de los cuartos. Y luego otro. Y otro. Y más se van metiendo.
- Carrera de ranas
- Ranas atacan
- Javenesh intenta hacer algo por arreglarlo. El resto también
- Irene quiere armadura
- Muralla, Tilana, Isolde y Titi
John y James
Armor Of Weightlessness
Source: The Book of Many Things
Armor (light, medium, or heavy), uncommon (requires attunement)
This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).
This armor regains 1d4 + 1 expended charges daily at dawn.
Mithral Armor
Source: Dungeon Master's Guide
Armor (medium or heavy), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Armor Of Fungal Spores
Source: The Book of Many Things
Armor (medium), uncommon
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn.
Plate Of Knight's Fellowship
Source: The Book of Many Things
Armor (plate), uncommon (requires attunement)
This gleaming set of silver-and-gold plate armor never tarnishes.
While wearing this armor, you can use a bonus action to summon the spirit of a warrior to your aid. The spirit’s corporeal form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.
Once this bonus action is used, it can’t be used again until the next dawn.
Plate Of Knight's Fellowship
Source: The Book of Many Things
Armor (plate), uncommon (requires attunement)
This gleaming set of silver-and-gold plate armor never tarnishes.
While wearing this armor, you can use a bonus action to summon the spirit of a warrior to your aid. The spirit’s corporeal form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.
Once this bonus action is used, it can’t be used again until the next dawn.
Armor of Resistance
Source: Dungeon Master's Guide
Armor (light, medium, or heavy), rare (requires attunement)
You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.
d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder
Armor of Vulnerability
Source: Dungeon Master's Guide
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are target by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Arrow-Catching Shield
Source: Dungeon Master's Guide
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Battering Shield
Source: Explorer's Guide to Wildemount
Armor (shield), rare (requires attunement)
While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
Breastplate Of Balance
Source: The Book of Many Things
Armor (breastplate), rare (requires attunement)
This burnished copper breastplate looks as if it were made of interlocking gears. Merchant’s scales are emblazoned across the chest.
The armor has 4 charges. You can use the charges in the following ways while wearing the armor:
Equalize. When you or a creature you can see within 60 feet of yourself is about to roll a d20 with advantage or disadvantage, you can expend 1 charge and take a reaction to prevent the roll from being affected by advantage or disadvantage.
Expunge Imbalance. As a bonus action, you can expend 2 charges to cast the Lesser Restoration spell from the armor.
The armor regains 1d4 expended charges daily at dawn.
Elven Chain
Source: Dungeon Master's Guide
Armor (chain shirt), rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Feywrought Armor
Source: The Book of Many Things
Armor (light, medium, or heavy), rare (requires attunement)
This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic.
While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself.
This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn.
Zephyr Armor
Source: Bigby Presents - Glory of the Giants
Armor (Light), Rare (Requires Attunement)
This fine set of white-and-silver armor bears the wind rune upon its chest.
While wearing this armor, you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws as your movements are bolstered by gentle currents of wind.
Invoking the Rune. As an action, you can invoke the armor’s rune to cast the wind wall spell (save DC 15) with it. Once the rune has been invoked, it can’t be invoked again until the next dawn.
Guild Signet
Source: Guildmaster's Guide to Ravnica
Ring, uncommon (requires attunement)
This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Hellish Rebuke
Source: Player's Handbook
1st-level evocation
Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Components: V, S
Duration: InstantaneousYou point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Spell Lists. Warlock
Command
Source: Player's Handbook
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 roundYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Spell Lists. Bard (Optional), Cleric, Paladin
Ring of Obscuring
Source: Explorer's Guide to Wildemount
Ring, uncommon (requires attunement)
This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the Fog Cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).
Ring of Protection
Source: Dungeon Master's Guide
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Temporal Salvation
Source: Explorer's Guide to Wildemount
Ring, rare (requires attunement)
If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed
Ring of the Ram
Source: Dungeon Master's Guide
Ring, rare (requires attunement)
The ring has 3 charges, and to regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Todos les conocemos. No tengo ni que nombrarles para que sepamos de quien hablo.
Pero solo advierto. Nada es lo que parece. ¿De verdad están en el lado del bien y la justicia? ¿No es coincidencia que aparezcan a salvar el día cada vez que algo ocurre? Quizás ese sea su plan. Venderse como héroes, ganar fama y popularidad y aprovecharse de ello. Pero fuentes anónimas me hablan de actitudes violentas, sospechosas, hacía aquellos que no les bailan el agua. Es pronto para confirmar con quienes podrían estar trabajando, pero no me extrañaría que estuviera relacionado con cierto grupo que históricamente ha intentado infiltrarse en la universidad, sin éxito… ¿hasta ahora?
-Puede que sea nuevo en la academia, pero no combatiendo. ¡Que gane el mejor!-dijo Hen correspondiendo el puño y la sonrisa de Noro. Estaba lleno de emoción y ansías de empezar cuanto antes, sobre todo ahora que su alianza había sido aceptada.
Sin embargo, él también compartía las mismas preocupaciones que su aliado respecto a la formación de otros grupos más grandes y por lo tanto, más poderosos. No era precisamente lo que se había imaginado.
-Creía que esto sería una pelea de habilidades, no de números. -le dio la razón a Noro. No había perdido detalle de las relaciones de Noro con sus amistades, sobre todo de la que tenía con Takeo. Hen se había planteado proponer unirse los dos grupos, pero rápidamente le quedó claro que la cosa no iba a ser tan fácil.-¿No podemos crear grupos más pequeños?
Especialmente cuando le propuso separarse a pesar de la alianza.
Agarré del brazo a Noro antes de que se marchara y crucé miradas con él y con Hen Re- Tened cuidado los dos... No quiero perder mi oportunidad de partirte la cara -una mezcla de preocupación y ansía a partes iguales, difícil discernir que se sobreponía a lo otro. Acto seguido camine hacia Hinata- Tu no tienes grupo aún ¿verdad? -le pregunte y sin esperar respuesta le hice un gesto para que viniera conmigo, ya tenía en mente quienes serían las otras dos- Leiko, tu y yo creo que aún tenemos que tomar la revancha por la última vez y Kana me tiene prometido un duelo... Pero no es el momento ni el lugar. Si actuamos por nuestra cuenta esos de ahí detrás barrerán el suelo con nosotros, en cualquier otra situación iría en solitario, me parece mucho más aburrido todo esto si se forman grupos, pero quiero ganar tanto como el que más ¿Así que porque no unimos fuerza hasta el final? Hinata y yo os ayudaremos a ser las últimas en pie, entonces pelearemos entre nosotros por ver quien sobrevive... Solo tengo una condición... Noro es mío.
-Lo de nuestro duelo final sigue en pie, pero pienso separarme de ti poco luego de empezar: si quieres demostrar que eres capaz de derrotarme, mínimo serás capaz de sobrevivir un tiempo a solas, ¿no?
Lila siguió con el examen visual, su corazón tensándose con cada tos. Kaz parecía fatigada, cuando no atontada, y no sabía como de grave era. ¿Debería ir a por un botiquín? ¿Llamar a una ambulancia? ¿Dar por finalizado el día, el proyecto del parque? Pero al mismo tiempo, no podía dejar de pensar en que estas eran las consecuencias de su irresponsabilidad, de decidir meterse en el lago, que cualquier persona con más cabeza
Y sin embargo, una débil y alejada voz más le recordaba que lo importante era que Kaz estaba a salvo fuera del agua.
Su rostro se suavizó con aquella pregunta tan inocente y tímida.
-Me asustaste.-le confesó, agachándose para colocarse a su altura. No se sentía capaz de mirarle a los ojos, pero sí de agarrarle
.-Mucho