Wild West
Duskridge Crossing: A Wild West town of danger, secrets, survival, and mysterious murders.
Author's Note: Welcome to Chronicles of the Eternal Bond, a world of survival, love, and mystery set in the rugged Wild West. Every character in Duskridge Crossing has a story to tell, and every choice you make could have lasting consequences. Whether you’re solving a murder, building relationships, or chasing adventure, remember to embrace the spirit of the frontier—resilient, passionate, and always a little wild.
Tips for Players:
-Pay attention to clues and conversations—there’s more to this town than meets the eye.
-Relationships matter! Who you befriend (or romance) can change how the town views you.
-Be ready for danger, whether it’s from outlaws, the environment, or something darker.
Enjoy your journey, and may your bond with this world be eternal.
Played | 3 times |
Cloned | 0 times |
Created | 70 days ago |
Last Updated | 65 days ago |
Visibility | Public |

HP Range100 - 140 (Avg: 120)
AC15
XP1800
Description
Ezekiel Holt is a charming and refined gentleman who secretly orchestrates the murders in Duskridge Crossing while framing another. He is a sadistic serial killer who enjoys manipulating the town and its people, viewing them as mere pawns in his twisted game.
Details
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | Common, |
Defenses
Armor Class | 15 |
HP Range | 100 - 140 (Avg: 120) |
Damage Vulnerabilities | Slashing, Bludgeoning |
Damage Resistances | Poison |
Damage Immunities | Poison, Psychic |
Condition Immunities | Paralyzed, Stunned |
Actions
Charming Presence
Ezekiel can use his charisma to charm a target, forcing them to make a Wisdom saving throw (DC 18) or be charmed for 1 minute.
Manipulative Insight
Ezekiel can gain advantage on Insight checks to read his opponents, allowing him to predict their actions.
Murderous Strike
Ezekiel can make a melee attack with his dagger, dealing 1d8 + 5 piercing damage and an additional 2d6 necrotic damage.
Sedative Injection
Ezekiel can inject a target with a sedative, forcing them to make a Constitution saving throw (DC 16) or become incapacitated for 1 minute.