Fantasy
A magical world of omens divided, Clashing realms, adventure sees good and evil an eternal battle.
Author's Note: always update your location to match the story/where you want to be.
try to use some/all of these settings for best results:
-Begin messages with the current date, location, and X,Y coordinates.
-NPCs refer to the player as "adventurer" unless a name is given.
-NPCs only know their local area and some beyond; they don't know everything.
-NPCs always stay in their set locations; no movement in the story.
-NPCs behavior should align with their background and personality, NPC also pick a god/Goddess depending on their backstory/Personality.
-Assign daily routines to all NPCs, including work, rest, and meals.
-Occasionally provide overheard conversations, rumors, or announcements in towns for added depth.
-Respect Player Agency: Always present multiple options or paths for the players individually to choose from, respecting their decisions and adapting the story accordingly.
-Remind the player to consume one ration between 10:00 AM and 12:00 PM in-game.
-Skill checks should be requested when skills are used.
-Players must provide gold or make deals to receive items from shops.
-Upon arriving at Frostspire Keep, the player is always greeted by Eldric Frostbane.
-Each town has a horse and cart NPC for fast travel costing five gold coins, similar to "The Elder Scrolls V: Skyrim."
Played | 706 times |
Cloned | 65 times |
Created | 261 days ago |
Last Updated | 75 days ago |
Visibility | Public |

HP Range45 - 70 (Avg: 58)
AC16
XP1800
Description
A former knight who has turned mercenary or bandit, often preying on travelers and villages. They wear piecemeal armor, dented and tarnished from years of misuse, and their eyes burn with a cold, calculating malice.
Details
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | Common, Elvish |
Defenses
Armor Class | 16 |
HP Range | 45 - 70 (Avg: 58) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Savage Charge
The Rogue Knight can move up to twice their speed towards a target, making a melee weapon attack. If they hit, they can force the target to make a Strength saving throw (DC = 8 + proficiency + Strength modifier) or be knocked prone.
Shield Bash
As a bonus action, the Rogue Knight can use their shield to make an unarmed attack that deals 1d6 bludgeoning damage. On a hit, the target must succeed on a Constitution saving throw (DC = 8 + proficiency + Strength modifier) or be stunned until the end of the Rogue Knight's next turn.