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Nirifel Meldarin, Travelling Bard

 

AC 2 (elven chain, Dex 17); MV 9; B10; hp 39; THACO 16; #AT 1; Dmg 1d6 + 2 (short sword of quickness); Str 12, Dex 17, Con 10, Int 14, Wis 14, Cha 16; SA heroic inspiration; SD -3 to reactions; AL N (NG). Thief skills: CW 70, DN 80, PP 25, RL 95. Spells (wizard): 3 1st, 3 2nd, 2 3rd, 1 4th (typically: charm person, detect magic, sleep; blur, hypnotic pattern, improved phantasmal force; invisibility 10' radius, protection from evil 10' radius; dimension door). Magical items: ring of protection +1, short sword of quickness, elven cloak, ring of chameleon power.

 

Nirifel is a young half-elf, only 37 years old (looking to be in her late teens in human terms). She is 5' 6" tall, weighs 132 lbs., and has coppery red hair and light brown eyes. Hailing from the Gnarley Forest, as a child of Clan Meldarin, she came to spend time around Gnarley rangers. She lived for three years at Corustaith, where bard friends of the rangers saw her potential talent early.

 

She lives half of her life in the Gnarley now, but she is always curious to travel abroad. She's seen Veluna, Furyondy, Nyrond, Urnst, Ulek and Celene, and she's currently itching to set off for Ket and beyond—or is it the lands of the far-distant Barbarians whose skalds she has heard of? She's currently a little low on resources, though, so she'll sing for her supper a few more times before she sets off. Nirifel is quite naive and has a reputation for being fey, but she is a good and capable planner.

 

Nirifel has inexhaustible good spirits. She's always able to find something good in everything (regardless how severe adversity seems): an unexpected finding of a new friend, or surprising resourcefulness in one she already knows. She's quite steely and determined under pressure; "that's the human in her," a ranger would say (but he's likely to be biased). The elf in her is more to the fore when she travels deep within the Gnarley, visiting swanmays, dryads, or faerie folk, hoping for a new tale or song they might have for her.

 

Nirifel is young and freewheeling, but nobody's fool. She wants fair payment for her skills if she goes adventuring, or a clean room and good food if she sings to entertain. She carries her own lute, but she can pick a good tune on almost anything, and has a fine singing voice in addition. She prefers the company of elves, half-elves, or gnomes, but her prejudices against dwarves were dealt a blow by her visit to Dumadan. There, she heard a recitation of The Forge of Worlds by a dwarven choir, which left her shaking for hours. One day, she wishes to return there, hoping to be allowed to listen and learn for much longer than she was allowed on her first visit.

 

As an adventurer, Nirifel is a classic jack-of-all trades, singing for supper, charming the odd vendor or supplier of equipment, scrounging what she needs when she can, preferring talk to combat. She wanders widely in Greyhawk's lands (though not in the Wild Coast), and might be encountered almost anywhere.

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Martial Arts In Metahumans Rising Part 22: ITF Taekwondo
 
Kick high, kick hard, and fly at foes with ITF Taekwondo. Dance through the battlefield setting up foes for devastating aerials, and look good doing it.
 
 
 
#Metahumans #Superheroes #TTRPG #TTRPGSolidarity #TTRPGRising #MartialArts #Taekwondo #ITFTaekwondo
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Laerlee cannot stay with the PCs; she hopes to gather enough strength to destroy the wraiths before they reach the Dales. If she stands with the PCs and they fall or are by-passed by some wraiths, no warning will come to the Dales before cold death arrives.

 

If the PCs tarry or turn back, the DM should let them see a dark cloud moving over the land. If it is stared at, the viewer can dimly see armored, silent warriors, striding tirelessly forward with drawn swords and cruel eyes of white flame.

 

Each wraith carries with it a sword upon which continual darkness has been cast. The spell effect is very localized (barely covering the attendant wraith), serving to protect the undead things rather than act as a weapon in combat. If these wraiths are exposed to full sunlight, they will recoil for a few rounds, and cannot drain or chill by their attacks. They can still do physical damage with weapons (the swords), but can in turn be struck by all sorts of weapons. There are 32 wraiths, and each has 36 hp.

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Day Jobs 21: Celebrity
 
Famous for being famous, or something else? Celebs are trend setters and part of the zeitgeist in and out of spandex.
 
 
 
#Metahumans #Superheroes #TTRPG #TTRPGSolidarity #TTRPGRising #DayJobs #Celebrity
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One of the great joys of the CYOA books is the distinctive personalities of the writers who produced them, and the ways that these differing personas shone through the writing. There were obviously no clearly defined set of moral guidelines for the authors to adhere to whilst writing so they were essentially allowed free reign to promote their own personal sensibilities and viewpoints into these choice-riddled stories. And with this remarkable ending, I think we are seeing an essential and indelible side to Ray Montgomery. The side that made him the ideal custodian of this series. The side that championed risk and adventure above all other values. Sure, voluntarily entering a mysterious spacecraft without one scintilla of information regarding it’s origins and intentions may seem insane, but Montgomery seems to be telling us, in essence: You only live once. Who knows when you’re going to check-out of this hostile and unpredictable world–so be bold! Take that insane chance when it comes along! Better to die young than live a life of regret! If you can’t laugh at death, what’s the point of living?

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