Jadrenka

Arianna Moonwood's page

1,176 posts. Alias of AdamWarnock.


Race

HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 |

Classes/Levels

Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Gender

CG Female Windrunner Elf Bard (College of Valor) 8

About Arianna Moonwood

Bookkeeping:

Starting Wealth:
PP: 0 | GP: 20 | SP: 0 | CP: 0

- Leather Armor (-10 GP)
- Arrows (20) (-1 GP)
- Heavy Crossbow (From Ingryd)
- Bolts (10) (From Ingryd)
- Shortsword (From Aterro)
- Taqa's Arrows (20) (From Taqa, +1 to Attack and Damage, Radiant damage vs. Undead)

Current Wealth:
PP: 0 | GP: 9 | SP: 0 | CP: 0

Quests!:

Group
- Destory the evil sword
- Parasite Apocalypse
- Slaver Ring
- Big Trouble in Little Lingenau

Arianna
- Get the Luthael/Annette ship sailing. (On hold)

Arianna Moonwood:

Arianna Moonwood
CG Windrunner Elf Bard (College of Valour)
Senses: Darkvision 60ft.
Perception: +7
Investigation: +1
Insight: +2
Passive Perception: 19
Passive Investigation: 11
Passive Insight: 12

Languages: Trade Tongue, Elven, Sylvan, Umbral

Defenses
HP: 43
AC: 14 (DEX +3, Armor +1)
Advantage on Saving throws vs. Charm effects
Can't be put to sleep by magic

Attack
Melee +5/+7 | Ranged +5/+7 | Spell +7

Unarmed Strike +5
- N/A
- 4 Bludgeoning

Longbow +7 (+8 using Taqa's Arrows)
- Range: 150 ft./600 ft.
- 1d8+3 Piercing (1d8+4 using Taqa's Arrows, Radiant damage vs. Undead)

Heavy Crossbow +7
- Range: 100 ft./400 ft.
- 1d10+3 Piercing

Shortsword +7
- N/A
- 1d6+3 Piercing

Attributes
STR 12 +1 (Base: 12)
DEX 16 +3 (Base: 13, Racial +2, Attribute Increase +1)
CON 12 +1 (Base: 12)
INT 11 +0 (Base: 11)
WIS 12 +1 (Base: 11, Racial +1)
CHA 16 +3 (Base: 15, Attribute Increase +1)

Proficiency Bonus: +4

Saving Throws *Proficiency Bonus Applies
STR +1
DEX* +7
CON +1
INT +0
WIS +1
CHA* +7

Skills *Proficiency Bonus Applies, **Expertise Bonus Applies
Acrobatics* DEX +7
Animal Handling WIS +3
Arcana* INT +4
Athletics* STR +5
Deception* CHA +7
History INT +2
Insight WIS +3
Intimidation CHA +5
Investigation INT +2
Medicine WIS +3
Nature* INT +5
Perception** WIS +9
Performance* CHA +7
Persuasion* CHA +7
Religion INT +2
Sleight of Hand DEX +5
Stealth** DEX +11
Survival WIS +3

Proficiencies
ARMOR
Light Armor, Medium Armor, Shields

WEAPONS
Martial Weapons, Simple Weapons

TOOLS
Lyre, Lute, Flute, Pan Flute

LANGUAGES
Trade Tongue, Elvish, Sylvan, Umbral

Elven Racial Traits
Darkvision
You can see in darkness (shades of gray) up to 60 ft.

Keen Senses
You have proficiency in the Perception skill.

Fey Ancestry
You have advantage on saves against being charmed, and magic can’t put you to sleep.

Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.

Mask of the Wild
You can attempt to hide even if your are only lightly obscured by foliage, heavy rain, light snow, mist, and other natural phenomena

Bard Class Features
Spellcasting
You can cast known bard spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5) and known bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus.

Bardic Inspiration d8, 3/Short Rest
As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Jack of All Trades
You can add half your proficiency bonus, rounded down ( +1 ), to any ability check you make that doesn’t already include it.

Song of Rest +1d8 HP
If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Bardic College: Valor
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

Combat Inspiration
A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll, or, when an attack roll is made against the creature, it can use its reaction to roll the die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Expertise
Your proficiency bonus is doubled for any ability check you make with chosen proficiencies (2 at 3rd and 10th level). Perception, Stealth

Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Spells
Modifier: +3 | Spell Attack Bonus: +7 | Save DC: 15

Cantrips At Will, 3 Known
Mending
Transmutaion Cantrip
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
Source: PHB259
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Prestidigitation
Transmutation Cantrip
Casting Time: 1 action
Range/Area: 10ft.
Components: V, S
Duration: 1 hour
Source: PHB267
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:


  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Minor Illusion
Illusion Cantrip
Casting Time: 1 action
Range/Area: 30ft./5ft.
Components: S, M(a bit of fleece)
Duration: 1 minute
Attack/Save: INT(Investigation) 14 if creature takes an action to investigate
Source: PHB260
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

1st 4/Long Rest, 5 Known
Cure Wounds
1st Level Evocation
Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Source: PHB230
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Detect Magic (Concentration, Ritual)
1st Level Divination
Casting Time: 1 action (+10 minutes to cast as ritual)
Range/Area: Self, 30 ft. Sphere
Components: V, S
Duration: Concentration up to 10 minutes
Source: PHB231
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Disguise Self
1st Level Illusion
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
Source: PHB233
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Speak with Animals (Ritual)
1st Level Divination
Casting Time: 1 action (+10 minutes to cast as ritual)
Range/Area: Self
Components: V, S
Duration: 10 minutes
Source: PHB277
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.

Silent Image (Comcentration)
1st Level Illusion
Casting Time: 1 action
Range/Area: 60ft./15ft. Cube
Components: V, S, M(a bit of fleece)
Duration: Concentration, up to 10 minutes
Attack/Save: INT(Investigation) 14 if creature takes an action to investigate. Touching gives the game away.
Source: PHB276
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

2nd 3/Long Rest, 2 Known
Invisibility (Concentration)
2nd Level Illusion
Casting Time: 1 action
Range/Area: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
Source: PHB254
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

See Invisibility
2nd Level Divination
Casting Time: 1 action
Range/Area: Self
Components: V, S, M(a pinch of talc and a small sprinkling of powdered silver)
Duration: 1 Hour
Source: PHB274
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

3rd 3/Long Rest, 3 Known
Major Image (Concentration)
3rd Level Illusion
Casting Time: 1 action
Range/Area: 120ft./20ft. Cube
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
Attack/Save: INT(Investigation) 14 if creature takes an action to investigate. Touching gives the game away.
Source: PHB258
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Speak with Plants
3rd Level Transmutation
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes
Source: PHB277
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature

Tongues
3rd Level Divination
Casting Time: 1 action
Range/Area: Touch
Components: V, M (a small clay model of a ziggurat)
Duration: 1 hour
Source: PHB283
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

4th 3/Long Rest, 1 Known
Dimension Door
4th Level Conjuration
Casting Time: 1 action
Range/Area: Touch
Components: V
Duration: Instantaneous
Source: PHB233
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

5th 1/Long Rest, 1 Known
Animate Objects
5th Level Transmutation
Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Source: PHB213
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics
Tiny
HP: 20 | AC: 18 | STR: 4 | DEX: 18 | Attack: +8 to hit, 1d4 + 4 damage

Small
HP: 25 | AC: 16 | STR: 6 | DEX: 14 | Attack: +6 to hit, 1d8 + 2 damage

Medium
HP: 40 | AC: 13 | STR: 10 | DEX: 12 | Attack: +5 to hit, 2d6 + 1 damage

Large
HP: 50 | AC: 10 | STR: 14 | DEX: 10 | Attack: +6 to hit, 2d10 + 2 damage

Huge
HP: 80 | AC: 10 | STR: 18 | DEX: 6 | Attack: +8 to hit, 2d12 + 4 damage

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Feats/Attribute Increases
SKILLED
Gain Proficiency with any combination of three tools or skills. Selection: Arcana, Nature, Performance

ATTRIBUTE INCREASES
DEX +1
CHA +1

Equipment & Currency
PP:0 | GP:0 | SP:0 | CP: 0

Tools & Instruments
- Silver Flute

Clothing & Accessories
- Grandmother's Lemonade Stand Sweats and T-shirt
- Adventuring Outfit

Weapons & Armor
- Long Bow
-- Two quivers of Arrows Max. 40 arrows
- Leather Armor

Adventuring Gear & Supplies
- Spell component pouch
- Handy Haversack
- 13 volumes of Arianna's Wanderings (Arianna's traveling journal)


Appearance:

Arianna is a spritely elf closer to a dwarf's height than most of her more noble kin. She normally wears her long, black, curly hair in a braid or tied back with simple ribbons, leather thongs, or twine. Her eyes shift from the green of auroras, to the silver of moonlight, to twilit violet and midnight blue. Her skin is fair, despite a lifetime on the road.

Background:

Fey Touched
The fey are enigmatic creatures whose motivations are a mystery, but one well-known truth about them is that they meddle in the affairs of mortals. Certain places in Midgard swell with the strange energy of the fey, such as ancient groves in the heart of the Margreve forest. Ley lines carry magical fey roads across the landscape. The shadow realm lurks behind every deep shadow. These places sometimes bleed through the boundary between worlds, and a mortal becomes marked with their magic. Sometimes the fey actively lure mortals into their realm for a short time; bards say that if a hapless mortal accepts a bite of fey food, he or she is forever bonded to the fey. Other times the fey fall in love with a mortal (for a time at least; the fey are fickle) and create a child with inborn fey magic.
Skill Proficiencies: Deception, Persuasion
Tool Proficiencies: One musical instrument of your choice Selection: Pan Flute
Languages: Sylvan or Umbral Selection: Umbral

Feature: Gleam of Glamour
The mark of the fey upon you has opened your eyes to the world that lurks beneath what most people see and hear. When you are near a ley line, a shadow or fey road, or an active portal, you feel its presence: your hair stands on end, ethereal music plays for you alone, odors waft on an unfelt breeze, or some other vague sensation alerts you that you’re in the vicinity of such a phenomenon.
The pulse of fey magic within you can sometimes reach out, usually when your emotions are strongest. If you revel and enjoy yourself, others are likely to want to join in and have their spirits lifted. When you are angry, those around you feel it like a wave of heat pricking their skin

Personality Traits
- I don’t like to enter someone’s home uninvited.
- I'm always on the lookout for new stories, lore, and legends.
- I always try to be polite. You never know when some random talking cricket will turn out to be a fey prince.

Ideals
- People. I love how different people can be, and I want to collect their stories. (Neutral)

Bonds
- I want to travel the vast fey roads to every corner of the world.

Flaws
- I crossed the Maiden of Malice (It was an accident, I swear!) and now she's looking for me.

Backstory:

The Moonwood clan have always been wanderers at heart. Never content to take up the sedentary lifestyle of their river elf cousins, the Moonwoods meandered along the fey roads and leylines, exploring the wilder places and visiting other worlds connected to the labrynthine roads.

It was to this clan that Arianna was born to.

It did not take her long to become obsessed with the stories that her family told around the campfires when they had finished the day's journey. She wanted to hear every single story her family could tell, and when those no longer satisfied her, she would listen to other stories told by other families and guests of the clan. She learned much in those childhood years, but the tales only served to whet her appetite for more.

As the time for her Wandering, a coming of age ritual done by all in her clan, drew near, her parents began to realize that it might be years, decades, or even centuries before their daughter returned to them instead of the few days to weeks most of the youth took. They taught her how to defend herself and how to navigate the Fey Roads.

Arianna was grateful for their lessons, and then astonished when they gifted her a well-made pack that could hold far more than it should given its outsides. She only grew more thankful and amazed as she learned that they had also filled it to the brim with everything she would need to navigate and survive the Fey Roads and the wilds of Midgard. She gave them a tearful and joyful hug as she thanked them over and over again.

The young elf wrote her clansmen and especially her parents often, leaving the letters with trusted guardians of the paths and sending them along with other clans she met on her travels. Time flowed strangely for the elf. She could not tell if only mere weeks had passed since leaving her clan and her family or if it had been centuries. It hardly mattered to her in any event. The elves were said to be fey, but her years on the Fey Roads made that more true for her than most. Time was a slippery thing that mortals with lesser lifespans cared far more about.

So she could not say exactly how long it had taken her to amass a collection of stories to make any bard's college jealous, nor how long she had been traveling before she ran across two unusual beings.

The first, and far more pleasant of the two, was a young godling named Elalune, a fledgling goddess of the moon, stars, and travel, something that Arianna was surprised to learn was not in Midgard's plethora of pantheons, gods, and masks. The two traveled together for a time before their paths wended their separate ways. Before they said farewell until they met again, Elalune gave her a symbol made of shimmering starlight and crystallized moonbeams. It was of a winding road flowing from beneath a crescent moon archway crowned by seven stars. The holy symbol helped her convince more than few of her fellow travellers that she had indeed met a goddess, and even helped her convert a few to the godling's slowly growing faith.

The second was the Maiden of Malice.

In fairness to Arianna, she hardly knew it was the wicked hag and lavacious sister of the Crone of Camality and the Mother of Monsters she had heard tales of when she did cross paths with the Maiden. Nor did she know that a young man she had helped find his way home had been prey the Maiden had been stalking for weeks. She did learn that the Maiden of Malice lived up to her name and escaped only thanks to some very good luck. Alas, the fates can be fickle.

A desperate jaunt along some of the less well trod and maintained Fey Roads lead her to misjudge where she was in relation to Midgard. So as it turned out her ploy for losing the Maiden's hounds and making her way towards Orzu where things seemed to be getting stranger by the day had done nothing, Arianna found herself coming to Midgard under the eaves of the Wormwood. Worse still for the young elf was the pursuit that followed her to the realm of the diabolic gnomes. While Arianna had not quite arrived in the middle of a camp full of gnome slavers, it would have saved her a few minutes of running if she had.

Already exhausted and well outmatched, she was captured and stripped of her belongings before being put into one of the wagons. The gnomes, excited to have something to sell that would be off the books and thus could be split only amongst themselves, sold her gear to a passing peddler. They apparently wanted to see about selling her off the books as well, since when she did try escaping, they only beat her half-to-death.

Weakened from hunger, thirst, fear, and abuse, Arianna slipped in and out of consciousness during most of the ride, barely even having the strength to pull herself from the wagon once they had been freed by a strange group of heroes.