Username22221's page

20 posts. No reviews. No lists. No wishlists.




If someone casts protection from evil on a possessed creature, does the creature that is possessing the host (a ghost in this case) get to make a will save to stop the effect from happening?


I might be missing something or misinterpreting how alignment works but I don't see the law in his alignment. I tried googling around for opinions but some of the ones I've seen don't track with me.

One that I saw is "They believe that the strong should rightfully prey on the weak" and that's more of an evil alignment thing than a law isn't it? Like sure Asmodeus feels that way too but I'm pretty sure the strong rule over the weak is the one constant of how the abyss functions as well and thats super chaotic.

Other ones are that by tracing zon kuthons connections to the hellraiser fiction you see people who play by a set of rules or a code, its just really messed up. And I looked into that but the whole thing with the cenobites is that you can only come into contact with the cenobites by messing with their funky box and even once they got called to you, there can be negotiating or other circumstances that can make them lose interest in you. But it seems commonplace that Kuthites can and do *often* just grab random people who were in no way connected to anything to torture.

The other one I see is that he upholds his bargains. And I guess that's true? But in all of history he's made 3 big deals and kind of broke one of them? Before he changed into Zon-Kuthon he swore to never harm Shelyn. He made a deal with abadar to sit in jail until the sun didn't rise. And he protected Nidal from the meteor. But I'm pretty sure he *has* hurt shelyn when he first came back as Zon Kuthon, and even CE beings can uphold a deal if it works out for them so Zon Kuthon saving a nation in exchange for their souls and worship in perpetuity doesn't seem like something only a lawful person would do.


I might be missing something or misinterpreting how alignment works but I don't see the law in his alignment. I tried googling around for opinions but some of the ones I've seen don't track with me.

One that I saw is "They believe that the strong should rightfully prey on the weak" and that's more of an evil alignment thing than a law isn't it? Like sure Asmodeus feels that way too but I'm pretty sure the strong rule over the weak is the one constant of how the abyss functions as well and thats super chaotic.

Other ones are that by tracing zon kuthons connections to the hellraiser fiction you see people who play by a set of rules or a code, its just really messed up. And I looked into that but the whole thing with the cenobites is that you can only come into contact with the cenobites by messing with their funky box and even once they got called to you, there can be negotiating or other circumstances that can make them lose interest in you. But it seems commonplace that Kuthites can and do *often* just grab random people who were in no way connected to anything to torture.

The other one I see is that he upholds his bargains. And I guess that's true? But in all of history he's made 3 big deals and kind of broke one of them? Before he changed into Zon-Kuthon he swore to never harm Shelyn. He made a deal with abadar to sit in jail until the sun didn't rise. And he protected Nidal from the meteor. But I'm pretty sure he *has* hurt shelyn when he first came back as Zon Kuthon, and even CE beings can uphold a deal if it works out for them so Zon Kuthon saving a nation in exchange for their souls and worship in perpetuity doesn't seem like something only a lawful person would do.


So I have the shadow subdomain on my cleric and I was wondering on how exactly the Whispering Shadows ability worked.

Whispering Shadows (Su): You can darken the shadows around you and cause them to hiss, confounding and distracting your enemies. As an immediate action, you can force a target within 30 feet to reroll a miss chance due to concealment or a saving throw against an illusion or necromancy spell. The target of this ability must keep the result of the second roll, even if it is worse than the original roll. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

So say I cast bestow curse on an enemy and they roll their saving throw how does the reroll work? Do I get told what their saving throw was and then I can have them reroll it if they pass? Do I just have to guess if they passed or failed and use the other reroll?


If I am making a wand or scrolls (or potions I guess) of spells that can have a different effect each time they're cast (I'm mainly thinking or resist/ protection from energy), do I make that decision at the time of creation, or when I cast the spell from it?


So a disclaimer to this I'm aware that first and foremost as long as this backstory is ok with the DM then it is a "viable backstory", but I would like to keep the backstory as "lore appropriate" as I can as I feel that's part of the fun challenge of playing a cleric.

So I've got an idea for a Lawful Neutral seperatist archetype cleric of Zon Kuthon who will have the Darkness and Healing (Medicine) domain. They grew up in Nidal and are very experienced and learned in the "traditional" teachings of Zon Kuthon and is also very practiced in "mundane" medicine, i.e treating diseases, deadly wounds etc.

They do genuinely believe in the Kuthite beliefs of using pain to overcome all and that receiving pain and inflicting it is the way to discipline oneself and others to find true enlightenment. Now the part that differs from traditional Kuthite beliefs are they do genuinely have a desire to heal the sick, wounded, and downtrodden (without painkillers of course). They would gladly help any injured peasants free of charge and seeks to make the world a safer place.

Now so far that sounds like a lawful good person which I can't be and still be a cleric of zon-kuthon but this would be counteracted by despite their genuine wish to help people who need it, they would have no issues inflicting unimaginable pain on those they feel wish unneeded harm on those same downtrodden or their allies. And that same wish to help people doesn't extend to when they're dead, at that point their pain has ended and they would have no problem using their body to further my clerics cause (animating the dead and such)

It's a bit of a mishmash but there's a bit of hoops I'd have to jump through to get a cleric of Zon-Kuthon to be a functioning not antagonistic member of a long running adventure.


So I've been playing a Kineticist for a while (I'm Level 5).

The stats for this that matter I believe are I have a Dex of 18 and a Con of 21. The feat I have that applies to this is Point Blank Shot.

We've been playing for a few months now and it seems like I've been doing significantly more damage than the rest of my party so I just want to check to make sure I'm doing things right.

At the start of each day I take a point of burn to increase my shroud of water armor bonus to 5, also activating my +1/+2 elemental overflow to my blasts. My to hit bonus with the blasts are 1 (from elemental overflow) + 7 (my BAB and dex mod) +1 (depending on if i'm in point blank shot range) 1+7+1=9

The damage I do is 3d6+4 (Half of my con/2 is 2 + 2 for elemental overflow) +1 if point blank shot.

A frequent turn of mine is to either stand still or 5 foot step, move action gather power, empower blast. So 3d6+4 x 1.5 so I regularly do 20+ damage in a blast. Does all of this sound correct and I'm following the abilities of the class correctly?


So the burning infusion for the kineticist says, Saving Throw Reflex negates "Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished."

The rules for catching fire say, "If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round."

So my question is, if I hit a foe and they fail their initial reflex save against the burning infusion, do they take that damage immediately alongside the blast damage? Or do I wait until their turn to do the burning damage which would allow them another reflex save to avoid it?


My group ran into a situation when grappling a spellcaster and couldn't find an answer. The creature was grappled and tried to cast a spell, but didn't want to provoke an AOO from everyone surrounding it (excluding the grappler who doesn't get an AOO). Does it make 2 concentration checks, 1 for being grappled, and 1 for casting defensively, if yes does it have to be in an order or how would that work?


So I'm playing an Inquisitor of Norgorber with the Sanctified Slayer and Infiltrator archetypes and am currently level 6. My overall layout looks like this Half Elf Inquisitor 6
Str 13
Dex 18
Con 14
Int 12
Wis 16
Cha 9
Feats: 1- Exotic W.P Elven Curved Blade (from Half Elf racial trait) Weapon Finesse
3- Power Attack Precise Strike
5- Accomplished Sneak Attacker (subject to change)

I know the Elven curved blade isn't the best weapon in the world but I thought it would be fun to use and at this point it does have the agile enchantment so it's dex to hit and damage. I've thought about getting Norgorbers Divine Fighting Technique but any other ideas would be appreciated!


Going through the paladin's divine bond ability and just to check, "Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level."

The question is what is the purpose about the wording of what spell level it counts as? Is it just for the off chance that someone decides to counter the mount being summoned?


So I'm reading through the rules of polymorph spells in general and specifically at monstrous physique 2. The overall polymorph rules state that I get the resistances of the creature if the spell I polymorph with says I get those, for example beast shape 4 explicitly says I get resist energy 20 if a creature I turn into has an energy resistance. The question I have is does the same thing apply to a creatures damage reduction? With monstrous physique 2 I could turn into a 6 armed gargoyle which has DR/10 magic, since the spell doesn't explicitly say I gain a damage reduction do I not get it?


Just wondering how interactions between Ranger and the Hinterlander prestige class would work. If as a Ranger I take my first favored enemy as evil outsider and then at level 5 increase that bonus to +4, when I take the Hinterlander prestige class at level 6, does the favored enemy bonus stack to +6 if I were to pick evil outsider again?


So I have seen other threads about this topic, but no definite answers and unsure if I've missed one. A medium creature cannot wield a large 2 handed weapon according to the inappropriately sized weapons rules. However a lance says it can be wielded in one hand while mounted, so does that mean that A) A large lance cannot be used in any capacity, B) A large lance can't be used on foot, but can be used while mounted in one hand, or C) A large lance can't be used on foot, but can be used on a mount as a 2 handed weapon since it would be counted as a large one handed weapon?

About Murray 5e

--------------------
Stats
---------------------
Murray
Male CG Gnome (Forest)
Ranger, Revised (Beast Master) 9
Barbarian (Path of the Beast) 4
Outlander

**Square brackets include bonuses from magic items**

STR: 16 (+3)
DEX: 14 (+2)
CON: 13 (+1) [19 (+4)]
INT: 10 (+0)
WIS: 14 (+2)
CHA: 10 (+0)

Proficiency: +5

--------------------
Defense
--------------------
AC: 13 + Shield [17+Shield] (10+DEX+CON+Shield+Cloak)
[Shield +1; Cloak of Protection +1]

Rage: Resistance to bludgeoning, piercing, and slashing damage

HP: 104 [143]
HD: 9d10 + 4d12

Saving Throws
Adv on save for spells and abilities from fiends
[Shield +1; Cloak of Protection +1]

*STR +8 [+9] (advantage when raging)
*DEX +7 [+8] (Advantage vs. effects he can see) (Add Shield AC to spells/effects only targeting me) (If DEX save for 1/2, on a successful save, use Reaction to reduce damage to 0)
CON +1 [+5]
INT +0 [+1] (advantage vs. magic)
WIS +2 [+3] (advantage vs. magic)
CHA +0 [+1] (advantage vs. magic)

--------------------
Offense
--------------------
Speed: Walk 25 [Swim 40] (Ignore difficult terrain in natural environments)
(Dash as a bonus action)

Initiative: +2 (Advantage on initiative rolls in natural environments)

Prof: +5

Extra Attack (2x round; can give up one attack to allow Groog to attack)
In natural envs., on first combat round, advantage to hit creatures who have not yet acted

Melee
STR: +3
Single, one-handed weapon: +2 damage
Rage: +2 damage
Reckless Attack: First attack with advantage; all attacks against have advantage
Mounted Combat: Advantage vs. creatures smaller than the mount
Shield Master: If using Attack, use Bonus Action to Shove (contested Athletics vs. enemy no more than one size larger—to knock prone or push 5'). Note: Rage gives advantage. Add +1 Shield?

Scorched Earth +2
Attack: +10
Damage: 1d8+7 (+2d6 lightning) (+2 rage) (+4 fey and fiends)

Spear +1
Attack: +9
Damage: 1d6+6 dam (+2 rage) (+4 fey and fiends)

Form of the Beast (Rage attacks)
Tusks: +10 / 1d8 + 5 (+4 fey and fiends) -- if hit, regain HP = CON
Claws: +10 / 1d6 + 5 (+4 fey and fiends) -- 2 attacks/Attack action
Tail: +10 / 1d12 + 5 (+4 fey and fiends) -- Reach

Ranged
STR: +3
DEX: +2

Scorched Earth +2
Attack: +9
Damage: 3d10 lightning (subsequent 2d10 * 3 different targets) (+4 fey and fiends)
Concentration (CON save) * 3 targets: DC8, DC 10, DC 12
Uses full Attack Action; Hunter's Mark can't be added

Spear
Attack: +7 hit
Damage: 1d6+3 (+4 fey and fiends)

Shortbow
Attack: +6 hit
Damage: 1d6+2 (+4 fey and fiends)

--------------------
Abilities
--------------------
Race & Background Traits
Darkvision 60'
Cantrip: Minor Illusion
Gnome Cunning: Advantage on INT, WIS, CHR saves versus magic
Speak with small beasts
Wanderer: Memory of maps/geography. Find food and water for self and 5 others.

Ranger
Favoured Enemy: Fey
+4 damage with weapon attacks
Advantage on Survival to track
Advantage on INT to recall information
Learn a language spoken by your enemy (Fey)

Natural Explorer
(In all natural environments: arctic, coast, desert, forest, Feywilde, grassland, mountain, swamp, Underdark)
Ignore difficult terrain
Advantage on initiative rolls
First combat round, advantage to hit creatures who have not yet acted

When travelling:
- Difficult terrain doesn't slow the group
- Group cannot be lost (except by magic)
- Alert to danger even while engaged in other activities
- Move stealthily at normal pace, if alone
- Find 2x food when foraging
- When tracking, learn exact number, sizes, and how long ago they passed through the area.

Fighting Style
Duelling: +2 damage if only wielding one weapon

Primeval Awareness
Animal friendship: Innate ability to communicate with beasts, and the recognize me as a kindred spirit. Communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Sense favoured enemies: Concentrate for 1 minute to sense favoured enemies within 5 miles. Reveals which enemies are present, their numbers, and the general direction and distance from you. If multiples, you learn this for each group.

Greater Favoured Enemy: Fiends
+4 damage with weapon attacks
Advantage on Survival to track
Advantage on INT to recall information
Learn a language spoken by your enemy (Infernal)
Advantage on saving throws for spells and abilities from fiends.

Fleet of Foot
Use Dash as a bonus action.

Beast Conclave
Animal Companion
Use 8 hours and 50gp of herbs/food to call a companion.
If slain, your magical bond allows it to return to life: 8 hours and 25gp of herbs/food to restore its body by magic, even if no body.

Companion's Bond
Animal loses multiattack.
In natural terrain, move stealthily at normal pace with Murray
Murray's proficiency (+5) applies to AC, attacks, damage
Proficient in 2 skills: Insight, Stealth
Proficient in all saves
Gains 1HD /Murray's level over 3; HP increases accordingly
Ability Score Improvement whenever Murray gains it
Shares Murray's alignment and ideal; Bond is always “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
Gains the benefits of Murray's Favoured and Greater Favoured Enemies

Coordinated Attack
When Murray uses the Attack action, companion can use its reaction to melee attack

Beast's Defense
If Murray is in sight, gain advantage on all saves

Barbarian
Rage 3
Bonus Action to enter rage for 1 minute
+2 damage in melee
Advantage on STR checks and saves
Resistance to bludgeoning, piercing, and slashing damage
No concentration spells
Rage ends early if 1 round without attacking or receiving damage, or with Bonus Action.

Unarmoured Defense
AC = 10 + DEX + CON + Shield

Reckless Attack
Provides advantage on first melee attack this round.
All melee attacks against have advantage next round.

Danger Sense
Advantage on DEX saves that can be seen (and Murray cannot be blind, deaf, or incapacitated)

Path of the Beast
Each time you Rage, choose one manifestation of bestial power: Tusks, Claws, or Tail

Skills
(DEX) Acrobatics +2
(WIS) *Animal handling +7
(INT) Arcana +0 (adv to recall info about fey or fiend)
(STR) Athletics +3 (advantage when raging)
(CHR) Deception +0
(INT) History +0 (adv to recall info about fey or fiend)
(WIS) Insight +2
(CHR) Intimidation +0
(INT) *Investigation +5 (adv to recall info about fey or fiend)
(WIS) Medicine +2
(INT) *Nature +5 (adv to recall info about fey or fiend)
(WIS) *Perception +7
(CHR) Performance +0
(CHR) Persuasion +0
(INT) Religion +0 (adv to recall info about fey or fiend)
(DEX) Sleight of Hand +2
(DEX) Stealth +2
(WIS) *Survival +7 (adv to track fey or fiend)

Passive Perception: 17

Proficiencies
Weapons: Simple and martial
Armour: Light and medium armour, & shields
Tools: Herbalism kit
Languages: Common, Gnomish, Beasts, Sylvan, Infernal, Primordial

Feats
Mounted Combat
Advantage on melee attacks vs. creatures smaller than my mount
Force an enemy to hit me instead on the mount
Mount has Evasion for DEX saves

Shield Master
If using Attack action, use Bonus Action to shove (PHB 195)
Add shield AC to DEX saves against spells and effects that target me
If DEX save for 1/2, on a successful save, use Reaction to reduce damage to 0

--------------------
Spells
--------------------
Spellcasting Ability: WIS (+2)
Spell Save DC (8+WIS+Prof) = 15
Spell Attack Bonus (WIS+Prof) = 7
Spells known = 6

Cantrips
Minor Illusion

Level 1 Slots = 4
Detect Poison & Disease
Fog Cloud
Hunter's Mark

Level 2 Slots = 3
Find Traps
Locate Object

Level 3 Slots = 2
Lightning Arrow: 4d8 damage on a successful attack roll; DEX saves for all creatures in 5' for 2d8 splash damage

--------------------
Equipment
--------------------
Spears x5 (in Groog's quiver)
Shortbow & Quiver (when not with Groog)
Arrows x10
Arrows (silver) x10
Daggers x2

Shield
Breastplate (Bag of Holding)

Ragged clothes
Desert clothes and turban
Pouch
Herbalism kit
Mess kit
Vegetarian rations x10
Waterskin x2
50' Silk rope
Whetstone
Backpack

Magic Items
*Amulet of Health (CON=19)
*Cloak of Protection (+1 AC and saves)
Shield +1

Spear +1

Bag of Holding
Cap of Water Breathing (bubble of air)
Immovable Rod
Ring of Swimming (Swim speed=40)

[Stone of Good Luck (+1 checks & saves) = borrowed by Kahani]

*Scorched Earth
+2 Warhammer
Melee: Add 2d6 lightning damage
Ranged: Fires a bolt of lightning up to 60', dealing 3d10 damage.
Make up to three concentration checks (DC 8, 10, & 12) to target different enemies for an additional 2d10 damage each.
Ranged attack uses up all attacks for the round and cannot be paired with Hunter's Mark.

Consumables
Antitoxin x2

Money
175 gp in assorted coins and small gems
2500gp

Groog:

--------------------
Stats
---------------------
Groog
Male CG Wild Boar

**Square brackets include bonuses from magic items**

STR: 14 (+2)
DEX: 12 (+1)
CON: 12 (+1)
INT: 4 (-3)
WIS: 10 (+0)
CHA: 6 (-2)

Proficiency: +5

--------------------
Defense
--------------------
AC: 17 [20] (11+DEX+Prof)
[+1 Hide Barding]

HP: 63 (5+CON/lvl)
HD 10d8

Special Defense: Relentless: If taking less than 8 damage, then can't be reduced to 0.

Saving Throws
Prof: +5 applies to all saves
Adv on all saves while Murray in sight
Adv on save for spells and abilities from fiends

STR +7
DEX +6 [Evasion]
CON +6
INT +2
WIS +5
CHA +3

--------------------
Offense
--------------------
Speed: 40 [80]
Initiative: +0

Prof: +5 (applies to attack and damage)
Special Attack: 20' Charge: +1d6 damage; STR DC 12 or prone (DC=10+STR)
Coordinated Attack: When Murray attacks, use Reaction to attack

Melee
STR: +2

Tusk swords +1
Attack: +8 (STR+Prof)
Damage: 1d6 +8 +1d6 acid (+4 fey or fiend)

Tusks
Attack: +7 (STR+Prof)
Damage: 1d6+7 (+4 fey or fiend)

--------------------
Abilities
--------------------
Combat
Special Attack: Charge: If move at least 20' in a straight line before attacking, inflicts +1d6 damage; target makes a STR DC 11 or is knocked prone

Special Defense: Relentless: If the boar takes <8 damage to reduce it to 0 hp, it goes to 1 hp instead. Recharges after short or long rest.

Favoured Enemy: Fey
+4 damage with weapon attacks
Advantage on Survival to track
Advantage on INT to recall information
Learn a language spoken by your enemy (Fey)

Greater Favoured Enemy: Fiends
+4 damage with weapon attacks
Advantage on Survival to track
Advantage on INT to recall information
Learn a language spoken by your enemy (Infernal)
Advantage on saving throws for spells and abilities from fiends.

Skills
Acrobatics (DEX) +1
Animal handling (WIS) +0
Arcana (INT) -3 (adv to recall info about fey or fiend)
Athletics (STR) +2
Deception (CHR) -2
History (INT) -3 (adv to recall info about fey or fiend)
*Insight (WIS) +5
Intimidation (CHR) -2
Investigation (INT) -3 (adv to recall info about fey or fiend)
Medicine (WIS) +0
Nature (INT) -3 (adv to recall info about fey or fiend)
Perception (WIS) +0
Performance (CHR) -2
Persuasion (CHR) -2
Religion (INT) -3 (adv to recall info about fey or fiend)
Sleight of Hand (DEX) +1
*Stealth (DEX) +6
Survival (WIS) +0 (adv to track fey or fiend)

Passive Perception = 10

--------------------
Equipment
--------------------
Saddlebags
Spear quiver
+1 Hide barding (2+1 AC)
Boots of Speed (doubles movement for 10 mins; AoO at disadv)
+1 (Acidic) Tusk swords

--------------------
Personality
--------------------
Ideal: Natural world more important that civilized
Bond: The ranger who travels with me is a beloved companion for whom I would gladly give my life.
Personality trait:
Flaw:

--------------------
Background
--------------------
At first glance, Murray appears to be an old, crusty, travel-worn, hobo; belied only by three sparkles of light: the tip of a well-used spear; the edge of a breastplate peeking through his ragged clothing; and the one in his eye. He and his constant companion, a grey boar named Groog, travel light, having few possessions beyond waterskins and spears.

But, then, Murray isn’t used to owning much, having led a quiet, simple life; though it had always seemed rich to him. His was a quiet, small, cabin of wood and earth—empty, perhaps, but not lonely. A small patch of old-growth forest served him as sanctuary, food supply, and home. Murray was a warm, kindly man, known in his region as friend to travellers, whether two- or four-legged, who often stopped in for conversation, tea, or a slice of mushroom pie.

The folk of nearby Rainier’s Valley think of Murray as the forest’s protector, a kindly old kook, an ornery bastard, or a pitiful beggar, depending on how they encounter him. Every few months, Murray would wander into town with oddities for the foodies, medicinal plants for the herbalist, lessons for the children, and veterinary advice for the farmers. In return, the townsfolk offer up what they can: food or tools that he can’t easily make himself.

Townsfolk were always welcome to visit “Murray’s Wold,” as they called it, though they were careful to ask permission before removing anything. Other than the occasional diseased tree, logging was non-existent—Murray having long ago established and instructed the local sawyers on the care and maintenance of a sustainable tree farm. In lean years, Murray tolerated hunters, but trappers learned quickly that they were never welcome. Having stumbled across a dying, trapped boar in his youth, Murray is vehemently, violently opposed to animal trapping, destroying traps when he encounters them and chasing off those who set them, usually at the head of an angry sounder of boars. Murray has made more than one enemy in town as a result.

Murray has cultivated a particularly peculiar friendship with the wild boars in his bit of forest. Perhaps he feels an affinity toward them because of his youthful encounter; perhaps simply because they are useful to him, helping him to collect truffles and other rare or unusual things from the forest to trade in town. Whatever the reason, juvenile and young-adult boars often follow him through the forest, while the adults are like old friends.

A few years back, this tranquil, mostly idyllic life was interrupted when a demon took up residence in the Wold. It was weak, as far as demons go, and was injured in some squabble with another of its ilk. Murray was eventually able to get drive it off, but not before it somehow infected the land, and his forest home began to slowly die. Not long after, traders began to bring word of evil creatures from as far afield as Goldenspire and Shard. Murray soon realized that the demon he fought was part of a larger problem, and he resolved to take matters into his own hands—to end the threat before things got worse. Packing up a few necessities, Murray abandoned his small home and left the forest to recuperate without him. Sensing his imminent departure, Groog, at the time a young-adult boar, refused to leave his side.

Travelling Rhodengeron’s grasslands was not easy at first—food was much harder to come by than in the forest, and there was no shelter. Groog was essential in those days, and Murray relied on him to snuff out food and to form a warm wind-break on cold nights. As Murray zigzags his way south, he seeks out stories about demons, searches for the source of the troubles, and helps those in need along the way.

--------------------
Notes
--------------------
Murray is vegetarian and hates cruelty toward animals - this extends to trapping.