Magra
Magra Greysong · Player: Mia · Member of The Shattered Coin
Half-orc arbalest from the village of Sprigglsby, Orathos — elven mother (a
healer and mystic), orcish father (a fisher from Porth Redroot).
Her quest: during the evacuation, her mother stayed behind at Porth Redroot to
help a family find their lost grandmother, promising to take the next boat to
Varia. That boat never came. Magra has spent forty years training with any
militia or civil-defense group she could find, and has returned to Orathos to find
her. Her twin sister Daewynn searches too — and is the "sister" in the recurring
"is Magra bigger?" argument ("no, you're just closer").
In combat: devastating crossbow shots (one-shot skull kills) and orcish resilience
that keeps her standing at 1 HP. Fletches her own bolts with woodworking tools.
Session 3
- Climbed through the manor window and started the fight (took a bottle to the face);
finished the bed-frame mimic with a bolt. - Looted "Blood of the Vine" wine; bought a shovel.
- Signed up with Ashlyn at The Urina as "Blood and Thunder" (to the death).
Session 4
- Took Gord's head off with one braced crossbow shot; rode out the Pit
Gladiator's crit at 1 HP on orc resilience (twice over); landed the finishing bolt.
Won the 2-v-4 upset with Ashlyn. Prize: protective vambraces. - Withstood a three-person squatting abs investigation — verdict: genuinely jacked,
visible even through her function-over-fashion chest plate. - Befriended and introduced Silithane around, and pushed the party to follow
through on freeing Handsome Jane ("we were here for a reason"). - Patched up at the Firebrand Church with Kain before bunking at the Big Barrel
(under protest about the sweaty sheets).
Session 5
- Overhealed by an Ash Warden from 2/18 HP ("your body could only hold 18") —
earning one level of "minor healing sickness." - Talked the church into a free Alchemist's Fire (worth arming 10–15 soldiers)
with an honest Religion check, plus candles, torches and firewood. - Vindicated at last: stood side by side with Daewynn aboard ship — Magra is
visibly 3–4 inches taller and twice the weight. Kain still cried witchcraft. - Played peacemaker all session: coached Kain through the stigma of the church over
whiskey with Ugo, and revealed her fears — losing her sister in Orathos,
never finding their mother, her father dying alone in Varia.
Session 6
- Took her "second chance" at the backstory circle: fishing with her father off
Porth Redroot, crossbow trained on the inedible catches; her elf-druid mother was
the traveling healer of the villages — and Magra needlepoints a tapestry of
everything she, Daewynn and their father have lived through, to give her
mother when they find her. - Led the Kain investigation: Nature check, skull-fork inspection, shoe check —
inconclusive, but confirmed he sees in the dark. - Debated Sir Conolith on theology (1 psychic damage; Kain barred him from the
church); shared a consolation lozenge with Thalia outside the Holy Chambers. - Hired as Jugs's potato peeler at 2 gp/day — after refusing to let Kain
pocket her wages ("I would like my own money").
Session 7
- Became the group's mom. The moment Kain burned to ash and a baby-minded
Draak stepped out of the flame, Magra appointed herself his guardian — holding his
inherited 27 coins, herding him (and Lash) to ship school for 25 days,
and teaching him soup, counting, and that he's "a big adult." - Pinched the bridge of her nose like an overworked parent through most of it; learned
in the bargain that, as half-orc/half-elf, she has only ~35 years left — a quiet
shock. - Joined the silver-on-ghosts test below decks; her own ship-school sessions weren't a
total waste ("you get a little quicker at your times tables").
Session 8
- Said goodbye to Daewynn at the Fort Foothold docks: a long hug and a
10-minute ritual that magically synced the two groups' maps forever, then a
sisterly kiss and a sad walk back. (She also lost her ship wages — sent to school
with Draak instead of peeling potatoes.) - Has become Drak's de facto guardian: holds his money (25 g inherited from
Kain's sheet), talked him out of squiring for Sir Danica without strong-
arming him, and translated land-boat finance into Drak ("I will give you the money
so you can pay the man"). - Served as the "idiots assemble" beacon again — hoisted overhead by Drak into an
18-foot orc totem pole visible across the fort. - Restocked: 20 crossbow bolts for 1 gold; contributed the final 12 gold to
The Land Boat.
Session 9
- Crossbow clinic in the initiate spar: braced on her planted shield for advantage,
and discovered her point-blank shots deny reactions ("That's right, close
quarters"). - Engineered a blanket-on-a-bolt sunshade to save the sun-staring Lash
— five minutes too late — then staged a working model of the solar system (Thalia
as planet, herself as sun) for Draak, who reviewed it poorly ("You weren't very
good because you didn't go in the mantle") and filed her under liar. - Lost a bard-off at Ankley's top inn: her ocarina versus Raymond's
magically-laced lute ballad — but an inspiration-fueled final flourish (24) earned
his handshake and an open offer: exclusive rights to her Tales of War as song
material, "come back after you've done something heroic." - Damage control all evening: talked Raymond down (failed), apologized to everyone,
agreed to everything, and walked the blind, help-refusing Lash's flank down the
stairs "in case she stumbles."
Session 10
- Watch-shift intel: Ankley is undefended by design (safest corner of the island),
and a second camp's black smoke rises ~6 miles off on the Foothold road —
uninvestigated. - The ruins rang personal bells, no check needed: Sprigglesby's kids played in
white-stone ruins exactly like these, and on a fishing trip blown 10 miles off
Porth Redroot she once saw the top of one underwater. - Fought the rifle duel of the battle from behind her kite shield (+2 vs. ranged —
it decided multiple shots), ate the wizard's 17-damage fire blast, finished one
rowboatman with Lash's borrowed d4, and left the last swimmer bloodied two miles
from shore — "the elements will claim him." - Tried to gently interrogate Tegrak about home and got tears for it ("Making
him cry doesn't make him remember" — Drak); guessed Porth Redroot in the
birthplace game, because dad logic.
Session 11
- Knelt on the boatwright's floor alongside Draak to beg for the rowboat deal after the Payton name nuked it; sold two boats for 10 gold each.
- In the coelodon encounter: failed the Dex save but grabbed the clifftop edge with help from Silithane's Featherfall; held her action to shoot the mama if it attacked, mirroring its own stance. Correctly deduced (Nature check) that there was a mama nearby and shouted the warning down to the fighters.
- Pulled the cart with Draak and Fenric to chase Thalia after she sprinted off after the courier.
Session 12
- Major mother lead: a week of investigation in Gwyndinas (with Thalia's help) confirmed her mother passed through ~3–4 months ago — bought a large amount of cold-weather gear, gathered a small ragtag group, and left at midnight for somewhere snowy (not hot Atollia, not chill Veilwood). A book entry placed her in Rivalon ~8 years ago: likely still alive.
- Took +1 Athletics from the training camp — which immediately mattered, turning a failed push into a success against the Grievek.
- Steady crossbow fire ("take aim and shoot") across both arena fights; her aimed crit triggered the Grievek's radiant explosion (20 to everyone nearby). Twisted her ankle jumping off the 25-ft skull pile for loot. Held back the urge to bite a "gummy" Lash (wisdom save).
Session 13
- Diplomat of the haunted inn — wanted to help the doomed innkeeper, and noted she'd record his cursed tavern in her shared book for Daewynn's group.
- In the grief-demon fight, leaned into the damage-sharing math with Sharpshooter crossbow hits (the demon took her damage too), putting both it and herself into a near-death state to close it out.
- Carried the map linking to Daewynn; showed it to the ancient Horned Skeleton, who used it to mark Ankley Island as a prison and an inland Shrine of the Immortals.
Session 14
- One of the three investigators on the Smiling Sam case. Worked the broad-pattern angles — shared churches, markets, schedules, the "memory guards," whether the first victim was a trigger — and probed the killings that paused while Queen Ysolde was in Varia.
- Her "conspiracy brain" ran loose ("Is it some kind of spirit taking over random people?"), and her Orathi identity ("you're a Rathii — I get it now") opened up Malcolm Locke. Closed by noting the blood "is clearly going somewhere," pointing toward a vampire or blood ritual.
Session 16
- Steady Sharpshooter crossbow work through the alley ambush — bracing for aimed shots, ducking Fenric with "hit the deck!" callouts, and a Wild-West disarm: when she can't intimidate, her feat lets her shoot the dagger out of a thug's hand (then the spare off his belt) instead.
- Carried one half of Ashlyn to the arena and helped argue her soul back — invoking the Blackwood name and the Veilwood family who still need to see Ashlyn's worth ("you're better than all of this... get your ass back here").
Session 17
- (Mia absent — Magra ran as a silent background "shadow," keeping the rear and looking intimidating.) She holds the party's arena gems, including the new magenta socket-gem won from the squires' chest, logged to her sheet.
Session 18
- (Mia back at the table.) The quiet MVP of the sewer fight: relentless Sharpshooter "two shots, one kill" all combat, methodically thinning the swarm — and finally downing the elusive mushroom "woman" — specifically to keep the bites off the surrounded Draak.
- Declined the GM's offer to make it forever canon that her eyes are 10 feet long (to extend a shot's range): "My eyes are absolutely not 10-foot long."
Session 19
- Opened with a gloriously wrong recap (the job is to fetch the old man an anti-aging "aging cream" / Fountain of Youth), good-naturedly roasted off the throne of recaps by the whole table.
- Knew the god-slaying lore that no one else could: thanks to her sister Daewynn's letters (the two groups' synced timelines), she rolled with advantage and recognized the Shard of the Autarch and where the doctor's failed samples were going.
- Stayed her cautious self around the sewer monsters (warning the others not to beckon the hairy one) and floated the scariest read of the changeling lair: that it might be Laewendas's agent seeding loyalists into the Reclamation leadership.
Session 20
- Landed the takedown in the brief basement ambush — "she got him" — dropping the changeling and forcing it to drop its disguise. (Her Session-19 fear that it was Laewendas's agent was, after interrogation, largely walked back by the party.)
Session 21
- Got her five arena socket-gems identified by a gnomish gemologist (grayish-blue frost resistance, dark red, greater white, green, greater magenta) and named her mother for Eldrich the Elder: Vianola Greysong (the elf-healer lost during the evacuation, last traced heading somewhere snowy in Rivalon), who promises to ask around after her.
- Geared up hard: Lash-forged copper full plate ("lashed armor," −1 slashing) and a tower shield (the GM waiving its light-weapon restriction for her crossbow build); helped pull the land boat out of the city.
- Relayed the other group's reactivated forest portal to the people of Gristgrinder (a danger if Laewendas ever seizes one), and in the caravan bonded warmly with the twin sisters Liv & Viv — the rough-and-tumble sisterhood she never could have with the fragile Daewynn — weathering an awkward "Fuji" refugee-slur in the process. Tested the new healer Tycho by stabbing her own palm.
Session 22
- Sang Tony to his grave — took out her ocarina for a sad "song of mourning and remembrance" over the giant-squished militia scout.
- The inn's other riddle-solver: cracked the philosopher's weightless-stone puzzle and earned (with Silithane) his book and the "less stupid" trinket — passing the latter on, as she's only a touch below average wits and her "eyes cross" at the hardest puzzles.
- Mother lead, darker: now believes her mother headed for Baelheim / the cold north ~3–4 months ago — and learns the local brute Guilford has hanged a dozen elves, many wheat-haired, raising real fear for her wheat-haired elf-healer mother.
- Reported across the table that the parallel "red" group killed Smiling Sam in the sewers (she plays in both groups).
Session 23
- Befriended Jex over crispy potatoes — a warm one-sided chat (crows, scavengers, her own druid-healer mother) that mirrors the conversations she had with her book-buried twin Daewynn; offered Silithane's identifying spell to crack Jax's amnesia.
- The cave's builder alongside Fenric: assembled the block-and-tackle "ski lift" to ferry the party over the chasm, and cut the wing-slots into Valmora's borrowed gambeson with her needlework kit.
- Took aim at the intelligent "fisher" Grabbler with her crossbow as the ambush set up.
Session 24
- The Grabbler-slayer. Her crossbow Sharpshooter did the closing work, dropping the airborne intelligent Grabbler (39 damage) to end the fight — despite spending it as the drone's Point target (forced at one point to comically "point at herself").
- Ran the rope rescue of Thalia: lowered a fishing line baited with an "Kain owes you one favor" note (couldn't lift her), then operated the ski-lift to crank allies across the chasm.
- Helped Fenric and Jex reason out the smugglers' explosive bitumen, and chatted the cave necromancer Gravis (whom she remembers from the ship) about his rats and his odd wooden visitor. Levels to 6.
Session 25
- Her forgotten heavy-armor stealth disadvantage is what half-wakes the Queen sneaking past the central chamber (turning a near-clean group roll into a partial wake).
- The kind face with the trapped father — traded him her clean water for his toxic skin and offered the others ale; later joined the Mush Mother's cloud-mind.
- Steady Sharpshooter work in the gobbler fight (advantage one-shots), then dumped her acid water down the bug-hole and refilled clean as the Mushmother reclaimed the chamber; carried a sprout back to the den.
- Levels to 6: gains the homebrew Marksmanship feature plus an ability score increase.
Session 26
- Sat out the sneaking ("I know I'm a loud bitch"), anchoring herself to the cavern wall with her grappling hook and keeping her crossbow ready over the water in case a Grabbler came in.
- Helped Otto up onto a ledge — then, in the Queen's water-chase, told Otto to dive believing he was covered by the Water Breathing. He wasn't, and was caught; the well-meant mistake costs the scholar his life (or capture).
- Escaped the chase into the under-prison, tall enough to keep her head above the flooded room.
Session 27
- Carried Otto's loss. On the reunion, apologised to the group for telling Otto to dive without the Water Breathing — the well-meant mistake that cost him his life — and helped the party accept he is dead.
- Spotted the ceiling ambush predators (three or four winged, camouflaged bats nesting in the cell-cavern dome) and helped puzzle through the prisoners — pressing whether something unnatural keeps them alive, and whether their sentences were simply extended forever by new jailers.
- Climbed into the Queen's empty cell to gauge its size and kept her usual cautious, motherly read on whether to free anything down here.
Session 28
- Sharpshooter cleanup through the wasp fight — a 29-damage crit one-shot and a "two bolts, one kill" pair that emptied the swarm — then turned her nose up at a scroll in the cupboard ("paper? who the hell wants that") to examine a torso-sized pulsing crystal "egg" that static-shocked her fingertips through her gloves.
- Played the disapproving conscience: visibly creeped out when Malifax asked to watch Silithane eat a steak, and turned her back on the steak-and-wine RP — earning Malifax's wounded "I just wish I hadn't been shamed for wanting to remember what it was like to be human."
- Offered her 300-lb carry to help haul the meteorite (still not enough with Fenric) and floated saving it for later. (Mia is out next session for her birthday.)
Session 29
- (Mia out for her birthday — Magra ran as a silent background presence, "lost her voice and feeling sick.") Still mechanically on hand: her reroll feature ("bounce for luck") salvaged Jex's nat-1 CON save against the dust disease and backed Fenric's insight on the teleporter.
- Lent her strength to shift the heavy cupboard so Silithane could reach the hidden cobwebbed door, and choked clear of the ancient dust as Jex burned it.
Session 30
- (Mia back, but distracted by a delayed grocery delivery — Magra ran quiet again.) Spent the downtime montage helping Malifax build the Queen's cell — laying gates and bricks beside the smith — and stood guard at the prisoner interviews as a watchful, occasionally stern presence.
- Worked out (with Malifax) that the cell will need two functioning gates, and that a working glowing gate could be transplanted from any prisoner the party frees to reinforce it.
Session 31
- (GM-run again — Mia present but texting in.) Still the fight's damage core: parked behind cover and Sharpshootered Caressa for relentless 40–52-damage turns ("root and toot and shoot"), shot the opening explosive barrel to set off the flare, and landed the bolts that finally broke the Queen's will — the surrender-scratch to her vain face.
- Lent her reroll-ones feature to allies all fight rather than herself, and in the aftermath kept up long-range fire (her 400-ft reach) across a map where almost no one else could reach the embattled factions.
Session 32
- The compassion vote. Drove the freeing of the debt-bonded orc Algrimmar — "you now own yourself" — pitching him an open offer to travel with the party, and held the mercy over contract side of the table's argument with Thalia and Jex.
- Bought regular crossbow bolts (handing the coin to Fenric to keep his membership climbing) and two rounds of drinks for the whole tavern; gently grilled the Local Bard (whose snatcher-song proved worthless) and the witch-priestess about the missing children.
- Wanted to stay for the church service (deferred to next session) and nearly fat-fingered her "take aim" macro into a churchgoer's head. Reminded the table her mother was an elf (Vianola Greysong) while bantering the orc-seller's racial gripes.
Session 33
- Sat the sermon and eavesdropped the departing congregation for any trace of the missing children — and found nothing: no condolences, no recent gossip, and a 7-foot exclusion zone around a plate-armoured outsider. Reframed the horror: the snatching may have stopped because the town has run out of kids.
- Mentioned her sister Daewynn had been hunting the witches' names a week ago (a small character beat tying back to the Greysong twins).
- Bought plate chausses (100 gold, +1 AC and slashing/piercing resistance) at Renforth's shop, reaching 21 AC, but otherwise sat out the spree feeling well-geared.
Session 34
- Winch-anchor and damage core. Took the strain on the logging winch (out-pulling Thalia's entangle to peel the buoyant beast skyward), then, once it surfaced, dropped it: a take-aim auto-crit for 30 to the forehead off Jex's paralysis bloodied it near death, and her melee crossbow (no disadvantage up close) kept hammering.
- The voice of reason on the corpse. Asked whether the crocolion was edible and reasoned through whether it could even have eaten the children (crocodiles don't scavenge) — settling on taking just the head as bounty proof, "a beast that cannot be eaten."
- Patched up by Silithane after taking 20 from the missile; pressed the sheriff on what proof the bounty required.
Session 38
- The party's negotiator with the forest mushroom people: persuaded Billy's Mom to talk, learned the "checkered men" are the lumberjacks and the Guardian their protector, and shuttled the bargain back and forth — but couldn't honestly promise the lumberjacks would stop (her "we just want to work together" read as a deception, given the war-band at her back).
- Dug up a pearl. Shovelled open a roadside clamshell and pulled out a good ~1-inch pearl; doses Varg with antitoxin/antivenom before the fight.
- "I just lit your kid on fire!" Blind in the dirt cloud, lit and threw a torch into the brush (setting a sapling alight) and screamed the most unhinged intimidation of the campaign at the Guardian to draw it to her. Took 12 necrotic from the needles (saved). Still level 6.
Session 39
- Finished the Guardian. Her two-shot Sharpshooter volley (ignoring all cover) for 42 damage did the bulk of the kill; later poured out her "bottle of meat" to bottle the wyrm venom and helped harvest the teeth.
- Learned her group killed Garruk. The reveal that the party's Blood Domain shrine-flip undid Laewendas's general Garruk the Red ("you've killed one of the generals") lands on Magra — who'd missed that session — as a delighted shock.
- Nurse and chauffeur. Pushed Silithane's wheelchair to the church, Renforth and the tomato field, and offered to fireman-carry him.
- Level 7 — Point Blank. Gains Point Blank (crossbow crits on a 19–20 within 15 ft) at the long rest.
Session 40
- (Mia absent — Magra ran off-screen, "there the whole time.") Her banked inspiration from Session 39 still mattered: Lash spent it to act first against the crocodile man and survive its one-shot ambush. The GM will adjust the coming cave fight for the two missing players.
Session 41
- (Mia quiet again — Magra stationed safely.) The GM posted her at the cave mouth in a sniper's nest ~100 ft back, set to pick off anyone who escapes the crypt — "useful, but not at risk of dying." Her gift of inspiration to Lash carried into the tomb scenes. Off the main action all session; still level 7.
Session 42
- (Mia back and front-and-centre — the fight's MVP.) Her new Point Blank feature (crit on a 19 within 15 ft) turned her sharpshooter crossbow into a wrecking ball: brain-splattering crits, finishing wight after wight, and stacking 16–30-damage bolts into Halren. Hasted by Patricia, she fired three shots a turn.
- Saved by 2 HP. Ate 51 fire damage from Halren's Fireball on 53 HP — surviving on orc constitution with her undying trait still in reserve: "I am still alive!"
- Spoiled Tony with hand-caught ants alongside Thalia in the aftermath; helped soften the boss with Lash's banked inspiration; rested up for the dawn raid. Closed the night wishing the GM a happy birthday. Still level 7.
Session 43
- (Mia absent — Magra run by the GM.) She led the southern pincer of the dawn ambush with Patricia, Rusty and the six wight-puppets, and the GM ruled the south fight won "especially with Magra's help" — putting down the camp's beastmen, the Toe Skinner and son, a masked Pig Man and a giant. She brought back Simon's captive magmite to be returned to its mother, and reported (with a shudder) the toe-eaters "kept eating toes in the middle of the combat." Mia expected back next week. Still level 7.
Session 44
- (Mia absent — Magra run quietly by the GM.) Helped build the frog-folk fence with Fenric and Lash, took the rented house's "watch the soup and bread" duty (and minded the napping Pavid), and took the trio out for karaoke/drinking nights — the three bonded over a fortnight of "blood, sweat, tears and splinters."
- Banked her 28-gold share of the dragon-bounty cut to her sheet. Still level 7.
Session 45
- (Mia back and player-run.) Arrived ~13 minutes in and rejoined the active party.
- The sharpshooter, again. Opened the zombie-horse fight with an advantage 20 for big damage and finished the horse; later headshot a morgue-patient zombie and shot the zombie elk dead at Old Halfwood. Soaked a heavy 48 from the corpse-explosion on orc constitution.
- The claw-machine comedy. Spent much of the cleanup wrangling her mechanical claw (a Graveler-cave item, 50% drop chance) — to lift a lit candle, then to fish buckets of river-water on a rope — and offered her luck/inspiration to save Silithane's blight-infection reroll. Still level 7.
Session 46
- (Mia absent — GM-run.) Babysitting and unavailable, so Magra is narrated rather than played: she wanders the New Halfwood camp chatting up labourers and guards, then fights off-map through the entire road battle — the GM keeping her shooting every turn (two undead down) and handing out inspiration to Jex and Thalia rather than spawning her own attacker. Still level 7.
Session 47 (Mia present)
- Childhood lore. Recalls visiting the Druid's Grove with her mother as a girl — enough (a weak Nature check) to know the stone-stack nemeton is "a druid thing," even if her "nerd of a sister" cared more.
- The arbalest. Crits the amalgam with point-blank Take-Aim shots through the boss fight, the other archer alongside Jex "honking like a chunk."
- Giving the dead their names. The only one with the stomach for it: takes the cabin's garden shears and grimly separates the 42-body amalgam into individual buryable corpses — "to give them their identities back" — powering through a horrific Charisma-save task that Thalia, Fenric and Lash can't face. Still level 7.
Session 49 (Mia present)
- People-watching as cover. While the others slip to Eldrich the Elder's back room, Magra holds the Tapped Clapper's bar over a mead (an Insight 8 reads the crowd as simple, mostly Laewendas-content village folk — none of whom have heard of the Reclamation), pondering as an orc how to clear orc-kind's name over the mine-burning story.
- The bard's blessing. On the long rest she uses Encouraging Song to grant Heroic Inspiration (a one-time reroll) to Fenric, Lash and Jex; she also draws the Helmnack sigil from memory for Eldrich the Elder to identify.
- The arbalest, silenced. In the noise-budget badeedle fight her near-silent Take-Aim crossbow chews through the brood and the Mama (one wasted turn to a comic crossbow jam she has to clear by un-jamming herself first). A Nature 17 afterward reveals the Mama laid a fresh egg nest that day. Climbs the cliff-tree with ease. Still level 7.
Session 50 (Mia present)
- The orc who can't be an orc. With no orcs anywhere in the mine (the "orcs burned it" cover), her green skin, purple hair and elf-ears make her the party's biggest liability — she gets hard looks from guards even peeking around a corner. Silithane uses his disguise kit to change her race for ~24 hours; she still can't pass in plate with a crossbow, so it all goes into Thalia's hat (108 lbs).
- The empty barrel. Volunteers to carry the cracked half-barrel as a hauler — nothing in it, but she's tall enough that no one gets close enough to notice — and lugs it in with the disguised party, then uses crates of mine supplies as an excuse to look busy and head deeper.
- The orc who was owed rites. Her defining moment: at the mine's lowest cage, guarded by the first orc skeleton they've seen, Magra descends and — as an orc herself — kneels and speaks Druidic-into-Orcish words of mourning over the dead. The guardian stands down, revealing the burned bodies of Vara'nak Gar-Galdar and his fellow orcs, scapegoated and burned alive. She loots the corpse reverently: Vara'nak Gar-Galdar's journal, the machine key, ~7 gold, and the well-sharpened pickaxe-head (a crowbar, or a second head for her shovel).
- The guardian's charge. The sentinel steps to her, gently touches its forehead to hers to pass on its watch over the dead, then lies down and dies — making Magra the keeper of the scapegoat's grave and its secrets. Still level 7.
Session 51 (Mia present)
- The digger. With Lash, puts in the four-hour shift excavating the collapsed stairwell (pickaxe-head and a hammer) while the casters "cheerlead," clearing two storeys down toward the trapped quarters.
- The engineer who got everyone down. Her block-and-tackle (lifting 4× her own strength) is the key that turns a dead, sabotaged shaft into a usable lift: rigged onto the lift's own miles of rope, it lowers Jex safely and later reels him back — Magra manning the winch like a giant fishing reel. Her axolotl key slots the lift's operating handle perfectly.
- The funny mushrooms. Asks Thalia for "funny mushrooms" off the chroma-cavern mushroom wall and is presented with a giant laughing mushroom — plus a gag d1000 on her cave-crush confessions. Still level 7.
Session 52 (Mia present)
- "I refuse to investigate this room." On a natural 1 in the fire's origin storeroom, Magra flatly refuses to investigate — because she already holds the arsonist's motive in Vara'nak Gar-Galdar's journal, "literally holding the motive in his journal." Runs her usual heavy ranged output in the golem fight and hands out Heroic Inspiration (Encouraging Song) after it.
- The winch, again. Helps haul Lash up the 220-ft dragon pit on the knotted ropes (Athletics), and later meets the deep scientists as "one of the archers and a fisher" — fielding the "fisherman/fisherwoman/angler" debate. Still level 7.
Session 53 (Mia present for the first half)
- Led the tour and asked the questions that mattered. Walks point through the facility's back rooms and gets the timeline out of Dr. Xiao Li — one year down, the diggers dismissed before entry, nobody in or out since. Gets pointed at approvingly by Tink for being the one person who knows why a toilet footrest helps: "She gets it! She's a scientist."
- Refused the deal flat. Offered the panache — the one deal in the campaign that would undo the ~35 years she has left — her answer is immediate: "No, I'm absolutely not." (Her old blood curse is the deal the GM cites as the party's precedent for how these arrangements work.)
- Helped Silithane search the library for his traced runes (his Investigation 23), turning up the run of 20 identical prison-or-safety-manual volumes.
- Left behind as the guarantee. With Mia away for the back half, the GM writes Magra in as Dr. Xiao Li's insurance: the party may leave to finish the mine, but Magra stays at the facility — "you wouldn't leave me, would you?" — so they come back for the meeting. Still level 7.
Session 54 (Mia present)
- Point, and tracker. Released from the labs with Dr. Xiao Li and Polos, she's put in front — "I think it is pertinent that you lead" — and finds the party by reading Jex's slime trail along the right-hand wall, following it into the dragon's lair and back out again. Her own doctrine, offered as she goes: "I personally believe that left is right and right is wrong, but I'm just following the leader." Declines the digging room outright; cave-ins are too close to her claustrophobia.
- Refused the deal, and her sister's. Confirms on-screen that she was in the room for the Autarch's offer and that the answer is still "a big no" — then shuts down the GM's follow-up that she could ask her sister about other deals that are available: "I never tell her anything."
- Carried the dragon fight from the high ground. Take Aim advantage every round, bolts ricocheting around the inside of its ribcage like a Peglin board, with two crits — including the shot clean through its spinal column that everyone in the room felt was the kill, and wasn't. She and Jex are also the two who spot the arrow lodged where its heart would be.
- Pulled the skull off the sword. Where Silithane heaved uselessly at the submerged skull, she rolled Athletics 16 against a lower DC and the GM reframed it: "it's not about pulling the sword from the skull, it's about pulling the skull from the sword." She braced either side of the crossguard, tore the head off, and now owns the +2 dragon-slaying short sword outright — "Silithane's too small and too noodle-armed to take it off you." Valued in play at ~4,000 gold. She also wrenches the +3 arrow back out of Silithane afterwards, no check required.
- Her reroll reaction, used purely for comedy. Forced Silithane's natural 1 on the arrow to be rerolled and got another natural 1, prompting the GM's verdict on the feature he wrote himself: "that is my least favourite feature anyone has ever had in any game I've ever seen in my life."
- Level 8 and a healer's kit. Takes +2 Constitution (8 more hit points and better saves) and hands out her three Heroic Inspirations at the long rest — Thalia, Fenric and Lash, with Silithane pointedly re-gifted one "after his pathetic attempt to pull the sword out." Picked up a healer's kit from the mine's supply store. Now level 8.
Session 55 (Mia present)
- Took custody of The Deciphering Tablet. Moved it off Fenric's sheet onto her own, corrected its recorded name from cube to tablet, found its provenance logged as Candleman Cave, and got the study clock formally set at 30 days. Then walked it to Minimika, who cracked two more digits and tipped the puzzle from insolvable to solvable. Magra and Fenric are the two now working it in downtime — "say goodbye to your lunch break for the next 2 weeks."
- Actually started solving it, at the table. Reasoned out loud through line 4 summing to 31, the placement of the 4 outside the 1 and the 9, and which digits must sit in the middle, before deliberately minimising the puzzle window to stay in the session. And put it on the record that she will not be using AI on it: "I promise you I will not be using AI for this. And I am going to try to solve it."
- Swore on her sister. One of the four who took Anita's oath for the shard: "I swear on the life of my twin sister, who is the most important person in the world to me, and a person that I would never let anyone or anything take from me." She had earlier voted kill on the two jarred symbiotes without hesitation.
- Checked her sister was still there. On the post-erasure History check she remembered Daewynn immediately and was reassured — and only then learned from the GM that she remembers one of her sisters, which is a different reassurance.
- Killed the Morkid. Opened the fight with two hits for heavy damage ("this thing hasn't got the tank of the skeleton, it's not gonna last"), landed a crit at point-blank using Close Quarters — no disadvantage inside 5 feet, and the hit strips the target's reaction, letting her disengage freely — and finished it with a take-aim shot at 24 for 23, the last bolt needed. No level-up; still level 8.
Character Sheet (mechanics)
In-play co-pilot sheet. No authoritative numeric character sheet exists in the sources; all values below are stated in play. Anything not observed is marked unknown.
Identity
- Class: Sharpshooter (homebrew hybrid class — DEX, "Damage / Control"). Source: DM Companion class table.
- Level: 8. Hit 6 at Session 24/Session 25, 7 at Session 39 (gained Point Blank at the long rest), and 8 at Session 54 — the bone dragon being the pip the party had been one short of. Level-8 choice: +2 Constitution (8 more HP and better saves). The Sharpshooter table gives nothing else at 8. Still 8 after Session 55 — the Morkid was not worth a pip ("it was not needed against the plant thing").
- Species: Half-Orc / Half-Elf. (Lifespan beat: only ~35 years left, Session 07.)
- Background / origin: Self-trained marksman; spent ~40 years training with any militia / civil-defense group she could find. From the village of Sprigglesby, Orathos — elf-healer mother Vianola Greysong, orc fisher father from Porth Redroot. Source: Session 06.
- Member of The Shattered Coin.
Combat stats
- AC: 21 (current). Built from copper full plate ("lashed armor," AC 17 base) + tower shield + plate chausses (+1). Stated "I'm 21 AC, I'm good" at Session 33. Earlier AC 17 at Session 21 (copper full plate, before the chausses).
- Max HP: 53 at level 7 — confirmed at Session 42 ("51 fire damage on 53 HP… I am still alive! Because of being an orc"); the GM separately quoted "60 health" at Session 52. At Session 54 she took +2 Constitution at level 8, worth +8 HP on top of the level's own hit die; the resulting total was never announced. Earlier hard-cap reference: body "could only hold 18" when overhealed at Session 05 (low-level).
- Key saves: unknown as numbers. CON is a defining stat (orc undying trait keeps her up — see below). Has made WIS saves (Session 12), a CHA save (to grimly cut the druid amalgam back into individual bodies, Session 47), and failed a DEX save (Session 11); no save bonuses were ever announced.
- Proficiency bonus: +3 at level 8 — stated flatly in play: "I can only do our proficiency bonus, which is 3" — and it is also the number of allies Encouraging Song can reach. Session 54.
- Darkvision: 30 ft — the GM's working range for the archers in the pitch-black dragon lair, where a detail 40 ft away could not be made out. Session 54.
- Initiative: modifier still unknown, but a rolled value is finally on record: 22 in the bone dragon fight, one of three 22s at the table, separated by a DEX tiebreak the GM ran off the sheets. Session 54.
- Weapon attack / damage bonus: unknown as a flat number. Output observed: consistent 40–52 damage per turn (Session 31); single two-shot volleys of 42 (Session 39), 39 (Session 24); aimed crits of 24–30 (Session 34, Session 42). Range 400 ft (Session 31).
Abilities & features (seen in play)
- Sharpshooter feat / fighting style — the core of the build:
- Ignores all cover on aimed shots (Session 39, Session 16).
- No disadvantage at long range; range out to 400 ft (Session 31).
- Close Quarters (the feature finally named at Session 55) — she fires inside 5 ft with no disadvantage, and a hit strips the target's reaction, so she can walk out of melee afterwards without being punished for it. Previously logged only by its effects: "melee crossbow" (Session 34) and point-blank shots denying reactions (Session 09). Used on the Morkid to take its reaction and then reposition (Session 55).
- Can disarm — shoot a weapon out of a hand instead of dealing damage (Session 16).
- "Take aim" — action to brace the crossbow on her planted shield for advantage on the shot (Session 09, Session 24, Session 34 — braced auto-crit for 30).
- Point Blank (gained Session 39) — crossbow crits on a 19–20 within 15 ft. Used to devastating effect at Session 42 (multiple brain-splatter crits). Confirmed passive and independent of her other options at Session 55 — the point-blank crit on the Morkid landed with no Take Aim and no Sharpshooter spent on it ("the crit damage is horrific"), and the same shot still carried Close Quarters' reaction-strip.
- Marksmanship (homebrew feature, gained at Session 25 with an ASI).
- Reroll ones / "bounce for luck" — an aura (≈30-ft radius, Session 31) that lets her reroll 1s; she spends it on allies, e.g. salvaged Jex's nat-1 CON save (Session 29), lent to allies all fight (Session 31). Ruled out properly at Session 54: it costs her reaction (the GM's working line — "you can't use it before the end of your next turn"), so once a round in combat and freely outside it; it only fires on a natural 1, which is why she could not touch Fenric's bad-but-not-1 Bonestorm save; and the target must keep the new roll. She spent it on Silithane's natural 1 to draw the arrow purely because the outcome might be funny, and got a second natural 1 — the GM, on his own feature: "that is my least favourite feature anyone has ever had in any game I've ever seen in my life."
- Orc undying / resilience (CON) — drops to 1 HP instead of 0 when reduced (Session 04, rode out a Pit Gladiator crit at 1 HP "twice over"); the "undying trait" was still in reserve when she survived Halren's Fireball at Session 42.
- Inspiration — banked at Session 39; given to Lash, who spent it to act first and survive a one-shot ambush (Session 40).
- Encouraging Song (named Session 49) — a rest performance (she carries an ocarina/violin) that grants Heroic Inspiration (a one-time panic-reroll) to a number of allies based on her proficiency bonus; sung out to Fenric, Lash and Jex on the Session 49 long rest (three recipients at proficiency +3). Not limited to long rests — she also fired it on a 10-minute short rest after the crystal-golem fight, granting Heroic Inspiration to Silithane, Lash and Jex (Session 52). The likely mechanical source of the "inspiration" she has handed allies in prior sessions. Confirmed as a one-time panic-reroll: Lash redeemed her grant on a would-be-fatal barracks tree-climb (Session 50). Still three recipients at level 8, the cap being her proficiency bonus of +3 — "I can't wait until I can give it to more people" — sung out on the Session 54 long rest to Thalia, Fenric and Silithane, the third re-aimed from Lash (who still held an unspent one) "after his pathetic attempt to pull the sword out." Her own wording of the effect: "you can expend it to reroll any die immediately, but you must use the new roll."
- Spellcasting: none — martial class. GM noted in play "I don't even know if she has any spells" (Session 40).
Items & equipment
- Heavy crossbow — primary weapon (carries her own woodworking/wood-carving tools to fletch bolts). Source: Session 38.
- +2 dragon-slaying short sword — taken out of the bone dragon's skull at Session 54 on an Athletics 16 against a lowered DC, by tearing the skull off the blade rather than the blade out of the skull. Good weighting, and hers to keep because nobody else is strong enough to take it off her — "Silithane's too small and too noodle-armed." Built as a compendium +2 short sword with the dragon-slaying rider written on; Mia priced it at roughly 4,000 gold and the GM accepted the figure.
- The Deciphering Tablet — taken off Fenric's sheet onto hers at Session 55 ("if you don't want to be responsible for it, I can put it into my inventory"), its recorded name corrected from cube to tablet and its provenance read back as Candleman Cave. The item's quantity field is the day count of study put into it; it transferred at 20 and the GM set it to 30. The reward rate is one number per cumulative in-character year — 365 days split across seven people — and a specialist can substitute for the grind, which is what Minimika did with two more digits, tipping the puzzle from insolvable to solvable. Magra and Fenric are the two logging downtime on it: "say goodbye to your lunch break for the next 2 weeks." Session 55.
- Shard of the Autarch (party property, not hers alone) — Anita's own shard, handed over at Session 55 on a sworn oath and stowed in the galley wagon as a shared tool "ideally for the 4 that took the oath." Razor-edged on every face — gripping it cuts clean through a hand — but otherwise safe to hold. Annihilates void entities outright. Standing caveat: if The Autarch or one of her agents demands it, the holder hands it over. Session 55.
- Healer's kit — one of two the party took from the mine's supply store (five to ten there, six left behind). Session 54.
- +3 dragon-slaying arrow (not hers — Jex holds it) — she and Jex were the two who spotted it lodged where the dragon's heart would be, and she wrenched it back out of Silithane with no check ("you are a huge orc who pulls arrows out of things all the time"), but a d2 made it an arrow rather than a bolt. 10 uses, recovered by hand after every shot, double damage against dragons. The GM's standing offer: after five uses Lash can reforge it into a bolt and Magra takes the other five. Session 54.
- Copper full plate ("lashed armor," −1 slashing damage), forged by Lash — base AC 17. Session 21.
- Tower shield — GM waived the light-weapon restriction so she can use it with her crossbow build. Session 21. (Earlier: a kite shield, +2 AC vs ranged, Session 10.)
- Plate chausses — +1 AC and slashing/piercing resistance; 100 gold at Renforth's shop, bringing her to 21 AC. Session 33.
- Protective vambraces — arena prize cut ("Blood and Thunder"). Session 04.
- Six arena socket-gems — five identified (grayish-blue frost resistance, dark red, greater white, green, greater magenta) + the magenta won from the squires' chest. She holds the party's arena gems. Session 17, Session 21.
- The map linked to Daewynn's group (synced forever). Session 08, Session 13.
- Grappling hook / rope ("brope") — used to anchor and traverse. Session 24, Session 26.
- Block-and-tackle — rated to lift 4× her own carrying strength off a length of pre-measured rope (Session 51); rigged onto the deep maxi-lift's own miles of cable to build a working bucket-hoist and reel Jex up and down the six-mile shaft (Session 51). Also woodworking/needlework kit, violin, ocarina, bundle of bonfire wood — utility gear noted on her person. Session 23, Session 38.
- ~1-inch pearl dug from a roadside clamshell; bottle of wyrm venom ("my bottle of meat"). Session 38, Session 39.
- The Axolotl Key — a well-handle-like machine key (not a door-key; operates a machine), looted from Vara'nak Gar-Galdar's body in the burned deep; the GM flagged it as "really important," likely tied to the "banshee machine" named in Vara'nak's journal. Session 50. Slots the deep maxi-lift's operating handle perfectly and spins its gears; with the recovered drive pin reinstalled it makes the lift a fully operable two-way elevator, and the key stays with the party so only they can run it. Session 51.
- Vara'nak Gar-Galdar's journal — the scapegoated orc's five-entry diary; the latest entry ("Journal 5") mentions a "banshee machine that barely fit in the tunnels." Session 50.
- Sharpened orc pickaxe-head — a burned mine-guard's pickaxe honed over undead years to a stabbing point; no real weapon, kept as a crowbar or a possible second head for her shovel. Session 50.
- Both grafting-gland symbiotes ("the aliens") — the party's pair are both on Magra's sheet, confirmed at the pool room when the table went looking for them (Session 53). The GM ruled that a grafted symbiote could theoretically absorb the entire green reservoir — the way the under-prison woman grafted hers and absorbed ten thousand hands — which is exactly why Malaika and Dr. Xiao Li shut the idea down. Session 53. Off her sheet as of Session 55: Magra voted to destroy both jars with the shard ("kill it"), Lash refused, and the pair now travel in Lash's backpack — "leave it in my backpack." Magra's only concession was wanting a sliver of green kept back "for our protection, just in case the little guy goes crazy."
- Needlepoint tapestry of the family's refugee journey (for her mother). Session 06.
- Consumables / misc: "Blood of the Vine" wine and a shovel (Session 03); antitoxin/antivenom doses (Session 38); a giant laughing mushroom (Gymnopilus), the "funny mushroom" she asked Thalia for off the chroma-cavern wall — logged to her sheet (Session 51). Her sharpened orc pickaxe-head doubled as a digging tool this session, clearing the collapsed stairwell alongside a hammer (Session 51).
Resources (last known)
- Spell slots: none (no spellcasting).
- Point Blank: passive (no use cap).
- Reroll-ones aura: no daily count — it is gated by her reaction, so once a round in combat and effectively unlimited outside it, and it only triggers on a natural 1 (Session 54).
- Orc undying: "in reserve" at Session 42 — likely once-per-rest; exact recharge unknown.
- Inspiration: 0 held for herself; grants Heroic Inspiration to allies on a short or long rest via Encouraging Song (to Fenric, Lash and Jex on a long rest, Session 49; to Silithane, Lash and Jex on a short rest, Session 52; to Thalia, Fenric and Silithane on the Session 54 long rest); Lash spent the Session 50 grant as a reroll on the barracks climb, Jex spent the Session 52 one on a missed shot in the dragon fight (Session 54), and Lash was still holding hers when the Session 54 rest came round. Last self-bank given to Lash (Session 40).
- Hit dice: has at least 1 available mid-adventure (Session 11); pool size unknown. Fully replenished at Session 55 — two undisturbed long rests camping in the woods on the 25th and 26th of New Summer.
- Crossbow bolts: restocks routinely (20 bolts/1 gold, Session 08); exact current count unknown.
- Coin: holds Draak's ~25 coins in trust (Session 08); banked a 28-gold dragon-bounty share (Session 44); collected her ~27-gold share of the New Halfwood reward (sent to the cart, Session 48); looted ~7 gold off Vara'nak Gar-Galdar's body (Session 50). Own purse total unknown.
- Deals: none active. The GM laid out the mechanic in front of her at Session 53: deals can come from gods, demigods, patrons or whole domains of magic, and a character may hold up to two. Magra's old blood curse was one of hers — powerful, but it made her kill people, and she worked hard to be rid of it. Offered Steal Power from the Autarch (replace your blood with the green panache; a coin-flip between unending life and rotting flesh), she refused on the spot: "No, I'm absolutely not." The offer does not expire. Session 53. Restated on-screen at Session 54 the moment the table asked — "that's a big no" — along with a refusal to sound her sister out about the other deals on offer: "I never tell her anything."
- Oaths: one, sworn and binding. At Session 55 she took Anita's oath to use the shard only against void-things, swearing it "on the life of my twin sister, who is the most important person in the world to me… I would never let anyone or anything take her from me." A pledge rather than a rolled check, but this is Rivalon: breaking it would decay her honour horrifically. Sworn alongside Thalia, Silithane and Fenric; Jex declined and Lash was out of the room. Distinct from Deals — it costs her nothing mechanically and grants her nothing.
- Position: back with the party. Released from The Foredweller Research Facility with Dr. Xiao Li and Polos at the top of Session 54, she found the others by following Jex's slime trail along the right-hand wall, fought the bone dragon from the high ledges, and long-rested in the facility's second-floor quarters. The party leaves by the scientists' north tunnel for Eldrich the Elder, the two scientists travelling with them. Session 54. Out at Session 55: 15–20 hours uphill through the north tunnel, then a hundred-feet-an-hour shuffle into daylight on the 24th of New Summer after roughly 100 hours underground, and two days overland by the long wooded road (skirting Knucklebones at Lambert's Crossing) to arrive at the outskirts of the Menagoles — the facility and the mine's forty barricaded guards both behind her for good.
Unknowns / to confirm
- Ability scores — none ever stated as numbers (STR is described narratively as high/"jacked," Session 04; DEX is the class key stat). At Session 54 the GM read her and Jex's DEX off the sheets to break a three-way initiative tie, but the recording garbles the figures, so nothing is recorded here. +2 Constitution was taken at level 8, worth +8 HP and better saves — the underlying score still unstated.
- Exact attack bonus, damage dice, and save bonuses — never announced; only damage totals observed.
- Initiative modifier — never stated.
- Carry capacity — offered "300-lb carry" (Session 28); her own combat kit (weapons, shield and a set of plate) weighs 108 lbs (Session 50); exact STR-derived figure unconfirmed.
- Full Sharpshooter class feature list / level-7 table — homebrew; not in the DM Companion beyond the class-name row.
- Recharge rule for orc undying (the reroll-ones aura was settled at Session 54 — reaction-gated, natural 1s only).
- Whether the socket-gems are currently socketed into any gear, and what the unidentified slots do.
- Skill list — Athletics improved +1 (Session 12); others inferred from play, not listed. (Proficiency bonus is no longer open: +3, Session 54.)
SUMMARY: Level-8 half-orc Sharpshooter Magra; AC 21, crossbow build — most numbers transcript-mined, scores unknown.