Once more the party makes their way deeper into the magical compound, things change radically. Suddenly, they found themselves surrounded by steel and steam! A world beyond anything of the imagination, with new foes whose powers radically up the scale of danger. Will the heroes be able to reach the center of this madness, and put an end to it?
If a story cutscene is happening and you decide you HAVE to intrude on the scene, whatever happens is of your own doing. Many cutscenes happen to either set the next scene, progress the story, or empower the players/give the players emotions to think on. Your jack of all trades, super characters don't need to fix/solve EVERY issue just because they can. If your character does have an answer to everything, they will be treated as the face of the party, as well as be the focal point of the antagonist's ire. If you wish to be the main character, you'll be treated as such.
Be chill. Be nice to others, don't start verbal boxing matches because you're upset. You're free to comment or voice opinions, but don't actively antagonize someone. If its in rp however? Do as you please.
Pvp is frowned upon, but if your character decides to heel turn, whatever the party/antagonists do to them, thats of their own choice.
CUSTOM MECHANICS:
Potions: can be taken with a BA, max healing if you use them with an action. Double max if you go full traditional and pull them from your inventory first as an action, and use a BA to drink.
Clash system: When taking the dodge action, you can gamble with a "Clash". By declaring a clash, you and the foe will roll d20s. The higher d20 will overtake the other in the clash and deal max damage of whichever attack they choose to use. The attacks must be equal in total range, and must have a "To-Hit" roll. E.g A longsword and an axe, or Inflict wounds and a Burning Smite. Once a "Clash" has been used, the player must make D8 roll, and roll a natural "8" to recharge. They can reroll at the end of each of their turns for free.
Flanking: When surrounding an enemy with another, gain +2 to hit. If one player has the target grappled, gain advantage instead.
Forming a Chain Action
Two willing creatures each use their Action on their individual turns to form a Chain, becoming Chain Partners. A Chain lasts until: either partner ends it (no action required), one partner becomes unconscious, or the partners end a turn more than 60 feet apart. A creature can be chained with only one partner at a time.
Synchronized Strike
When one partner holds their attack when they take the Attack action, the other may initiate a Synchronized Strike using the held attack with their own attack action. When the initiating partner hits, the held attack of their chain partner immediately triggers, automatically hits, deals normal damage plus both player's PB bonus, and can occur once per round. Synchronized Strike must be recharged with a roll of a natural "8" using a "d8" before use again. Both players must have recharged before use again, and can reroll at the end of each of their turns for free.
Stunning Impact
A creature hit by the automatic strike must make a Constitution saving throw:
DC = 8 + both partners' proficiency bonus
On a failure, the creature is Stunned until the start of its next turn. A creature cannot be forced to make this saving Throw more than once per round.
Weakness Break
When a Player or Creature is stunned, or is effected by an rp/ combat rp event, they may or may not gain/lose resistances to damage. Things like Stunning impact, the spell hold person, and monk stunning strike can for 1d4 turns inflict a vulnerability stack of damage on the attacker's choice, on the target. This stack automatically fades at the end of the turn, and can only be purged by healing for more than 20 points of damage by a non-regenerative fashion. It must be through an ability or spell that requires an action. The damage must also be rp'd out to explain how it is inflicted, and cannot be inflicted the same twice.
| Class | Class Chain Features |
|---|---|
| Barbarian — Fury to Surpass the Gods | -+1 to Strength and Constitution checks and saving throws. -When either partner in a chain takes damage, the barbarian can use their reaction halve the damage for all incoming types except Psychic. Upon activation, the Barbarian gains temporary hit points equal to the damage taken after mitigation. After use, both parts of the chain must recharge the ability with a natural "10" roll with a 1d10 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Bard — Beat of your Heart's Drum | -+1to Performance and Persuasion. --Dealing a synchonized attack gives both one usage of bardic inspiration. After use, both parts of the chain must recharge the ability with a natural "6" roll with a 1d6 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Cleric — Power in Faith | -+1 to saving throws against charm or fear. - Both gain temporary hitpoints equal to half of any radiant damage dealt, or healing amount. These temporary hitpoints stack. After use, both parts of the chain must recharge the ability with a natural "6" roll with a 1d6 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Druid — Nature's Best | -Environmental resistance (Traps, weather effects, lair actions take half damage). -Dealing a synchronized attack with Druid while wildshaped gives both an additional damage dice equal to the current wildshape's highest damaging attack. After use, both parts of the chain must recharge the ability with a natural "6" roll with a 1d6 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Fighter — A Warrior's Soul | -+2 to hit bonus ontop of flanking bonus. - Upon landing both an attack and extra attack in succession, on the next turn, both are able to use the ability "Action Surge", regardless of Fighter uses left, or class choices. After use, both parts of the chain must recharge the ability with a natural "6" roll with a 1d6 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Monk — Combo Artes Expert | -+5ft speed. -Dealing damage consistently without missing an attack three times, generates a ki point for the monk, and deals an additional amount of damage for the next attack for both members of the chain equal to the Monk's martial die. After use, both parts of the chain must recharge the ability with a natural "4" roll with a 1d4 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Paladin — United Oath | -+1 to saving throws within 10 feet. -When the paladin lands a smite, the chained partner's next attack deals bonus radiant damage equal to the total amount of smite damage dealt. After use, both parts of the chain must recharge the ability with a natural "6" roll with a 1d6 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Ranger — Unparalleled Hunter | +2 initiative vs Ambush. -Both are benefactors for the "Hunter's Mark" spell. If both targets hit in the same round and activate Hunter's Mark's bonus damage, the target becomes vulnerable to the last damage type it took until the start of the Ranger's next turn.When the paladin lands a smite, the chained partner's next attack deals bonus radiant damage equal to the total amount of smite damage dealt. After use, both parts of the chain must recharge the ability with a natural "8" roll with a 1d8 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Rogue — Kingslayers | -Advantage on Stealth Checks -On a successful sneak attack, the chain partner can attack using a reaction, which deals additional weapon/spell type damage equal to the Rogue's sneak attack damage dice regardless of the weapon, unarmed or spell attack. The damage type utilizes the damage of the activating attack. After use, both parts of the chain must recharge the ability with a natural "6" roll with a 1d6 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Sorcerer — Revolver Arcana | -+1 to saving throws against spells. -When the chained partner deals 50 damage in a turn or more, the Sorcerer recovers one sorcery point. The next metamagic ability used is applied to the chained partner's first attack as well if possible. Usable for melee Distant spell - Increases melee range by 5 ft, Empowered - Reroll of melee damage rolls of 1 Heightened - Gives disadvantage to enemy save rolls against melee attacks with effects like maneuvers, grapples, and stuns. Twinned - Gives melee attacks the "cleave" weapon effect regardless of weapon type. After use, both parts of the chain must recharge the ability with a natural "6" roll with a 1d6 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Warlock — Contractual Loophole | -+1 to Charisma, advantage on saves against charmed, poisoned, sleep effects. - Both partners benefit from the spell "Hex" or ability "Hexblade Curse" damage, and the chained partner gains a 1d10 force damage dice to their attacks on the first attack on a Hex afflicted target. After use, both parts of the chain must recharge the ability with a natural "4" roll with a 1d4 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Wizard — Potential Unleashed | -+2 to Intelligence checks. - Chained partners gain a round under the "Tenser's Transformation" spell after landing 3 synchronized attacks in succession without missing. The Wizard regains one spell slot of their choosing upon activation of effect. After use, both parts of the chain must recharge the ability with a natural "12" roll with a 1d12 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
Combatative NPC'S: New allies can be made by reaching certain milestones over the course of the storyline. These NPC'S are a mix of powerful and supportive toons made specifically to act as an extra set of hands to aide the party. Protecting these NPC'S and aiding them during missions can net the party specific Eidolon of the Sheep rewards. In-verse buffs, specialized character gear and etc. Immerse yourself in the world and take matters into your own hands!
Species/Height:
Attunements:
Prebuffs:
Pets/Summons (If Applicable):
Transformation (If Applicable):
Homebrew (If Applicable):
Character Sheet:
Relevant Content Bans:
Anything else that seems important:
Previous character experience with EotS story (Story immersion sometimes grants priority, depending on what your character's experience is):
Priority Players for Ongoing Story: Kinny, Elly, Ace, Dakka, A.G,Dust
Game Master
Level 14, Dhampir, Fighter, Elemental Apotheosis
•Signed up: Dec 31, 2025, 10:23 AM
Species/Height: Dhampir/5'5"
Attunements: Ashen Kunai +2, Boots of Flying
Prebuffs: n/a
Pets/Summons (If Applicable): n/a
Transformation (If Applicable): n/a
Homebrew (If Applicable): Kingsglaive (Fighter subclass), Ashen Kunai
Character Sheet: https://v1.dicecloud.com/character/36yaiNNRPNqvBRGZK/Serqet
Relevant Content Bans: n/a
Anything else that seems important: American cheese is the best cheese for a cheeseburger because it melts without splitting
Previous character experience with EotS story (Story immersion sometimes grants priority, depending on what your character's experience is): Heavily traumatised by the scientist duo almost dying last mission
Level 15, Warforged, Fighter (Champion), Sanguine Regeneration
•Signed up: Dec 31, 2025, 10:24 AM
Species/Height: Warforged/7'5
Attunements: Salamander Flame Gauntlets, Belt of the Hellhound, Cloak of Displacement
Prebuffs: Sanguine Regeneration (Does that count?)
Pets/Summons (If Applicable): Normally, Talus, but it died in the last quest. I do have a Stone of Controlling Earth Elemental, but I'd rather not use it until later in the quest chain.
Transformation (If Applicable): Primordial 1 (Earth)
Homebrew (If Applicable): Soul of the Unrelenting
Character Sheet: https://www.dndbeyond.com/characters/156699398
Relevant Content Bans: -
Anything else that seems important: -
Previous character experience with EotS story (Story immersion sometimes grants priority, depending on what your character's experience is): Was in 0.2 and is still pissed by Talus' death.
Level 17, Anubi, Rogue | College of Dance Bard, Grace of Steel
•Signed up: Dec 31, 2025, 12:27 PM
Species/Height: Anubi; 5' (6' w/ears)
Attunements: Very Rare Pocket Armory; Rhythm-Maker's Drum +2; Belt of Dwarvenkind
Prebuffs: Tandem Footwork
Pets/Summons (If Applicable): Silver Raven Figurine; Swarm of Ravens (Corvid Bangle)
Transformation (If Applicable): Seraph Stage 1 (Flight)
Homebrew (If Applicable): Anubi; Katana; Naginata; Odachi; Pocket Armory; Corvid Bangle; Pocket Singularity; Inverted Density
Character Sheet: https://www.dndbeyond.com/characters/155582706/N1XNzI
Relevant Content Bans: Loss of Player Agency; Rule Abuse; Harm to Minors
Anything else that seems important: hihi am hyped
Previous character experience with EotS story (Story immersion sometimes grants priority, depending on what your character's experience is): Cast Identify on X's book; Present during investigation into X magic spike; Present during previous Side B sessions
Level 15, Shifter, Gloomstalker Ranger/Shadow Monk, Grace of Steel
•Signed up: Dec 31, 2025, 1:32 PM
Species/Height: Swiftstride Shifter/6'5''
Attunements: Gauntlets of Consecrated Sacrifice, Spies' Murmur, Eldritch Claw Tattoo
Prebuffs: Longstrider
Homebrew (If Applicable): Gauntlets of Consecrated Sacrifice
Character Sheet: https://www.dndbeyond.com/characters/150343140
Relevant Content Bans: Graphic Harm to Minors; Rules Abuse; Loss of Player Agency
Anything else that seems important: Have fun
Previous character experience with EotS story (Story immersion sometimes grants priority, depending on what your character's experience is): Got pulled into a funky shadow wall, has the Sorcerer's ring that's the key from Floor 1 of the Lab
Level 15, Bugbear, Fighter 4 (Battle Master) / Barbarian 11 (Path of the Giant), Living Arsenal
•Signed up: Jan 11, 2026, 12:40 PM
Species/Height: Bugbear
Attunements: N/A
Prebuffs: Rage if combat
Pets/Summons (If Applicable): N/A
Transformation (If Applicable): N/A
Homebrew (If Applicable): Art of the Flash Step
Character Sheet: https://www.dndbeyond.com/characters/156664324
Relevant Content Bans: N/A
Anything else that seems important: N/A
Previous character experience with EotS story (Story immersion sometimes grants priority, depending on what your character's experience is): Currently in the Hell Labs, fought a boss
Serqet
difference from last reward as it was a level 12 quest not a level 10 one
Aegis
difference from last reward as it was a level 12 quest not a level 10 one
Long'ko
difference from last reward as it was a level 12 quest not a level 10 one
Amon "Jay" Al-Amin
difference from last reward as it was a level 12 quest not a level 10 one
Grace
difference from last reward as it was a level 12 quest not a level 10 one
Serqet
Aegis
Long'ko
Amon "Jay" Al-Amin
Grace