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About This Game

The classic UK series, retold for 5E

Game System

D&D 5e
  1. What's new in this game
  2. We are officially moving back to OGMW.  The link to the continued thread:  IV: Back In Town - Myth-Weavers
  3. Xendros sighs a bit heavily, shaking her head.   "I'm not sure what is confusing to you about what I said.  You pay me to identify or do research, and at the end of the week I tell you what I know.  Then you decide if you want to sell the item or not.  If my costs go above the 50 gold, you owe me the difference.   "In addition, if you wish to buy stuff, tell me and I can try to locate it for you and then broker a sale.   "How is this confusing?"   She has the look and sound right now of someone who expects everyone to just understand what she says, regardless of whether or not they should.
  4.  Waylan Sharp (Human Rogue 1/Ranger 2) Sheet AC: 15 HP: 26/30  Initiative: +3  Passive Perception: 16  FeaturesSneak attack: 1d6 Favored foe: +1d4 damage, 1/2 LR Thrown Weapon fighting style: +2 damage with a thrown attack, Can always draw a thrown weapon as part of the attack.  SpellsSlots: 2/2 LR Spells known: Hunter's Mark, Absorb Elements Waylan looked puzzled as the tiefling woman explained her business proposal and he nodded when Venslas asked her for clarifications. "Yeah I don't understand either. What do we get if we pay you 50 gold pieces and hand over our items to you? I would prefer you tell us what you want for your time to investigate each item and give us an appraisal of their value." He looked at Ingemar and Krag to see how they felt about Xendros proposal.  
  5.  Venslas Wayclav, Paladin 3 | Detail Page | DNDBeyond Page AC: 18 | HP: 29/29 | Passive Perception: 13 | Initiative: +0 |  Venslas pinched the bridge of his nose and scrunched his face a bit trying to understand the legalese being tossed out. "So do you identify things if we pay 50 a week, or do we have to pay for each identification? And what is this about brokering sales? Either you want what we have, or we want what you have, or nobody wants it and no one buys anything... Why does it have to sound like it is more than it is? We want the armor identified, and maybe this rock, and then if we don't wish to keep them, we may see if you are interested in buying them. If not you, we can find someone else. Why a retaining fee? I just don't get it..."   He seems genuinely not to understand the framing of the deal. He looks to the others, knowing some of them have better heads for accounting and such. "If it all makes sense to you guys, I'll support it. I don't feel like being taken advantage of in a web of words when I just want to know what we've got and what she's got. And if we don't want what is identified, to see if she'll buy it." He doesn't seem to get that the retainer probably covers a number of identify spells already, or other research as she said. He just isn't that fast when the words get too precise.
  6. Xendros eyes up the leather armor, running her fingers gently over the etchings.  She looks deep in thought for a few minutes before she looks up at you and smiles.   "It's possible that I could tell you what these etchings mean.  But my services are not without fees, you know.  My time and effort to investigate these markings, as well as brokering trades, purchases, and sales, aren't free."   She removes her hands from the armor and then motions to the same reliquary door she came out from.  Several moments later, a pair of young boys, both dressed in stark black robes with streaks of red along the sleeves.  They rush forward quickly, standing at attention just behind Xendros, as if they are in the military or something.   "My standard retainer fee is 50 gold per week, non-refundable, during which time I will do what I can to identify items, or broker sales, or even do research into some of the more ghastly things adventurers may find during their travels.   "Be warned that any costs incurred in doing whatever it is you are hiring me to do that are in excess of the retainer fee must be paid before information is divulged, items are returned, or sales are brokered.  Should any amount of the retainer fee remain at the end of the current week, that amount will reduce the any cost you would pay for purchasing an item.   "If these terms are acceptable, I can certainly take this armor and whatever other items you may wish to have researched and start my investigation.  Yes?"
  7.  Waylan Sharp (Human Rogue 1/Ranger 2) Sheet AC: 15 HP: 26/30  Initiative: +3  Passive Perception: 16  FeaturesSneak attack: 1d6 Favored foe: +1d4 damage, 1/2 LR Thrown Weapon fighting style: +2 damage with a thrown attack, Can always draw a thrown weapon as part of the attack.  SpellsSlots: 2/2 LR Spells known: Hunter's Mark, Absorb Elements Waylan felt the eerie, uneasy feeling as they entered the building where Captain Xendros and her band was supposed to be located. He usually didn't care much about faiths being evil or good as long as they stayed out of his own business. Then of course his business as a bounty hunter could involve them and then he definately cared about their doings for a while. This time they only wanted some information and possibly make some trades.   Waylan let Krag initiate the talking before he joined in. "Perhaps you can tell us something about the etchings of this leather armor." He showed the tiefling the suit of armor with fish and seashell markings.  
  8. Krag Galtheg (Human Warlock 3) Sheet AC: 17 HP: 27 / 27  Initiative: +2  Passive Perception: 13  Spell Slots: 2nd: 2/2 SR  Tentacles: 2/2 LR Knowing that Xendros and her crew are the Faithful Quartermasters of Iuz, Krag flips through the book about Iuz before the party goes to see her. After he is satisfied it isn't a Guide to Summoning Iuz, he puts it in his pack to maybe trade with them for something more useful to us.    "Perhaps we shouldn't tell them about this book in case those pirates were friends of theirs."   When they meet Xendros, Krag introduces himself and settles in for negotiations. It would be nice to get some more useful magic for us in exchange for these items.     "We have a few items to sell, or trade, and a few we need help identifying, and we are always looking for things that might make our lives easier."   OOC  
  9. After trying to identify the remaining items and not being very successful, the lot of you discuss which option to take next.  You know you have a couple of items that you can't figure out, but you also have a pair of spellbooks and an arcane focus that might be worth something to the right buyer.  You decide to start with the local Tiefling, having heard stories of how she and her minions are always on the lookout for interesting items to buy, as well as being able to broker deals - potentially - to adventurers looking to purchase items of their own.   Captain Xendros, as she likes to be called, can be found in a small, two-story brick building on Saltmarsh's southern side, near the far end of the harbor.  She and her band are known in town as the Faithful Quartermasters of Iuz, and she has made no bones about who she worships and why.  Entering her building is like entering a very dark and unfamiliar church, where the pews and altar seem to be both out of place and unnecessary to your untrained eyes, the ceiling on the first floor shrouded in darkeness.  Even the candles in the sconces on both sides of the room don't seem to throw much light, lending an eerie feeling to the whole of the scene, the dimness seeming to not want to be pushed aside.   "So, what have we here," her voice echoes from across the room as she enters from one of the reliquary doors on the far side.  "Adventurers looking to sell?  Or perhaps you need some item that will help you overcome your next challenge?"
  10.  Venslas Wayclav, Paladin 3 | Detail Page | DNDBeyond Page AC: 18 | HP: 29/29 | Passive Perception: 13 | Initiative: +0 | FeaturesDivine Sense: 0/4 used Lay on Hands: 15/15 used Divine Smite Use Spell slot for extra damage Channel Divinity (0/1 used): Conquering Presence or Guided Strike Heavy Armor Master: reduce damage from nonmagical weapon attacks by 3 Languages: Common, Celestial, Draconic, Infernal | SpellsLevel 1 (3/3): Armor of Agathys, Bless, Command, Cure Wounds, Protection from Good and Evil, Shield of Faith Venslas notices the strange stone Krag had been carrying, having more or less forgotten about it since it was found. "You mind if I take a look at that? I'm no expert, but maybe if it is magical it'll speak out to me. Stranger things have happened, and I imagine it'll be a long minute at the book guy's place." Assuming Krag doesn't mind Venslas examining the stone, he will study it and try to divine its purpose. In the end though, the big man just finds himself holding a rock that keeps its secrets to itself.
  11.  Waylan Sharp (Human Rogue 1/Ranger 2) Sheet AC: 15 HP: 26/30  Initiative: +3  Passive Perception: 16  FeaturesSneak attack: 1d6 Favored foe: +1d4 damage, 1/2 LR Thrown Weapon fighting style: +2 damage with a thrown attack, Can always draw a thrown weapon as part of the attack.  SpellsSlots: 2/2 LR Spells known: Hunter's Mark, Absorb Elements Waylan looked sceptical when Krag suggested they go to the one named Keledan the Unspoken. "I have a bad record with grumpy old men living in towers, but if you think that may yield something let's go there first and then to this Xendros. If any of them deal in things magical we should ask about some healing potions."   He then turned to Venslas. "After all that is sorted I like the thought of that chicken and ales. That tavern The Wicker Goat was quite decent last time around."  
  12.  Venslas Wayclav, Paladin 3 | Detail Page | DNDBeyond Page AC: 18 | HP: 29/29 | Passive Perception: 13 | Initiative: +0 | FeaturesDivine Sense: 0/4 used Lay on Hands: 15/15 used Divine Smite Use Spell slot for extra damage Channel Divinity (0/1 used): Conquering Presence or Guided Strike Heavy Armor Master: reduce damage from nonmagical weapon attacks by 3 Languages: Common, Celestial, Draconic, Infernal | SpellsLevel 1 (3/3): Armor of Agathys, Bless, Command, Cure Wounds, Protection from Good and Evil, Shield of Faith Venslas rubs his chin, obviously thinking. Whether it is about the logistics of identifying things or what he might be able to buy for supper is up for debate. He does reply to Krag, though. "That makes sense. If there's anything going on that might want us divided, then there is no need to help that. If Anders can't see us until tomorrow, let's get our business done this evening as we are able, and be rested to deal with whatever he has to impart upon us after our update tomorrow. Of course, he may have a track on other things for us to handle, being the most qualified in the area, I imagine. We'll see. I think we can get a whole chicken tonight, though, and ales all around if our story sounds good. I'll put in a few silvers if we have to pay, though."
  13. Krag Galtheg (Human Warlock 3) Sheet AC: 17 HP: 27 / 27  Initiative: +2  Passive Perception: 13  Spell Slots: 2nd: 2/2 SR  Tentacles: 2/2 LR Once the party sells all of the mundane items, Krag agrees to go with Waylan to find more about the possible magic ones.    "I think we all should stick together. Perhaps we should see Keledek the Unspoken first. He'd be the one to tell us what's in the spellbooks, and he might be able to tell us about the armor or this stone. If he can't help, then maybe we could go see the Tiefling, Xendros."   OOC  
  14. Ingemar Wanderwave (Human Barbarian 3) AC: 15 | HP: 30/37 | Initiative: +2 | Passive Perception: 13 |Class/Race FeaturesRage: As a bonus action enter a rage for up to 1 minute (10 rounds). You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging. Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action. Unarmored Defense: While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus. Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn. Danger Sense: You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. Crusher: Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. Steady: You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists. | Rages: 3/3 Ingemar gives Rusty a sad wave as he leaves, but understands that the house was a lot to handle for all of them.  After some time returning the rightful property of some of the merchants, Ingemar found himself intrigued by the strange leather armor they had picked up.  "Aye, tha etchings o' the fish an' seashells is interestin'.  Wonder if they do anythin'?"
  15.  Venslas Wayclav, Paladin 3 | Detail Page | DNDBeyond Page AC: 18 | HP: 29/29 | Passive Perception: 13 | Initiative: +0 | FeaturesDivine Sense: 0/4 used Lay on Hands: 15/15 used Divine Smite Use Spell slot for extra damage Channel Divinity (0/1 used): Conquering Presence or Guided Strike Heavy Armor Master: reduce damage from nonmagical weapon attacks by 3 Languages: Common, Celestial, Draconic, Infernal | SpellsLevel 1 (3/3): Armor of Agathys, Bless, Command, Cure Wounds, Protection from Good and Evil, Shield of Faith  
  16. Venslas Wayclav, Paladin 3 | Detail Page | DNDBeyond Page AC: 18 | HP: 29/29 | Passive Perception: 13 | Initiative: +0 | FeaturesDivine Sense: 0/4 used Lay on Hands: 15/15 used Divine Smite Use Spell slot for extra damage Channel Divinity (0/1 used): Conquering Presence or Guided Strike Heavy Armor Master: reduce damage from nonmagical weapon attacks by 3 Languages: Common, Celestial, Draconic, Infernal | SpellsLevel 1 (3/3): Armor of Agathys, Bless, Command, Cure Wounds, Protection from Good and Evil, Shield of Faith Venslas considers trying to get a little reward money from some of the merchants, not having too much respect for their deceitful ways, but decides it isn't worth messing with. When it comes to sorting the gear they've found, other than what they provide to the merchants, he is not interested in any of it. "Whomever wishes to visit the Unspoken can take this book I found in the lab. Unless anyone wants any of these other weapons and armor, I suggest we try to sell them off. Might ask about these golden body parts, but if they are nothing special, they are at least gold. When we have all the coin we can muster from what we don't keep, we can deal with the split then. That's my stance on it, anyway." He just seems to be glad to be finished with that strange job knowing that they can afford to eat and drink and have a roof for a while longer, at least. Of course, he gives off vibes of being ready for more action at the same time.
  17.  Waylan Sharp (Human Rogue 1/Ranger 2) Sheet AC: 15 HP: 26/30  Initiative: +3  Passive Perception: 16  FeaturesSneak attack: 1d6 Favored foe: +1d4 damage, 1/2 LR Thrown Weapon fighting style: +2 damage with a thrown attack, Can always draw a thrown weapon as part of the attack.  SpellsSlots: 2/2 LR Spells known: Hunter's Mark, Absorb Elements Waylan agreed that they should give back the casks and bolts to their rightful owners. In fact he urged them to so. Anything else would be wrong to him.   As they realize that some the items they had found may be more peculiar than they first appeared Waylan started to investigate the suit of leather armor with the strange etchings. He asked around about it in Saltmarsh and was directed to a tiefling woman named Xendros. "Anyone wants to join me to go see that tiefling woman? See if she knows something about this leather armor." He asked his companions.  
  18.  Waylan Sharp (Human Rogue 1/Ranger 2) Sheet AC: 15 HP: 26/30  Initiative: +3  Passive Perception: 16  FeaturesSneak attack: 1d6 Favored foe: +1d4 damage, 1/2 LR Thrown Weapon fighting style: +2 damage with a thrown attack, Can always draw a thrown weapon as part of the attack.  SpellsSlots: 2/2 LR Spells known: Hunter's Mark, Absorb Elements Waylan was a little disappointed when they found that there were no more smugglers, only some green slime that burnt Rusty and Ingemar. "Did we get them all back there then? I suppose we did."         OOCContent...
  19. Krag Galtheg (Human Warlock 3) Sheet AC: 17 HP: 27 / 27  Initiative: +2  Passive Perception: 13  Spell Slots: 2nd: 2/2 SR  Tentacles: 2/2 LR Krag agrees to give up the silk and the casks, telling the merchants where the remaining casks are located. During the trip back, he tries to determine what the magic stone might be.    "Let's try to find out what that does."   If others can't determine the other items, he will spend time with each of them trying to figure them out. Any that he cant', he offers to the others to determine.   OOC Between the boat ride, and before and after the long rest, Krag will try to understand each of the potential magic items.   
  20. Identification of Magic Items The rules allow anyone to spend time with a magic item and identify it at the end of a short rest.  I personally dislike this rule; this makes the Identify spell pointless, as well as hosing Diviners.  It also means PC's no longer have to search out and pay NPC Wizards for their time and energy, which I truly think goes against the spirit of a group of people who don't have a skill seeking out someone who does.  That just makes no sense to me.   However, I'm not above allowing the rule, but with a bit of a tweak.  At the end of the short rest, you'll need to provide an Arcana roll at a DC of 12.  Success indicates that you are aware of what the item is, and what it does, as well as whether or not the item needs attunement.  Failure means that you are unable to identify the item, and you may not attempt to try this form of identification again until you reach your next level.   You will NOT be able to identify whether an item is cursed using this method.  Any curses must be identified through the Identify spell OR by attuning the item and finding out the hard way.  I won't apologize for this tweak; allowing you to identify curses in this way will always result in you not ever attuning the item or using it, therefore making cursed items a thing of the past.
  21.   Having thoroughly scoured the house and cleansed it of its occupants, you realize that the house was not haunted but in fact was being used as a base of operations for a smuggling ring.  You agreed among yourselves to take what you've found and return to Saltmarsh, by way of the small single-mast you found in the caverns below the house, and speak to Anders about what you found.  But you have a bit of time on your hands when you return; Anders is a bit busy this night - and yes, it is night, for how the time must have flown while you were having your fun in the house - and he won't be available to speak to you until the next day.  And this gives you a chance to unload some of the goods you found.  Most of the items are saleable right away, with some merchants at the docks welcoming your willingness to part with such things.  But you find that the casks of ale and the bolts of silk were in fact stolen from some of the very merchants you inquire with, and you face the prospect of having to either return the goods without being paid for them, or be hard about it and face the consequences of dealing in stolen merchandise.   There are a few items, though, that you haven't yet parted with, for they have either caught your eye, or they require too niche of a buyer.  The most important of these, of course, are the two spellbooks you have found.  After asking about, you are able to discern that Keledek the Unspoken might be the person you can seek out about these books and perhaps sell them.  Most of the people you speak to about him indicate that the is a bit of a recluse, old and grumpy...but hard to miss due to his extremely tall stature.  You are pointed in the direction of his tower, so you know where to go when you are ready.   The other items that are of interest that make you stop before just outright parting with them include a pipe that you found on Sanbalet's body, along with his arcane focus.  You are sure that the focus might be of use to someone, even perhaps Keledek, but the wooden pipe with its smooth stone bowl are fascinating and seem to have been out of place, even for a magus operating a smuggling ring.  Of course, it also seems odd that the stone in the bowl appears to be of the same type or rough make of the same stone with the arcane symbols that Krag has been lugging around for a bit now.  Might be just a coincidence, but when have you ever found that coincidence isn't by intent?   The last item you have found that is intriguing is that one of the suits of leather armor you stripped from a hobgoblin has etchings of fish and seashells all along the leggings and greaves.  Perhaps it is just fancy armor, but why would a hobgoblin have been wearing it?  When you ask around about types of armor and what the symbols on them mean, you are pointed almost immediately in the direction of a tiefling named Xendros who, you are told, is somewhat of a fancier of odd items and curiosities, and perhaps she might know what it means.  If it means anything at all.   And so, now here you are in Saltmarsh, with a night to kill and several different directions to do it in.  And as you are talking about what to do next, and where to go before you get the chance to speak to Anders, Rusty says a fond farewell to your group.  He explains that the house was more than he bargained for, and that he needs to get back to being in nature for a while before he steps off lightly and happily.   Out of CharacterYou will have received 252 total gold from the sale of the following items: - 1 set of Leather Armor (5 gp) - 2 Short Swords (10 gp total) - 2 suits of Chain Mail Armor (75 gp total) - 2 Shields (10 gp total) - 2 Long Swords (15 gp total) - 6 golden rib bones (30 gp total) - 1 golden skull (20 gp) - 1 golden apple (5 gp) - 1 golden rose (5 gp) - A set of 5 small discs (balance weights) (25 gp total) - 47 gold coins The casks of ale and the bolts of silk cannot be sold in town for they are legally the property of the merchants in town. If you wish to actually keep them, you will face charges of dealing in stolen goods. But that's your choice. Someone needs to claim the Bag of Holding from Rusty. I believe Krag mentioned he would take it, and nobody seemed to object, so if that's the case it is now in his possession. The specific items I mentioned in the post need to be dealt with. They might be mundane, they might be magical, they might be illusions. You decide what to do with them. 🙂 You also have gained possession of a single-mast boat. I'll post an image in the Discord images channel. You will need to come up with a name for this, as well as pay attention to mooring fees while in Saltmarsh (which run 2 gold pieces per month).
  22. Level 3 Additions: Number of Rages increased from 2 to 3. Primal Path - Path of the Storm Herald Storm Aura - Sea:  Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Sea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
  23. HP roll for Level 3 is gonna go here.  Average for Barbarian is 7, so maybe the dice will be kind to me!   Edit - Only a 3 on the roll, so going for the average, bringing max HP up to 37.
  24.    Waylan Sharp (Human Rogue 1/Ranger 2) Sheet AC: 15 HP: 26/30  Initiative: +3  Passive Perception: 16  FeaturesSneak attack: 1d6 Favored foe: +1d4 damage, 1/2 LR Thrown Weapon fighting style: +2 damage with a thrown attack, Can always draw a thrown weapon as part of the attack.  SpellsSlots: 2/2 LR Spells known: Hunter's Mark, Absorb Elements Waylan was a little disappointed when they found that there were no more smugglers, only some green slime that burnt Rusty and Ingemar. "Did we get them all back there then? I suppose we did."   "Yes let's head back to the town and report to Anders. We have done more than he asked of us."  They then started to load the boat with everything they had collected in the house and the caverns beneath. "What do you say guys? How many of those casks and bolts of fabric do you think we can get with us?"   Waylan wasn't very fond of boat travel either but he tried not to show it to the others, especially to Venslas.    
  25. Venslas Wayclav, Paladin 3 | Detail Page | DNDBeyond Page AC: 18 | HP: 29/29 | Passive Perception: 13 | Initiative: +0 | FeaturesDivine Sense: 0/4 used Lay on Hands: 15/15 used Divine Smite Use Spell slot for extra damage Channel Divinity (0/1 used): Conquering Presence or Guided Strike Heavy Armor Master: reduce damage from nonmagical weapon attacks by 3 Languages: Common, Celestial, Draconic, Infernal | SpellsLevel 1 (3/3): Armor of Agathys, Bless, Command, Cure Wounds, Protection from Good and Evil, Shield of Faith The dripping slime nearly catches the normally slow-to-react paladin. Unfortunately for Rusty and Ingemar, the large man's dodging was not the smoothest, and he impeded their own attempts to evade the stuff. As their armor and clothing began to sizzle, Venslas reached out to pull them back a step. "Hey, back up! I don't think we need to mess with that. Look, there's Krag and Waylan; unless you wanna try mopping this stuff to keep the cave clean, I think we are done here." Rusty manages to use some of his power to take care of himself, and Venslas uses some of his own to stop the burning on Ingemar. He catches the others' attention from across this cavern.   "Watch out! There's something nasty in here. Burned these two a bit. We didn't run into anyone else. Did you?" With agreement that nobody remains, Venslas steels himself for a boat ride back to town. Actions Use Lay on Hands to restore 9 HP to Ingemar  
  26. Krag Galtheg (Human Warlock 3) Sheet AC: 17 HP: 27 / 27  Initiative: +2  Passive Perception: 13  Spell Slots: 2/2 SR  Tentacles: 1/2 LR Krag enters the cavern just in time to the others emerge covered in the green slime. He does what he can to help, but mostly has to leave that to Rusty, Venslas, and time to rest.    "Let's take the boat back to town. We can sell it there, and tell our patron what we found here. Rusty, do you mind if I carry the bag for while."   On the journey back to Saltmarsh, Krag lets the sailors sail the boat. Instead, he uses the time to rest and try to figure out what the magic stone does. As the boat moves along the sea and Krag rests, he feels something and hears a voice.   "I'm Dagat. I've been sent to help you"   Krag looks on his shoulder, and there he finds something that he somehow knows is there for our benefit, a 12 inch tall humanoid-like creature covered in seaweed. The creature then disappears, but Krag knows he's still there. He's oddly comforted by the horrific-looking creature.   OOC I don't care if Krag has the bag of holding. I just wanted to make sure we kept it. If someone else wants it, fell free to take it.  I added the imp familiar he gets at level 3.   
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