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About This Game

When Harrowstone Prison burned to the ground, prisoners, guards, and a host of vicious madmen met a terrifying end. In the years since, the nearby town of Ravengro has shunned the fire-scarred ruins, telling tales of unquiet spirits that wander abandoned cellblocks. The prison of Harrowstone has long been an empty ruin, haunted by more than the mysteries and memories of a tragic past. Brought together by the death of an ally, the heroes unite to save the residents of a tormented town and lay the spirits of Harrowstone to rest. Can the adventurers discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison's next inmates?

Game System

D&D 5e

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10/31/2022
  1. What's new in this game
  2. I'm going to say so. I ended up losing alot of data off my HDD including all my tabletop PDF. That and losing two players sort of killed the drive I had for this game unfortunately. I would like to replicate the experiment, but I'm not a huge fan of Baldr and need some more experience in it.
  3. I'm fine with either, though wizard, cleric, sorcerer would be a fairly squishy party, 
  4. It is very common, players disappearing. If you want, I can control one of the other characters, until you find a suitable replacement. It will remain on the background and only appear when relevant, but the game can move on.
  5. Hello everyone, sorry for the last update. My internet recently has been acting very spotty at work (which is where I do 90% of my Myth-Weaving) and I've been boggled down with work. I will update later today. I also wanted to ask what we wanted to do about the missing player? We lost two so far, and while I can run this with three people. It would be considerably tougher and it's also the idea of dragging another person in just for the possibility of happening again. Just let me know if you rather keep it 3 or if I should find a 4th? 
  6. Get the bad rolls out first atleast! I'm honestly the same way.
  7. 7. I'm starting this game off cold on the rolls.
  8. Katrina Volshebnika - Tabaxi Wizard 1 | AC: 16Mage Armor for 8 hours | HP: 8/8 AttacksClaws (Melee) +1 attack, 1d6-1 slashing damage Chill Touch (120ft) +5 attack, 1d8 Necrotic damage Shocking Grasp(Melee) +5 attack, 1d8 Lightning damage | SavesStr -1 | Dex +3 | Con +2 | Wis +3 | Int +5 | Cha -1  | CantripsPrestidigitation, Light, Sacred Flame, Chill Touch, Shocking Grasp  | 1st Level SpellsGuiding Bolt, Mage Armor, Sleep, Shield Rituals: Detect Magic, Find Familiar  | Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. She pulled her hood closer as they passed the statue, she wasn't one for crowds on the best of days, much less crowds of people who were reminiscent of the angry mobs she's read about.  Then the dwarf took off, and her lips curled into a grin as a significant amount of tension left her body.  He would be someone else's problem for a little while, and would not be present for at least their introduction at the temple.  At Tal's introduction, she pulled back her hood and nodded at the response.  "Yes, we expected as much.  We are acquainted with the Father and would like to speak with him as well." Obviously... what sort of lunatics just waltzed into a place demanding to see precious books without a proper sponsor?!  "Shall we look for him ourselves or should we wait for you to announce us?  Tell him the Lorrimor party is here and have some grave concerns" She then gave the acolyte a wink. Mechanics    
  9. Galena and Tal are left waiting as Dolin pushes to the front of the crowd, many of them easily separating for the armored dwarf to push their way in.  Dolin can see that the monument has been vandalized for the most part, a darkened red stains the statue with a color profile similar to blood and after inspecting it a bit more, you can verify that it is. Splotches cover the monument whose plaque reads several names about 25 of them, displayed at the top is: HARROWSTONE MEMORIAL But piques your interest Dolin is not that but the obvious letter written in blood overtop the plaque. The letter 'V'. Returning to the group, you all headed towards the Temple of Kelevmor. Tal stops one of the acolytes that seem to hold higher station than the other although you reckon Father Grimburrow is most likely inside somewhere.  The acolyte looks surprised at your request and looks to the other two following behind you, Tal. "Er... sorry we do have those records in our archives, but sharing in such things without permission from Father Grimburrow and no offense with complete strangers is out of the question."
  10. Name: Tal Dathrīm  | AC: 15 | HP: 9/9 | Hit dice: 1/1d6 | XP: 60 AttacksLight crossbow +4 ( 80/320) 1d8+2 p Dagger x 2 +4 (20/60) 1d4+2 p   | SavesStr -1 | Dex +2 | Con +4 | Wis -1 | Int +0 | Cha +5;  | CantripsFire bolt | Create Bonfire | Control flames | Prestidigitation  | 1st Level SpellsBurning hands | Shield 2/2   Tal doesn't see much need for subterfuge yet. He calls out to the most senior-looking temple attendant he can see. "Hello there. Where's the list of people who died in the prison fire? My friend here is from the university, she's doing research"
  11. Dolin Rhuegar  | AC: 18 | HP: 12/12 | Hit dice: 1d8 AttacksWarhammer (bludgeoning) | +4 | 1d8+2 Dagger (piercing) | +4 | 1d4+2 Light Crossbow | +1 | 1d6-1  | SavesStr +2 | Dex -1 | Con +3 | Int +0 | Wis +5 | Cha +2  | CantripsGuidance Mending Sacred Flame  | 1st Level SpellsDivine Favor (Domain) Shield of Faith (Domain) Cure Wounds Detect Magic Guiding Bolt Protection from Evil and Good 2/2 | War PriestWhen you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. 3/3 With the creepy old crone at his back, Dolin contemplated the scene and the crowd around the statue near the temple of Kelevmor. He might be of some use here. A nice surprise! I just want to know if that is an ill omen or just a bad prank. What do you think, guys? Dolin pushed the crowd away, with the delicacy of a master sergeant, to open space for him to approach the statue. He wanted a better view and also to define the matter at hand. Divine intervention or vandalism?  After investigating the statue as best as he could, he proceeded to the temple's door, looking for someone who could give him some information.    
  12. Galena (Summer) Hit PointsCurrent Total: 8/8 Hit Dice: 1d8 | Attacks/DefensesDagger: +5 vs. AC, 1d4+3 piercing, Melee OR Ranged (20/60) Armor Class: 14 Saves: Wisdom +4, Charisma +5 >> Advantage on Saves vs. Charm, immune to magical sleep effects. | Skills+5 Deception +5 Intimidation +4 Perception +5 Sleight-of-Hand +5 Stealth | SpellsSpellcasting Ability: Charisma (+3) Save DC: 13 Spell Attack: +5 ========= CANTRIPS Eldritch Blast (Action, 120') >> +5 vs. AC, deals 1d10 Force damage on a hit. Mind Sliver (Action, 60') >> DC 13 Int, deals 1d6 Psychic damage on a fail, and the target subtracts 1d4 from its next saving throw before end of Galena's next turn. ========= SPELLS KNOWN Cause Fear (Action, 60', Concentration, 1 Minute) >> DC 13 Wis, Target becomes Frightened of Galena for the duration. Target may repeat save at the end of each of its turns, ending the spell on a success. Faerie Fire (Action, 20' cube within 60', Concentration, 1 Minute) >> DC 13 Dex, Targets shed dim light for 10', any attack roll against affected creatures are made at Advantage. Hex (Bonus Action, 90', Concentration, 1 Hour) >> Galena deals an extra 1d6 Necrotic damage whenever she hits the target with an attack. Sleep (Action, 20' sphere within 90', 1 Minute) >> Renders 5d8 hit points' worth of targets unconscious, in ascending order of total HP remaining. Targets remain unconscious for the duration, or until they take damage, or someone uses an Action to wake them. ========= | Other AbilitiesDarkvision 60' Fey Presence 1/1 (Action, 10' Burst) (Per rest) >> DC 13 Wis, Affected targets are Charmed or Frightened until the end of Galena's next turn. Fey Step 1/1 (Bonus Action) (Per Rest) >> Teleport up to 30' to an unoccupied space Galena can see. Her first instinct on seeing the crowd is to bristle. They are not there for her and hers, however, and so her hackles recede. It is a strangeness of her that at times, the warmer her essence becomes, the colder her thoughts get. She would fight them today, if they'd stood before her like they did the day before. She notes the statue, she notes the red, but she has gathered this is not the focus today. To the temple they go. She recalls, if only just, what they are here for. Names of those who'd died in a fire. She thinks of this Whispering Way, this secret sect of death-mages. Kelemvorites might know more, or they might secretly be of such. Hard to say. Still, as she only half-knows, she lets one of the others do the speaking, keeping her sharp gaze on the various acolytes and clerks.
  13. Kendra would cook breakfast for anyone that asks of it allowing you to do what you want during the day. You're not entirely sure if she wants to know about the investigation or if you should tell her that you're heading to Harrowstone. As you all prepare and head for the Temple of Kelevmor, you come across a commotion as a group of villagers all stand towards the sound end of town. A cursory glance reveals an 8 foot statue of a proud, muscular human, dressed in leathers and wielding a truncheon. The plaque that shows the dedication is obstructed by all the townspeople. What is most interesting is the new hint of red that has been added to the state that seeps off, whether it'd be paint or blood. The temple of Kelevmor comes into view, devoted to the god of death himself, the temple is one of the more elaborate buildings in town. It's eastern façade displays an intricate stained-glass mural depicting a stern Kelevmor judging a man. There are a dozen acolytes at any given time coming and going from the temple. 
  14. Hey, guys got a little sick over the last few days. Bought to head to bed now but I'll be posting tommorow.
  15. Galena (Summer) Hit PointsCurrent Total: 8/8 Hit Dice: 1d8 | Attacks/DefensesDagger: +5 vs. AC, 1d4+3 piercing, Melee OR Ranged (20/60) Armor Class: 14 Saves: Wisdom +4, Charisma +5 >> Advantage on Saves vs. Charm, immune to magical sleep effects. | Skills+5 Deception +5 Intimidation +4 Perception +5 Sleight-of-Hand +5 Stealth | SpellsSpellcasting Ability: Charisma (+3) Save DC: 13 Spell Attack: +5 ========= CANTRIPS Eldritch Blast (Action, 120') >> +5 vs. AC, deals 1d10 Force damage on a hit. Mind Sliver (Action, 60') >> DC 13 Int, deals 1d6 Psychic damage on a fail, and the target subtracts 1d4 from its next saving throw before end of Galena's next turn. ========= SPELLS KNOWN Cause Fear (Action, 60', Concentration, 1 Minute) >> DC 13 Wis, Target becomes Frightened of Galena for the duration. Target may repeat save at the end of each of its turns, ending the spell on a success. Faerie Fire (Action, 20' cube within 60', Concentration, 1 Minute) >> DC 13 Dex, Targets shed dim light for 10', any attack roll against affected creatures are made at Advantage. Hex (Bonus Action, 90', Concentration, 1 Hour) >> Galena deals an extra 1d6 Necrotic damage whenever she hits the target with an attack. Sleep (Action, 20' sphere within 90', 1 Minute) >> Renders 5d8 hit points' worth of targets unconscious, in ascending order of total HP remaining. Targets remain unconscious for the duration, or until they take damage, or someone uses an Action to wake them. ========= | Other AbilitiesDarkvision 60' Fey Presence 1/1 (Action, 10' Burst) (Per rest) >> DC 13 Wis, Affected targets are Charmed or Frightened until the end of Galena's next turn. Fey Step 1/1 (Bonus Action) (Per Rest) >> Teleport up to 30' to an unoccupied space Galena can see. Having not been fully aware of the arrangement, she does not return to the manor at night, no. Instead she looks for food, and finds shelter in a neglected barn, having no coin with which to procure such things. She is there in the morning, though, yes. Fed or not, slept or not, she is there, though not as she left them, no. Different, now. No longer 'nan,' no longer hunched or frail. Her hair bears the sun's color, and her eyes the hawk's focus. She strides with the surest of steps, with youthful vigor, as she pushes back her hood and joins the others at breakfast. She says nothing as she eats, and eats heartily to fill an empty belly, and contemptuously, as if the meal had wronged her in days past. Between bites, she looks at each of her new associates, as if studying them for the first time only now. The Dwarf, much a Dwarf. The Catling, still precious. The Experiment, vaguely himboian. The Berserker (presumably) still possessed of the beef. They would do, yes.
  16. Dolin Rhuegar  | AC: 18 | HP: 12/12 | Hit dice: 1d8 AttacksWarhammer (bludgeoning) | +4 | 1d8+2 Dagger (piercing) | +4 | 1d4+2 Light Crossbow | +1 | 1d6-1  | SavesStr +2 | Dex -1 | Con +3 | Int +0 | Wis +5 | Cha +2  | CantripsGuidance Mending Sacred Flame  | 1st Level SpellsDivine Favor (Domain) Shield of Faith (Domain) Cure Wounds Detect Magic Guiding Bolt Protection from Evil and Good 2/2 | War PriestWhen you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. 3/3   Dolin was ready to go to Kelevmor. This day he would skip his armored morning jog and his hammer exercises. He was still tired from the trip. When he woke up his new group, he reminisced his time on the army. Not all bad, the camaraderie was a great memory. If not for the bad part, he would have stayed on the army. Wake up early and tackle the day before it tackles you. Be on offense, not defense. As my uncle Brolun always said. He said when they were all reunited and ready to leave. On the way back, we should gather some cook utensils too. It would be useful when we travel to Harrowstone. He said remembering his days as cook in the army.    
  17. Name: Tal Dathrīm  | AC: 15 | HP: 9/9 | Hit dice: 1/1d6 | XP: 90 AttacksLight crossbow +4 ( 80/320) 1d8+2 p Dagger x 2 +4 (20/60) 1d4+2 p   | SavesStr -1 | Dex +2 | Con +4 | Wis -1 | Int +0 | Cha +5;  | CantripsFire bolt | Create Bonfire | Control flames | Prestidigitation  | 1st Level SpellsBurning hands | Shield 2/2 "You're going to keep those books on you the whole time right, Cat?" It's a big score, and Tal doesn't want anything to happen to it. Tal also doesn't want to offend his host, so he is surreptitious as he passes his hands over his breakfast a couple of times. It immediately steams with heat, and he plays with the flavour a little, adding in some chilli hints. It's not that it was bad before, he's just got used to eating things as he likes them: hot and hot.  Once the food is eaten, the party gathers together and, having gotten directions from Kendra, heads to Kelevor.   Mechanics  2 Prestidigitation effects: heat and flavour   
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