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About This Game

Once a fortress where wizards honed their eldritch craft, the Scarlet Citadel now holds a sinister reputation—and for good reason. The dungeon’s well-trod stairs have seen few return from their journeys below. Now, malevolent creatures spin shadowy webs, enchant foul magics, and summon forth dark gods. But for those brave enough, ancient treasures and secrets still lie scattered everywhere.

Game System

D&D 5e

Detailed Description

 
 
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A 5th Edition Adventure
Dare You Descend into the Sorcerous Gloom?

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Once a fortress where wizards honed their eldritch craft, the Scarlet Citadel now holds a sinister reputation—and for good reason. The dungeon’s well-trod stairs have seen few return from their journeys below. Now, malevolent creatures spin shadowy webs, enchant foul magics, and summon forth dark gods. But for those brave enough, ancient treasures and secrets still lie scattered everywhere.
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The Scarlet Citadel Features….

- A classic-style adventure for 10 levels of play.
- Evocative combats and magical mysteries brimming with plots and subplots.
- Tons of original traps and new monsters, from clacker beetles to the dire owl bear!
 

Quick Synopsis

Finally, a true campaign-starter dungeon crawl, designed around 5e playstyles. Danger abounds in here, and there is true risk. Not every challenge can be overcome through combat. Knowing when to retreat is important. But if you are willing to risk it all to gain fame, glory, treasure – and of course – maybe save the town – this is the adventure for you.

 

   

What Makes It Good

This will keep you busy for a long, long time. Most important of all though – this is a capital-D Dungeon. And there’s not many of those around anymore in modern D&D play. This style of play, while almost ubiquitous in the early days of the hobby, has largely been lost. I would not exactly call The Scarlet Citadel a Megadungeon (like Barrowmaze or Rappan Athuk) but it’s not a one-shot dungeon either. There’s an entire ecosystem down there, and it will be run as such.

There are all sorts of weird, unexpected things for players to find and take advantage of and enjoy! There’s all sorts of surprises for them as well! Everything has a little twist to help keep the element of discovery fresh and at the forefront – I think that’s what is best in this product – there is something new and interesting in almost every room.

 

   

Downsides

It’s big and its deadly! That may be scary to narrative-oriented players that haven’t really experienced a high-stakes, death-is-real game. So, I am setting those expectations up front – death very much could be part of your character’s story in this dungeon – and it could be meaningful, or seemingly meaningless if you make bad decisions. It’s how D&D used to be played, almost exclusively – and it’s worth experiencing! We’ve seen a lot of discussion lately about how hard it is to challenge higher level PCs using monsters out of the official Monster Manual – but the monsters from Kobold Press are known to be much more challenging while still being interesting and fair.

 

  

 Applications to the Game

For rules on character creation and adventuring please see the link below.
Character Creation & Adventuring - Recruitment - Myth-Weavers

Character Submissions: I’ve got a little outline I’d like everyone to follow for submitting a character. You will also need to start a thread in the Applications Folder for your submission. If you have any questions about my rules for character building, any thoughts about character backgrounds, or to request that I review your character then you can do so by Clicking Here

 

 

Show Application Outline

Here’s the format

1. Start a thread for your character in the applications folder. Located by clicking here.

Name: (Everybody’s got one. Your character should too. Last names are not a requirement.)

Race: (Race)

Character Class: (Class)

Ability Scores: list them here. (27 point buy.)

Character Sheet: (Link to your Myth-Weaver's character sheet here) Don't worry if it isn't 100%, this is just a suggestion if you're one of those that likes to do sheets as they create the character!

Description/Personality: (Feel free to describe your character (physically) in any terms you wish. When describing your character’s personality, consider the following questions: How do others view you in social interactions? How optimistic is your character? How trusting? How assertive are you when it comes to making major decisions? How conscientious are you about following rules? How empathetic are you? How courageous are you in dire straits? How do you feel when faced by setbacks? How are your nerves?)

Character Questions: (Feel free to put this behind a spoiler tag - that way the world doesn’t have to see it, if they want to retain a little mystery. We’re following the basic 10 minute background, with some changes.)

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

[Example: Martin Tenbones]
1) He is a former pirate and retired adventurer and now owns a tavern in the city of St. Clarice.
2) He is outgoing and charismatic, and attempts to keep abreast of all the local gossip and juicy secrets that pass his way, because he believes that knowledge is power.
3) He and his former adventuring band fought against the forces of the pirate captain Craven, who was a major lieutenant for the current Dread Pirate Hellbeard. He used the wealth that he acquired to build his tavern, but he sometimes worries that the pirates may one day decide to find him and extract revenge.
4) Though he is still friends with most of his former adventuring mates, some of them parted the group on bad terms. His girlfriend went back to the sea to fight pirates once more, but he received word that her vessel was taken by Hellbeard and believes she was killed. He mourns her death.
5) Although he is retired, he can be convinced to adventure again if he hears that Sasha (his lost love) may still be alive, or if he is contacted by the White Foxes during a crisis (see secrets).

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

[Example]
1) I would like to see Martin reunited with his lost love and perhaps able to mend fences with some of his former adventuring buddies over the course of this campaign.
2) It would be cool to have Martin face and possibly defeat the Dread Pirate Hellbeard once and for all.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character.

[Example]
1) Martin is a member of the White Fox Society, a secret society dedicated to keeping Coralton free of tyranny and evil, as well as keeping local governments honest. He provides information and rumors to them, but can be convinced to take a more active roll if pressed.
2) Sasha LeBell, Marin's lost love, is still alive. She was captured by the Dread Pirate Hellbeard and has been kept as his captive for all these years.

Step 4: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

[Example]
1) Martin remembers growing up in a tavern as a young boy, helping his mother with the cooking. This started his own interest in the culinary arts.
2) Martin remembers the panic he felt when he discovered that the ship he signed on to was a pirate ship after a brutal attack on a merchantman. He vividly recalls the smell of blood and burning timbers.
3) Martin often recalls the goodbye kiss he gave Sasha when she left him. No kiss he's had since ever compares to that memory.
[design notes for the example character] Martin began life as an atypical barkeep. He was a retired adventurer, but still young and vigorous enough to accompany the party on their adventures. His tavern became the party's base for a while, until the BBEG of the game let off a necromantic bomb that killed most of the townsfolk and turned the town into a Zombie Apocalypse nightmare. Martin survived, and he turned into a secondary character for one of the players as he became more important to the ongoing storyline. Most of his background came from this transition from NPC to part-time PC. After the campaign reboot, Martin returned to his role as the barkeep of the party's favorite hang-out, but the players like him enough that he might return to adventuring status in the future.

Step 5: Use all the above information to put together a background story for the character. It does not have to be an essay but it will help me gauge your writing ability and will be used to help determine the final selection of applicants.

 

 

Technical Stuff

Application Deadline: MAY 7th, 2022 midnight CST

Post Requirements: Minimum posting rate of 2-3 times per week (If not more)

Party Size: Looking for 4-5 players.

Other Requirements:

I want players who give detailed and interesting posts. Not one-liners and blocks of speech text. The rule of three applies here. What is your character thinking, doing and saying.

 

Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live.

 

I'm a storyteller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together.

 

Unless I tell you otherwise...assume you can play with the scenery to help craft the story.


Questions/Clarifications:

Can I play if I've played part of the Adventure, but not all of it?
I think so long as you haven't been past the first couple of scenes, we'll call it good.

Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!

    

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  1. What's new in this game
  2. Sir Robin Hawkwood - Elfmarked Paladin (MW Character Sheet) AC: 18 | HP: 12/12 | HD: 1/1d10 | Initiative: -1 | PP: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 | DM Inspiration: 1/1 'This place is even more dangerous than I had anticipated.' Robin thought to himself as yet another harpy attacked Arik. Wasting no time, the paladin rushed forward and raised his longsword, before bringing it down with all the might he could muster.   "Khors, give me strength - for my cause is just." he whispered as a short prayer as he attacked the beast to protect his friend.   Note to Billy: I messed up the roll and subtracted 5 instead of adding 5, so the total should be 23 instead of 13 for the attack roll I think.   Mechanics Main Hand: Longsword Off Hand: Shield Action: Attack Harpy. Bonus Action:  Move:  Manipulate:  Note to Billy: I messed up the attack roll and subtracted 5 instead of adding 5, so the total should be 23 (18+5) instead of 13 (18-5). Cheers.  
  3. Arik Lostcub - Bearfolk Barbarian Arik whirled to face the harpy as it flung itself at him. He managed to batter aside its claws and its club failed to do more than sting his tough skin. Ingyrd struck it a telling blow with her staff whilst maneuvering to a position of advantage, and the younger Bearfolk tried to seize the advantage. He snarled at the ugly thing and took a swing, looking to take a chunk out of whatever he could. A wing? An arm? Did it matter? Not to Arik. He just wanted to hurt the thing that wanted to hurt him. His strike landed solidly, opening an ugly wound in the harpy's flesh.   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Attack with axe Bonus Action: Move:  Manipulate:  Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It 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 on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  4. Ingyrd Moondancer - Bearfolk Druid AC: 12/14 (natural/shield) | HP: 10/10 | HD: 1/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1 "Damn bird," Ingyrd said, well aware that the creature wasn't a beast at all. After their encounter with her sister yesterday, the old bearfolk knew there would be no reasoning with the thing. Best to put it down quickly. She roared in its face as she stepped up across from Arik in solidarity and lifted her staff up in both hands. With a heave, she tried to knock it senseless, or at least distract it so Arik could get a solid strike in. Mechanics Main Hand: Staff Off Hand: None. Action: Two handed strike with quarterstaff Bonus Action: None Move: Move up to engage Harpy, trying to position so she is directly across from Arik. Manipulate: None. Free: None.    
  5. Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet) AC: 16 | HP: 9/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 1/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1 The harpy's assault took Elendris by surprise as well. She raised her right arm forward and muttered an incantation, conjuring forth a blast of eldritch energy from a short distance away. Her mind registered the futility of the harpy's rage-fueled assault against stronger foe. She'd have done different, waiting for an opportune time. But then again, if it had attacked even earlier, like last night... "Good thing this one didn't attack us last night. Let's just hope its cries don't attract more things."  Mechanics Main Hand: None Off Hand: Shield Action: Eldritch Blast      
  6. Karn Strauss  | AC: 13 | HP: 9/9 | Hit dice: 1d8 AttacksRapier (Piercing) | +4 | 1d8+2 Dagger (piercing) | +4 | 1d4+2  | SavesStr 0 | Dex +4 | Con +1 | Int +0 | Wis +1 | Cha +5  | CantripsMage Hand Minor Illusion Vicious Mockery  | 1st Level SpellsBane Color Spray Faerie Fire Heroism 2/2 | Bardic Inspiration +1d6 You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. 3/3   Karn was surprised. The problems started even before they set their feet at the Scarlet Citadel. Strangely a song came to his mind and he could not avoid singing it with his trustful lyre, deftly strumming its cords with innate mastery. Fly into the corpsepainted sky, The feathered arms of mystery. From these infinite heights, My shadow obscured. He stopped and aimed a comment at the harpy. What a marvelous exemplar of failure! Mechanics Cast Vicious Mockery (Save vs WIS) against the harpy. 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.  
  7. Level 1: Dungeon and Crypts As the group approached the ruins once they were in sight they were suddenly set upon by a harpy from out of the trees, she had caught them all by surprise and she was very angry that her sister had been killed. Despite its flurry of both club and claw upon Arik, the bearkfolk managed to defend himself well and was unharmed by her wraith.     Ruins Above  CeresdayFriday, the 10th of Low SummerMay @ 6:42 am WE ARE IN COMBAT Everyone is up!! Harpy is engaged with Arik. This is a theater of the mind encounter. No map needed.   Show Active Maps Not Currently In Use!! Show Bookkeeping PASSIVE PERCEPTION SCORES Ingyrd 15 | Elendris 12 | Robin 12 | Arik 11 | Karn 11  INITIATIVE (Round 2) Harpy PC's MECHANICS Currently Not in Use!!! CONDITIONS Not in Use!! DESCRIPTIONS DEFAULT MARCHING ORDER Arik Robin Karn Elendris Ingyrd ARIK LOSTCUB Hit Points: 15/15  Resistances: Cold Hit Dice: 1/1 Bear Hug: 3/3 *L Rage: 2/2 *L XP: 100/300 DM Inspiration: 1/1 ELENDRIS VESSICARI Hit Points: 9/9  Immunities: Magic Sleep Resistances: (ADV Charmed) Vulnerabilities: Sunlight Sensitivity Hit Dice: 1/1 Hexblade's Curse: 1/1 *S Path of Darkness: 3/3 *L Spell Slots *S (ATK +5 DC 13) 1st Level: 1/1  XP: 100/300 DM Inspiration: 1/1 INGYRD MOONDANCER Hit Points: 10/10  Hit Dice: 1/1 Stalwart Will: 1/1 *S Spell Slots *L (ATK +5 DC 13) 1st Level: 2/2  XP: 100/300 DM Inspiration: 1/1 KARN STRAUSS Hit Points: 9/9  Hit Dice: 1/1 Bardic Inspiration: 3/3 *L Spell Slots *L (ATK +5 DC 13) 1st Level: 2/2  XP: 0/300 DM Inspiration: 1/1 SIR ROBIN HAWKWOOD Hit Points: 12/12 Immunities: Magic Sleep Resistances: (ADV Charmed) Hit Dice: 1/1 Divine Sense: 4/4 *L Lay On Hands: 5/5 *L XP: 100/300 DM Inspiration: 1/1    
  8. Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet) AC: 16 | HP: 9/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 1/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1 When the newcomer agreed to join them in their exploration of the ruins, Elendris stepped forward as well and gave a friendly nod. "I am Elendris, and I welcome you as well. While we have not seen an owlbear, we've fought our way down a couple stairs, whereupon we were beset by undead and magical traps, as well as a hulking man wielding a great maul. Another who can fight or cast spells would be most welcome."  Mechanics Main Hand: None Off Hand: Shield        
  9. Ingyrd Moondancer - Bearfolk Druid AC: 12/14 (natural/shield) | HP: 10/10 | HD: 1/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1 "We met him yesterday," Ingyrd said honestly. "I wouldn't call him cherished, really, but I don't take my failure lightly, and it seems most of us are in agreement. It wasn't his fault we had to leave him behind, he was enchanted in some way, so I will do what I can for him." Ingyrd waited to see if the others had anything to add to the newcomer. If not, she led the way back to the Scarlet Citadel. While they walked, she  filled Karn in on all that had transpired in their adventure so far. Mechanics Main Hand: Staff Off Hand: None. Action: none Bonus Action: None Move: None Manipulate: None. Free: None.    
  10. Karn Strauss  | AC: 13 | HP: 9/9 | Hit dice: 1d8 AttacksRapier (Piercing) | +4 | 1d8+2 Dagger (piercing) | +4 | 1d4+2  | SavesStr 0 | Dex +4 | Con +1 | Int +0 | Wis +1 | Cha +5  | CantripsMage Hand Minor Illusion Vicious Mockery  | 1st Level SpellsBane Color Spray Faerie Fire Heroism 2/2 | Bardic Inspiration +1d6 You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. 3/3   Death is just one part of the life. Everybody will die one day. So this changes nothing of my plans, although I very much prefer to be alive a little more time to enjoy the exquisite flavors of this world. But to live fully and enjoy the multitude of pleasures life has to offer, unfortunately I need money, and The Citadel offers the kind of material gain that I seek. He said and jumped from the rock, packing his lyre at his packback. If it is not a problem, our interests collide. Let's go and rescue this companion of yours. He must be really cherished for you to endanger your lives for him. I feel I will like this individual. Lead the way, noble Yngird.  
  11. Ingyrd Moondancer - Bearfolk Druid AC: 12/14 (natural/shield) | HP: 10/10 | HD: 1/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1 "<<Destiny is fiction,>>" Ingyrd said in Northern, a little sad, fully intending the comment for Arik's ears alone. "<<Our mistakes are our own.>>" She switched back to common to continue the conversation. "We also lost a companion; inside the citadel. He may still be alive, so we're going back in to try to rescue him. If your destiny hasn't changed, and you wish to continue your delving of the citadel, we could use the help in the rescue, but I warn you, there is much danger we face. Some of us, at least, plan to continue in the citadel, however this shakes out." Mechanics Main Hand: Staff Off Hand: None. Action: none Bonus Action: None Move: None Manipulate: None. Free: None.    
  12. Karn Strauss  | AC: 13 | HP: 9/9 | Hit dice: 1d8 AttacksRapier (Piercing) | +4 | 1d8+2 Dagger (piercing) | +4 | 1d4+2  | SavesStr 0 | Dex +4 | Con +1 | Int +0 | Wis +1 | Cha +5  | CantripsMage Hand Minor Illusion Vicious Mockery  | 1st Level SpellsBane Color Spray Faerie Fire Heroism 2/2 | Bardic Inspiration +1d6 You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. 3/3   He promptly perceived their approach. He ignored them at first and finished the song. Then he carefully, with controlled and graceful movements, put the lyre on the top of the rock. Finally he addressed the strangers. Good morning, people. I am Karn, a really lucky adventurer. - He did a sweeping motion with his arms showing the piles of earth. - And those were my companions. We were trying to adventure inside the Scarlet Citadel, in search for riches, but destiny betrayed us before we had even the chance to face the place. An owlbear attacked us. Three died at the spot, Martin and I escaped. Unfortunately Martin died a few hours ago from his grievous wounds. And I could do nothing to save him. - He paused for a few seconds. - I was paying my respects before returning to Redtower.  And you, Robin and Yngird, what are doing here? Going to the Citadel?  
  13. Arik Lostcub - Bearfolk Barbarian Arik stiffened at the sound of an unfamiliar voice and his hand went to his axe. It was half raised before he realized the newcomer wasn't a threat (at least not yet). He snuffled, blowing a bit of snot from his nose lowered his axe, but pointedly kept it in hand. He didn't trust this fellow who just appeared out of nowhere. He doubted his companions did either, but he wasn't as keen as they were to put on a polite face, so he only favored the elf with a stern gaze, saying nothing. "Probably best to let Robin do the talking. He seems to have a way with people."   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Bonus Action: Move:  Manipulate:  Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It 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 on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  14. Sir Robin Hawkwood - Elfmarked Paladin (MW Character Sheet) AC: 18 | HP: 02/12 | HD: 1/1d10 | Initiative: -1 | PP: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 | DM Inspiration: 1/1 Robin had heard the music too; delicate, sad, and yet powerful. It reminded him of his mother Gellamdys. He waited for the song to be finished, enjoying every note he could hear; then, he followed Ingyrd to the source of the music.  "Who are you, you who sing such beautiful sad songs? I am Robin." he told the stranger, approaching him slowly. Mechanics Main Hand:  Off Hand: Shield Action:  Bonus Action:  Move:  Manipulate:      
  15. Ingyrd Moondancer - Bearfolk Druid AC: 12/14 (natural/shield) | HP: 10/10 | HD: 1/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1 As the group prepared to move out, the soft sound of a sad song could be heard just barely on the wind through the trees. Ingyrd's ears perked up as the melancholy tones reached her. "Sounds like we're not the only ones up early this morning. Let's see who we can thank for our morning song."    Ingyrd walked carefully and tried to be as silent as possible until she saw the musician and the mounds of earth. It was no longer a mystery why the elf chose a sad song this morning. Once the elf has finished his tune, she approached and showed her hands to show she was not coming at him armed. "Sad morning for you too, music man?" she asked in her normal gruff tones. "I lament your loss. Seems loss is going around these parts. What happened here, if you permit my asking? I am Ingyrd, by the way." Mechanics Main Hand: Staff Off Hand: None. Action: none Bonus Action: None Move: None Manipulate: None. Free: None.    
  16. Karn Strauss  | AC: 13 | HP: 9/9 | Hit dice: 1d8 AttacksRapier (Piercing) | +4 | 1d8+2 Dagger (piercing) | +4 | 1d4+2  | SavesStr 0 | Dex +4 | Con +1 | Int +0 | Wis +1 | Cha +5  | CantripsMage Hand Minor Illusion Vicious Mockery  | 1st Level SpellsBane Color Spray Faerie Fire Heroism 2/2 | Bardic Inspiration +1d6 You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. 3/3 Close to the outcropping where the group was having a nice morning discussion, a tall elf in black clothes was playing his lyre seated on the top of a rock. The sound barely reaching the group. "I know your life On earth was troubled And only you could know the pain You weren't afraid to face the devil You were no stranger to the rain" He was playing a sad song and singing in a mournful tone. His eyes a little teary. At the base of the rock, in the soft sand, four piles of earth, arranged one at the side of the other. 
  17. Ingyrd Moondancer - Bearfolk Druid AC: 12/14 (natural/shield) | HP: 10/10 | HD: 1/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1 "I'm not getting any younger," Ingyrd said in response to Elendris. She took careful time to meditate this morning to pick more useful spells this morning, knowing what challenges they face ahead. "Let's hope Hobbs is still alive. Hawkwood, I've been thinking about your plan, and I like it. I also want to try something if no one objects. I can weave the natural flow of energy to affect some people's minds. I can try to make the gaolor see us as friendly acquaintances. That might help us persuade him to deactivate the magical items in the torture chamber or release Hobbs to us. But once we start swinging, he won't hold back. " Mechanics Main Hand: Staff Off Hand: None. Action: none Bonus Action: None Move: None Manipulate: None. Free: None.    
  18. Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet) AC: 16 | HP: 9/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 1/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1 Elendris woke and rose from her bedroll, taking care to keep her back to the rising sun. One mistaken look and she'd be seeing spots for hours, not to mention the headache. She examined her horns - one of them still smarted when she touched it - then ruefully glanced at her empty scabbard. The proud Elendris losing her weapon in a fight! She shook her head, then pulled out a dagger, infusing her magic into it.  "Alright. Everyone rested enough to fight? We should be doubly careful, they might expect us to come back and may have laid even more surprises for us. Let's take it slow, approach every corner with a healthy dose of apprehension." Mechanics Main Hand: None Off Hand: Shield        
  19. Karn Strauss  | AC: 13 | HP: 9/9 | Hit dice: 1d8 AttacksRapier (Piercing) | +4 | 1d8+2 Dagger (piercing) | +4 | 1d4+2  | SavesStr 0 | Dex +4 | Con +1 | Int +0 | Wis +1 | Cha +5  | CantripsMage Hand Minor Illusion Vicious Mockery  | 1st Level SpellsBane Color Spray Faerie Fire Heroism 2/2 | Bardic Inspiration +1d6 You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. 3/3  
  20. Arik Lostcub - Bearfolk Barbarian Arik was still sore from the abuse he'd taken their first attempt at the citadel. The horn wounds in particular stung. But he could walk, he could lift his axe again, and he'd even eaten decently well, having found some field mice. Part of him wanted to wake the others, but figured there was no reason to rush. Rushing ahead had nearly gotten them killed. "Probably got Hobbs killed." the thought cast a gloom over his still groggy mind. He looked around to see if anyone else was up. He nodded at anyone awake, but said nothing, perhaps spoiling the moment a little bit by snuffling noisily, before realizing he was being obvious, and stopped short of picking his nose.   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Bonus Action: Move:  Manipulate:  Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 1/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It 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 on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  21. Karn Strauss   "Enjoy the Moment."     Character Sheet   Main Concept Name: Karn Strauss Character Concept: Amnesiac elf from noble birth, that worked as a tax collector. Class, Race, Background: Bard (Lore), River Elf, Noble Additional Concept Description: A tall and handsome elf, with jet black hair, with a noble semblance. A scar shaped as a claw mark at his back. Origin: Unknown   Backstory: Karn Strauss didn't remember his real name or most of his past. One day, a decade from now, we woke up bloody, almost dead, on top of a baby cradle inside the house of the mayor of a small town, called Innsbruck. How he ended up there was a mystery. Never explained. His memory was foggy and only held small fragments of his early life. Some items that were with him when he was found, pointed him to be possibly a rich person. He was dressed in fine and expensive clothes, and with a lyre that was a marvelous work of elven art. On the lyre, engraved in golden letters, the name K. Strauss, which was adopted as his name, although none could be certain. He ended up gaining the trust of the mayor Harthor. Through flattery, his innate charisma, and a keen mind, he gained a job at the small town. The coveted job by plenty of tax collector. He fulfilled this job for many years, using the long and boring days, where he did almost nothing other than fulfill his pleasures: music, knowledge and the carnal pleasures. Until the mayor finally died of old age, and he became unemployed. He tried to assume the same post of the next mayor, but the new mayor was a major rival of the previous one, and he was heavily armored against his flattery and sweet words. One life already lost. He became a devoted member of a particular line of thought of a wise sage, that preached that one person should enjoy the present, before it was past, because life was brief, beauty was perishable and death was certain. Mostly because his teachings allowed Karn Strauss to live his life as every day was his last one on this flat world, and that line of thought aligned perfectly with his own thoughts and behavior. The end could come anytime, so it was better to be prepared for it and have left no desire unfulfilled. He hit the road in search of a new place to live and eventually he ended up at the town of Redtower.    Traits: Personality:    My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.   Ideal: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.   Bonds: My loyalty to my sovereign is unwavering.   Flaws: I have an insatiable desire for carnal pleasures.        
  22. Level 1: Dungeon and Crypts The group spent the rest of the afternoon setting up camp, making a watch order, and then the night went restless but quite into the early morning hours of the next day. It had been over twelve hours now since they exited the ruins.  They hoped that Hobbs was even still alive.   Ruins Above  CeresdayFriday, the 10th of Low SummerMay @ 6:00 am Everyone can benefit from a long rest.   Show Active Maps Not Currently In Use!! Show Bookkeeping PASSIVE PERCEPTION SCORES Ingyrd 15 | Elendris 12 | Robin 12 | Arik 11   INITIATIVE Currently Not in Use!! MECHANICS Currently Not in Use!!! CONDITIONS Not in Use!! DESCRIPTIONS DEFAULT MARCHING ORDER Arik Robin Estriel Elendris Ingyrd ARIK LOSTCUB Hit Points: 15/15  Resistances: Cold Hit Dice: 1/1 Bear Hug: 2/3 *L Rage: 2/2 *L XP: 100/300 DM Inspiration: 1/1 ELENDRIS VESSICARI Hit Points: 9/9  Immunities: Magic Sleep Resistances: (ADV Charmed) Vulnerabilities: Sunlight Sensitivity Hit Dice: 1/1 Hexblade's Curse: 1/1 *S Path of Darkness: 3/3 *L Spell Slots *S (ATK +5 DC 13) 1st Level: 1/1  XP: 100/300 DM Inspiration: 1/1 ESTRIEL ILYAKRANA Hit Points: 10/10 Immunities: Magic Sleep Resistances: (ADV Charmed) Hit Dice: 1/1 XP: 100/300 DM Inspiration: 1/1 INGYRD MOONDANCER Hit Points: 10/10  Hit Dice: 1/1 Stalwart Will: 1/1 *S Spell Slots *L (ATK +5 DC 13) 1st Level: 2/2  XP: 100/300 DM Inspiration: 1/1 SIR ROBIN HAWKWOOD Hit Points: 12/12 Immunities: Magic Sleep Resistances: (ADV Charmed) Hit Dice: 1/1 Divine Sense: 4/4 *L Lay On Hands: 5/5 *L XP: 100/300 DM Inspiration: 1/1    
  23. Sir Robin Hawkwood - Elfmarked Paladin (MW Character Sheet) AC: 18 | HP: 02/12 | HD: 1/1d10 | Initiative: -1 | PP: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 | DM Inspiration: 1/1 Robin listened to Ingyrd and Elendris. His face was pale - pale with shame and rising anger. "I agree - let us return as quickly as possible and try and rescue Hobbs." he said. "I swear I won't fail him again, if he is still alive that is." "As to fighting the gaolor, I agree. We should avoid his torture chamber. If the bedroom we found was his, perhaps we can fight him there."   Mechanics Main Hand:  Off Hand: Shield Action:  Bonus Action:  Move:  Manipulate:    
  24. Ingyrd Moondancer - Bearfolk Druid AC: 12/14 (natural/shield) | HP: 1/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 0/2 | DM Inspiration: 0/1 "I too need to go back into the citadel," Ingyrd said in response to Elendris. "Though, after today, I am not as confident as I was. But I agree with Arik. If possible, we should rescue Hobbs. Anyone have any bright ideas on how to deal with that Gailor? I think we at least learned not to fight him in his torture chamber." Mechanics Main Hand: Staff Off Hand: None. Action: none Bonus Action: None Move: None Manipulate: None. Free: None.    
  25. Arik Lostcub - Bearfolk Barbarian Arik contemplated his response for a long moment, not meeting anyone's gaze. He didn't really have much of a reason to go into the citadel other than it was something to do with a life that had become aimless of late. That and he felt a desire to follow Moondancer. She'd been good to him before any of the fighting had taken place, and she'd pulled his unconscious body from the citadel, so he owed her. Not that he would have said that. It sounded sentimental and he couldn't admit to himself just how sentimental he was feeling, so he went with "I want to kill the son of a bitch who made that abattoir and the bull that ran me through. If we can save Hobbs, that'd be good too." He wasn't lying, those were indeed actual desires he held, and he hoped it sounded suitably brave. "So I suppose I'll go with you." He could think of a wry remark to lighten the mood, but his heart just wasn't in it, so he just looked to Moondancer to see what she would do.   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Bonus Action: Move:  Manipulate:  Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 1/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It 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 on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  26. Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet) AC: 16 | HP: 1/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 0/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1 Elendris felt a little bit better after an hour of rest, but when she looked at her companions, they looked haggard and exhausted. When the older bearfolk went to forage, Elendris accompanied her.  Back in camp, Elendris decided that she would broach the subject. Back home, there was much custom in who got to speak first and the nuance of language one had to employ in specific situations, but here, with different language and people from different cultures, well, clarity was far more important. Besides, even the Scáthsidhe spoke in efficient, short language when they were out hunting or in a war band.  "We're too exhausted to travel today, but we need to choose what to do tomorrow morning. I personally have an obligation to explore the ruins of the Scarlet Citadel, but I understand if the events of today dissuades some of you from your original plans." She left it at that, the silence inviting others to speak.  Mechanics Main Hand: None Off Hand: Shield        
  27.  
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