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Overview

About This Game

A mixture of grimdark and high-flying action/survival in one of Ravenloft’s most brutal settings, the dread realm of Falkovnia!

Game System

D&D 5e

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09/30/2023

Detailed Description

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Introduction

The days of the living are numbered in Falkovnia. The people would flee if they could, taking their chances in the Mists, but they aren’t allowed that choice. The military has turned against the people, making them prisoners within their own country. With cudgel and pike, the soldiers of Falkovnia force every commoner into grueling labor, rushing them to raise fortifications and scrape scrawny roots from the dirt. Every lash strike, every day of meager rations is necessary—or so the soldiers claim—because time is short and the dead are coming.

Falkovnia is a land besieged. Empty countryside surrounds ruined or crumbling cities. A few desperate pockets of civilization survive, carrying on not out of hope, but out of fear of the land’s merciless soldiers. Led by General Vladeska Drakov, Falkovnia’s military organizes a desperate and occasionally effective defense against an implacable foe: the ever-growing armies of the dead.

Every month a new zombie legion issues from the Mists. Never emerging from the same place twice, the horde sweeps across the land, drawn to the densest populations of the living. That’s currently the Falkovnian capital of Lekar, where unfit and underfed conscripts defend crumbling walls alongside General Drakov and her crimson-armored elite soldiers, the Talons. Causalities stack up during the zombie sieges, but miracles and moments of valor have not abandoned Falkovnia. The people’s numbers dwindle, but they soldier on.

In the aftermath of an attack, the Falkovnians burn their dead, repair what they can, and whisper that now might be the time to flee. Invariably, though, someone speaks too loudly and a so-called traitor is impaled upon Lekar’s walls. The people might want to abandon their homes, but Vladeska Drakov will not know defeat.

 



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Game Overview

Players will be thrust into one of Ravenloft's most brutal Realms of Dread, Falkovnia, and will be forced to contend with monsters both living and dead. Expect tough moral and ethical decisions, survival mechanics, overwhelming odds, and those classic zombie/gothic horror tropes — with a few surprises along the way!

This campaign will take characters from 1st — 10th level, with potential for more should the desire exist.

This game will focus heavily on three main elements of play: survival, socialization, and combat (~20/40/40 split):

  • Survival will mainly deal with the management of rations, marching order, and levels of exhaustion; each will be pivotal to ensure success, for the lands of Falkovnia are ravaged by conflict and pestilence.
  • Socialization will focus on the interpersonal aspects of the party and their reputation with certain factions throughout Falkovnia. Who do you trust? Who trusts you? Etcetera. In lands so harsh as these, altruism is often a death sentence. Yet, brutality seldom makes the kind of friends you want hanging around. Balancing a cold and bleeding heart will be crucial.
  • Combat will be plenty, and you can expect to encounter odds both surmountable and not. Understanding when and where it is necessary to fight will keep the party from a lot of unnecessary suffering. Permanent injuries, potentially even death, are all that await the hasty and reckless.

Thematically, Falkovnia is a bleak and unforgiving domain, where silver-linings are few and far between. Grimdark is probably the best umbrella term to encapsulate its pervasive misery. However, I've a personal love of black comedy and meta humor so expect sprinkles of both throughout the campaign. Players who can appreciate classic D&D quirkiness will be right at home.

 

 

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Character Creation

Which rulebooks are allowed?

You can use the rules found in the Player’s Handbook, the Basic Rules, and all the books listed below.

  • Van Richten's Guide to Ravenloft (VRGtR)
  • Fizban’s Treasury of Dragons (FTD)
  • Mordenkainen Presents: Monsters of the Multiverse (MMoM)
  • Xanathar’s Guide to Everything (XGE)
  • Tasha's Cauldron of Everything (TCE)
  • Strixhaven: A Curriculum of Chaos (SCC)
  • Sword Coast Adventurer's Guide (SCAG)

As well, the following variant or optional rules are available:

  • Customizing Your Origin (TCE)
  • Optional Class Features (TCE)
  • Variant Human Traits (PH)

You may also choose the following subclasses from unofficial material:

  • Blood Hunter (Mercer)
  • Gunslinger (Mercer)

Starting Level: 1st level

Alignment Requirement: Preferably good. Other alignments will be considered with an exceptional application.

Starting Equipment: You will start with the basic equipment given to you by your class and background. You can sell starting equipment using the rules in the PH and can buy equipment found in the PH or available rules. NOTE: pay attention to rations, camping supplies, encumbrance, etcetera, for they will factor into the game's survival-light mechanics.

Ability Scores: Roll for stats in the designated thread. Alternatively, if your results are abysmal then you can opt for 27-point buy.

Hit Points: Maximum at 1st level, roll for each level after.

Backgrounds: Any from the source books listed above or any from the material in the Character Creation tab. Customizing existing backgrounds is allowed but must be approved by the DM.

Character Submissions: You will also need to start a thread in the Applications thread for your submission. Questions about character creation can be forwarded here.

 

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Details

Application Deadline: September 30th, 2023 (12:00pm CST)

Post Requirements: Minimum posting rate of two or more times per week.

Party Size: Looking for 4-6 players. Variance based on application quality and/or interest level.

Other Requirements:
- I'm looking for interesting, thoughtful posts that work the scene forward. What is your character thinking, doing and saying in relation to the current events!

- There will be times where fighting isn't the best option. Take hints of danger seriously, and don't be afraid to do a little research if you're afforded time to do so.

- Rule-of-Cool reigns supreme. I'm not a rules lawyer, though I like to think I know them well, so feel free to experiment or be the daredevil we all know you are.

- You're welcome to play with the scenery unless otherwise stated. Uncertain? Just ask!

Can I submit more than one character?
You must have a primary character first and foremost; if desired, you may have one (1) backup character in addition to your primary. Both will be kept under the same application topic, that of the one created and named after your primary.

 

  1. What's new in this game
  2. <p><img alt="FalkenPortrait.jpg" data-loaded="true" data-ratio="125.00" src="https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_08/FalkenPortrait.jpg.7b7b19ee5cbc7bb1eca0397b9e071d83.jpg" style="float:left;padding-right:2px" width="120"><span style="font-size:20px;"><strong>Falken Windriver</strong></span> <span style="font-size:12px;"><em>(Human Fighter 1 / Ranger 1)</em></span> - <a href="https://www.myth-weavers.com/sheets/?id=2446153">sheet</a> <span style="font-size:10px;"><strong>AC:</strong> 15 | <strong>HP:</strong> 24<span style="color:rgb( var(--mwpalette-Accent_2) );"><strong>+5</strong></span>/24 | <strong>Initiative:</strong> +4 <span class="mwooc"><span class="mwooc-shown">adv</span><span class="mwooc-hidden">Advantage due to Natural Explorer feature</span></span> | <strong>Passive Perception:</strong> 14 | <strong>Speed:</strong> 30 (carrying 60.2 over 70/140/210) <strong>Stats:</strong> STR <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Athletics +2</span></span> (+2), DEX <span class="mwooc"><span class="mwooc-shown">18</span><span class="mwooc-hidden">Acrobatics +6 Sleight of Hand +4 Stealth +6</span></span> (+4), CON 14 (+2), INT <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Arcana +2 History +2 Investigation +2 Nature +4 Religion +2 Advantage on Intelligence checks to recall information about undead</span></span> (+2), WIS <span class="mwooc"><span class="mwooc-shown">15</span><span class="mwooc-hidden">Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (with advantage vs undead)</span></span> (+2), CHA <span class="mwooc"><span class="mwooc-shown">11</span><span class="mwooc-hidden">Deception +0 Intimidation +0 Performance +0 Persuasion +0</span></span> (+0) <strong>Saves:</strong> STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 <strong>Longbow (ranged - 600', piercing)</strong> +8, damage 1d8+4 (extra +2 vs undead) | Arrows: 40 remaining <strong>Shortsword (piercing)</strong> +6, damage 1d6+4 (extra +2 vs undead) <strong>Other:</strong> Second Wind | Sharpshooter | <span class="mwooc"><span class="mwooc-shown">Favored Enemy (Undead)</span><span class="mwooc-hidden">Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or <strong>undead</strong>. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. <strong>(Dwarvish)</strong></span></span> | <span class="mwooc"><span class="mwooc-shown">Natural Explorer</span><span class="mwooc-hidden">You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn't slow your group&rsquo;s travel. -Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</span></span></span></p> Falken Windriver (Human Fighter 1 / Ranger 1) - AC: 15 | HP: 24+5/24 | Initiative: +4 advAdvantage due to Natural Explorer feature | Passive Perception: 14 | Speed: 30 (carrying 60.2 over 70/140/210) Stats: STR 14Athletics +2 (+2), DEX 18Acrobatics +6 Sleight of Hand +4 Stealth +6 (+4), CON 14 (+2), INT 14Arcana +2 History +2 Investigation +2 Nature +4 Religion +2 Advantage on Intelligence checks to recall information about undead (+2), WIS 15Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (with advantage vs undead) (+2), CHA 11Deception +0 Intimidation +0 Performance +0 Persuasion +0 (+0) Saves: STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 Longbow (ranged - 600', piercing) +8, damage 1d8+4 (extra +2 vs undead) | Arrows: 40 remaining Shortsword (piercing) +6, damage 1d6+4 (extra +2 vs undead) Other: Second Wind | Sharpshooter | Favored Enemy (Undead)Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. (Dwarvish) | Natural ExplorerYou are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn't slow your group’s travel. -Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Falken nods to Karlov; "If they do come close, that option will certainly be appreciated!" He returns his gaze to the distance, looking for something that would make noise if impacted - a window, maybe a bell? "I could fire an arrow to make noise somewhere away. That might draw them away from out path." The situation leaves him uneasy. If the group is detected at this point, he fears all that planning will end up being pointless. He is aware that plans cannot always go perfectly; nevertheless, it is not an enjoyable situation. OOC Falken can ignore range penalties due to the Shapshooter feat. With his longbow, he could hit something up to 600' away. Perception check: 17
  3. Everyone go ahead and refresh your Inspiration if you had previously expended it.
  4. Marked Half-elf Grave Cleric 2 AC: 16 (Scale, Shield) | HP: 15/15 (8 THP) | HD: 2/2 | Speed: 30 ft. | Initiative: +0 Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft. StrSave: +0 Athletics: +0 Carrying Capacity: 165 lb. Lift/Push/Drag: 330 lb.: 11 (+0) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +1: 12 (+1) | IntSave: +0 Arcana: 0 History: 0 Investigation: +2* Nature: 0 Religion: +2: 10 (+0) | WisSave: +6 Animal Handling: +4 Insight: +6* Medicine: +4 Perception: +6 Survival: +4: 19 (+4) | ChaSave: +3 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: Common, Elven, Dwarven, Abyssal, Infernal Encumbrance: 74lbs (55lbs/110lbs/165lbs) Karlov falls easily into the middle of the group as they make their way through the broken city, ferociously aiding in exterminating the few lone zombies with pillars Kelemvor's ghostly grey flames. His own gaze grows darker with each destroyed shopfront and livelihood. The majority of the populace seem complicit in this poisoning of the land - the loss of righteousness - but if whatever resides within the tower is fermenting it rather than working to restore the city then their punishment should be more severe. As they come upon the small horde Karlov restrains his divine instinct to carry out Kelemvor's will and bring a final death. Though he was not afraid of death drawing too many in would prevent him ever cleansing the land of undeath. "Many of these more simple shells innately fear Kelemvor's Judgement," he offers gravely, "I could attempt to turn them to run? I would offer a brief reduction and respite, perhaps enough to cross the square." OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Concentration: — Actions & Resources Actions: Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage. Toll the Dead . V,S: Wis Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured. Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage. Bonus Actions: Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable. Reactions: Class Features: Eyes of the GraveAt 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.: 2/4 (Long Rest) Detect Magic: 1/1 (Long Rest) Detect Poison and Disease: 1/1 (Long Rest) Channel Divinity: 1/1 (Short Rest) Path to the GraveYou can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. (1/1 Long Rest)
  5. With a final "Ready?" to the group, Mort leads the way out of the old Thieve's Guild building and around the building, following the path he had laid out for everyone. The initial quick walk was nothing spectacular, but the the same could not be said for the view of the plateau and the castle atop it when viewed from the alley between the old guildhall and whatever the couple of other buildings were. The plateau rose up from a flattened plaza of smooth granite cobbles at the end of the alley, the same that make up all of the roads in this section of town. It was easily thirty or forty feet high, and one could only imagine the engineering required to have basically leveled the top of a small mountain on which to build the castle. A fairly steep set of wide stone stairs were carved in to the granite of the plateau around the plateau to the right. The work was ornate, and while details couldn't be picked out from this distance it was obvious that there was a large amount of carved detail work in both the stair facings and the walls of the stairwell. By contrast, the sides of the plateau had been worked to a sleep smooth slope of stone. Beyond the stairs a surprisingly clean looking villa blocks the view of the gardens that Mort mentioned. This close to the plateau it is difficult to see much detail in the castle above it, although the windows on the higher floors and towers in the sun glint like a multifacitated gem. Many of the windows were stained glass of designed rendered illegible due to angle, but the colors are reflected about the courtyard below. Even though they can't be seen, you all can faintly hear the moans and groans and stranger sounds of the undead wandered the top of the plateau. There were a couple of zombies milling about in the plaza, but being well prepared, the group was able to swiftly and mostly silently destroy them. Mort begins moving to the left along the alley between the plateau and the cluster of shops that face out into this space. Those of the groups that linger a little or move a little slower than the rest can note that these shops were obviously once a clothier and the other was some form of apothacary. Glancing through the tattered drapes covering broken windows and shattered doors show darkened mercantile spaces still packed with various sets of clothing and even leather armors and mostely shattered glassware but ample cabinetry that appeared relatively unscathed. At the far end of the alley, looking out into the courtyard Mort draws to stop, holding out a hand to halt anyone following closely to him. He swore softly as he stared out into the large open square. Nearly a dozen zombies meandered in the square. Mort beckoned everyone to withdraw somewhat, fills in the rest of the group on the problem and says, "I thought this was going too well. We could try to take them, but if anyone else has any ideas on how to maybe draw them off or something, now would be the time to pitch it."
  6. Harin Avosi Half-elf Sage, College of Lore Bard AC: 14 (Leather) | HP: 20/20 (2d8) | Speed: 30 ft. Senses: passive Perception 14, Insight 14, Investigation 11 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 7 (-2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 12 (+1) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 18 (+4) Languages: You can speak, read, and write Common, Elvish, Dwarvish, Gnomish, and Halfling Harin nodded and got into position, "Ready when you are." OOC Movement: — Action: — Bonus Action: — Reaction: —
  7. Kain Dorset Noble Knight AC: 19 (Chain & Shield) | HP: 26/26 (2d10+6) | Speed: 30 ft. Senses: Passive Perception 14, Insight 12, Investigation 12 Proficient Skills: Athletics (+6), Perception (+4), Survival (+4), History (+4), Persuasion (+3) Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 19 (+4) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 15 (+2) | Con:Save: +2 16 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 15 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 13 (+1) Languages: You can speak, read, and write Common, Elvish, and Dwarvish “My words,” Kain Dorset says. | ‘My thoughts,’ Sir Kain Dorset thinks. | My actions . . . Kain nods to Mort, drawing his blade he prepares himself. "We should set some kind of formation. I suggest myself up front with Mort in case we run into trouble." Kain looks to the others for a moment before continuing. "Perhaps Falken should be near the rear with his ranged bow, as should Haakon with his magics. Harin should stay near the middle with Karlov so they can easily reach any of the others with their healing and other magics." Kain looks to Violet and seems to hesitate before giving her a small bow. "I am sorry my dear Lady, I do not know you or your abilities so perhaps you can find a position for yourself, and in the future we can talk about your abilities." Kain looks out and around carefully trying to spot anything that might be a problem in their immediate surroundings, but is to distracted by the movement across the street. OOC Movement: — Action: Perception— Bonus Action: — Reaction: —
  8. Mort shrugged, his gaze still on the street outside. "Never know when some zombie is just wandering around, you know? Anymore, you should always be expecting trouble." He pointed across the wide street outside and added, "That was one of the best fruit markets in town, once. Now, you can only see something shambling in the back." As he called attention to it, everyone who cared to look could see some shadow of movement through the broken windows at one end of the building. Nodding to himself, Mort looked to the group gathering behind. "Ok," he started, "This is the fun part. We go out here and around the building to the right, through the alley. Wait for everyone to gather up, and move down the alley towards the plateau, you'll know it when you see it, 'cause the castle's on top. From the alley we're going to go to the left around the the plateau. Don't go right, we want to avoid the gardens, go left. Follow the plateau around until you hit the stairs, wait for everyone to catch up. Then we cut across the square to the old garrison. If we can, we go right and slip between the garrison wall and the plateau. If that route is blocked, we go around the garrison the other way. Finally cut across the street to the old merchant guildhouse by the docks. Then just a quick stroll down to the shoreline and find the secret entrance." He smiled, although his scarred lip twisted the expression into something else. "Easy peasy, right?"
  9. Harin Avosi Half-elf Sage, College of Lore Bard AC: 14 (Leather) | HP: 20/20 (2d8) | Speed: 30 ft. Senses: passive Perception 14, Insight 14, Investigation 11 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 7 (-2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 12 (+1) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 18 (+4) Languages: You can speak, read, and write Common, Elvish, Dwarvish, Gnomish, and Halfling Harin noticed how comfortable Mort was within these ruins, and was sad for it. Despite the familiarity, Mort was obviously still being cautions. "Mort, should we be expecting any... trouble yet?" he asked. OOC Movement: — Action: — Bonus Action: — Reaction: —
  10. Violet Human Blood Hunter, Student AC: 16 | HP: 12/0 (1d10+2) | Speed: 30 ft. |Initiative: + 4 Senses: passive Perception 12, Insight, Investigation +2, Investigation +2 Str: 11 (0) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 12 (+1) Languages: You can speak, read, and write Common, Elvish, Abyssal, Undercommon Run down and abandoned, Violet could tell that at one time this place must have beautiful to behold. Now, it's just a ruined empty shell, much like the rest of this world. Off all the places the Mists could have taken her to, why this one? What a depressing place. Yet, at the same time, the people here still had hope and cling to life, even though it seemed hopeless. This impressed Violet the most. The hope they had. But at the same time, she just wanted out of this place. But until then, she would do her best in helping these people's hopes alive. As the others take a look in the room that they have just came to, Violet stands back a couple of feet behind them. She stands guard, watching behind the, just in case there are other things in this house besides themselves.
  11. Karlov doesn't want a crossbow, it's heavy and he probably can't hit the broadside of a barn. You're welcome to the bolts
  12. Kain will also leave some of his stuff behind with his followers and the refugees. Kain will also let Karlov use his Light Crossbow if he wants to, if not he would gladly accept the spare bolts. Leaving behind the Dungeoneer’s Pack, Fine Cloths, and House Banner for 69 LBS off his weight. New weight is about 70.5 now add two rations and two torches on him for 74.5 or just 75/285lbs. Sound good DM? I just don't want to have to go back and edit my already made post lol
  13. <p><img alt="FalkenPortrait.jpg" data-loaded="true" data-ratio="125.00" src="https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_08/FalkenPortrait.jpg.7b7b19ee5cbc7bb1eca0397b9e071d83.jpg" style="float:left;padding-right:2px" width="120"><span style="font-size:20px;"><strong>Falken Windriver</strong></span> <span style="font-size:12px;"><em>(Human Fighter 1 / Ranger 1)</em></span> - <a href="https://www.myth-weavers.com/sheets/?id=2446153">sheet</a> <span style="font-size:10px;"><strong>AC:</strong> 15 | <strong>HP:</strong> 24<span style="color:rgb( var(--mwpalette-Accent_2) );"><strong>+5</strong></span>/24 | <strong>Initiative:</strong> +4 <span class="mwooc"><span class="mwooc-shown">adv</span><span class="mwooc-hidden">Advantage due to Natural Explorer feature</span></span> | <strong>Passive Perception:</strong> 14 | <strong>Speed:</strong> 30 (carrying 60.2 over 70/140/210) <strong>Stats:</strong> STR <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Athletics +2</span></span> (+2), DEX <span class="mwooc"><span class="mwooc-shown">18</span><span class="mwooc-hidden">Acrobatics +6 Sleight of Hand +4 Stealth +6</span></span> (+4), CON 14 (+2), INT <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Arcana +2 History +2 Investigation +2 Nature +4 Religion +2 Advantage on Intelligence checks to recall information about undead</span></span> (+2), WIS <span class="mwooc"><span class="mwooc-shown">15</span><span class="mwooc-hidden">Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (with advantage vs undead)</span></span> (+2), CHA <span class="mwooc"><span class="mwooc-shown">11</span><span class="mwooc-hidden">Deception +0 Intimidation +0 Performance +0 Persuasion +0</span></span> (+0) <strong>Saves:</strong> STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 <strong>Longbow (ranged - 600', piercing)</strong> <s>+8</s> <strong><span style="color:rgb( var(--mwpalette-Accent_2) );">+3</span></strong>, damage 1d8+4 (extra +2 vs undead)<span style="color:rgb( var(--mwpalette-Accent_2) );"><strong>+10</strong> (Sharpshooter feat active)</span> | Arrows: 40 remaining <strong>Shortsword (piercing)</strong> +6, damage 1d6+4 (extra +2 vs undead) <strong>Other:</strong> Second Wind | Sharpshooter | <span class="mwooc"><span class="mwooc-shown">Favored Enemy (Undead)</span><span class="mwooc-hidden">Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or <strong>undead</strong>. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. <strong>(Dwarvish)</strong></span></span> | <span class="mwooc"><span class="mwooc-shown">Natural Explorer</span><span class="mwooc-hidden">You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn't slow your group&rsquo;s travel. -Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</span></span></span></p> Falken Windriver (Human Fighter 1 / Ranger 1) - AC: 15 | HP: 24+5/24 | Initiative: +4 advAdvantage due to Natural Explorer feature | Passive Perception: 14 | Speed: 30 (carrying 60.2 over 70/140/210) Stats: STR 14Athletics +2 (+2), DEX 18Acrobatics +6 Sleight of Hand +4 Stealth +6 (+4), CON 14 (+2), INT 14Arcana +2 History +2 Investigation +2 Nature +4 Religion +2 Advantage on Intelligence checks to recall information about undead (+2), WIS 15Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (with advantage vs undead) (+2), CHA 11Deception +0 Intimidation +0 Performance +0 Persuasion +0 (+0) Saves: STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 Longbow (ranged - 600', piercing) +8 +3, damage 1d8+4 (extra +2 vs undead)+10 (Sharpshooter feat active) | Arrows: 40 remaining Shortsword (piercing) +6, damage 1d6+4 (extra +2 vs undead) Other: Second Wind | Sharpshooter | Favored Enemy (Undead)Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. (Dwarvish) | Natural ExplorerYou are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn't slow your group’s travel. -Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Taking a cue from Karlov, Falken leaves a few things behind, hoping those would still be there when... if they return. As a token of good faith, he gives 4 of his rations to Mort and his group. "It's not much, but I trust these will be helpful to you." He leaves a few items he doesn't expect to use, such as the tent he bartered a few days ago, his iron pot, shovel, and 4 of his remaining rations, keeping only 2. Likewise, he hopes he won't need 10 torches, keeping 2 with him and leaving the other 8 behind. His backpack hasn't been this light in months, giving the Human the impression of floating over the floor. A fleeting moment of enjoyment washes over him before reality brings him back. On the way, Falken remains silent. He almost proposes himself to be the first through, but Kain beats him to it, and the hunter realizes the knight is probably the best equipped to deal with an immediate threat. He remains behind, bow in hand, and quivers within easy reach. Mort's memories of the kitchen triggers memories for Falken as well, mostly centered on his wife and daughter, before they were dragged into this hell. His hand briefly moves to touch the flowers on his chest. "I imagine things used to be similar to what I had in my home world. What happened in this world is beyond comprehension..." As they get to the last door, Falken moves closer to take a peek as well. Actions Perception
  14. Marked Half-elf Grave Cleric 2 AC: 16 (Scale, Shield) | HP: 15/15 (8 THP) | HD: 2/2 | Speed: 30 ft. | Initiative: +0 Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft. StrSave: +0 Athletics: +0 Carrying Capacity: 165 lb. Lift/Push/Drag: 330 lb.: 11 (+0) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +1: 12 (+1) | IntSave: +0 Arcana: 0 History: 0 Investigation: +2* Nature: 0 Religion: +2: 10 (+0) | WisSave: +6 Animal Handling: +4 Insight: +6* Medicine: +4 Perception: +6 Survival: +4: 19 (+4) | ChaSave: +3 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: Common, Elven, Dwarven, Abyssal, Infernal Encumbrance: 74lbs (55lbs/110lbs/165lbs) Before leaving the refuge he approached the bard to inquire if he could borrow some storage space within the chest. "I have these bolts, but had to barter away my crossbow on the journey here. Not that I could ever use it that well. Unless anyone else wishes to replenish their supply before leaving it seems foolish to carry them." It did not leave him entirely unencumbered, but every little helped. Karlov did his best to pick his way through the ruined city, carrying the confidence of Willa's faith in them. Thankfully the journey in darkness this time was much shorter, and lacked the same dark mirror to his past. Still, it was only Mort's lantern and the borrowed duty to protect the refuge that saw him through. He emerged swiftly and with no little relief back into open air, breathing deeply of the musty wood. Throughout the journey he did his best to remain quiet, but focused more on rooting out any signs of trouble, his hooded grey eyes quick to scour any suspicious cranny. Given his nature that covered much of the broken rooms. OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Concentration: — Actions & Resources Actions: Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage. Toll the Dead . V,S: Wis Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured. Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage. Bonus Actions: Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable. Reactions: Class Features: Eyes of the GraveAt 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.: 2/4 (Long Rest) Detect Magic: 1/1 (Long Rest) Detect Poison and Disease: 1/1 (Long Rest) Channel Divinity: 1/1 (Short Rest) Path to the GraveYou can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. (1/1 Long Rest)
  15. Kain was the first of the ladder, with Mort following close behind. The ladder lead to what was once a sizeable kitchen, although given to the same kind of damage as the basement. A hole, nearly twelve feet long and three feet wide, exposed the grey sky above. A massive tree branch from the gigantic overhanging willow tree had dropped at some point, creating this new skylight, but also allowing a years worth of weather to parade through the room. It was little surprise to find this former kitchen thoroughly caked with dirt, leaves and other detrius blown in through the roof and the warped window shutters. Mort shook his head as he surveyed the wreckage. "I haven't been back in here in a few months. It's sad. During my apprenticeship days I used to hang out with the kitchen boys all the time, looking for chances to steal stuff as the cooks worked." He shared with a light laugh. "Hell, I'm pretty sure I once broke my ankle falling off of this very branch. Oh well. The quickest way out is through here." He leads the group through into another room, a large dining hall complete with massive table and numerous smashed and broken chairs and huge hutch once filled with wooden bowls and cups. The bowls, cutlery and cups have been thrown about the room, smashed and destroyed like the chairs. A corkboard, with a weathered and faded sign hanging over it on the wall reading 'Jobs', covers much of one wall. Numerous faded and torn flyers and scrolls remain affixed to it, although some also litter the floor. Mort barely pauses, walking to the slightly open double doors at the far end of the room. Three other doors, two standing open to various degrees, provide other exits from the room. Down a short hallway, through another already open door into what must have once been an entry antechamber. What furniture was here has been broken to splinters, the tapestries torn from the walls and even the carpets were sodden and discolored with a strong smell of mold and decay. Mort steps up to the only other door in the room, which was hanging from only a single hinge, and peered outside. "Looks clear for the moment," he says in barely a whisper.
  16. Not at all. Please feel free to trade and drop equipment back in the survivor base as you like.
  17. Bummer... I just realized it would have been a good time to drop some stuff and get rid of encumbrance. , do you mind if we drop some stuff before leaving?
  18. Harin Avosi Half-elf Sage, College of Lore Bard AC: 14 (Leather) | HP: 20/20 (2d8) | Speed: 30 ft. Senses: passive Perception 14, Insight 14, Investigation 11 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 7 (-2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 12 (+1) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 18 (+4) Languages: You can speak, read, and write Common, Elvish, Dwarvish, Gnomish, and Halfling Harin was glad to have a place to put his chest down for a while. If there was to be much more traveling by foot, he would have to think about getting rid of some things to lighten the load. Meanwhile, there was a task at hand. Before heading out with the others he wondered if there was anything in his chest that might be useful. He grabbed one flask of oil and tucked it into a pocket, then caught up with the rest. When the group made it to the basement, Harin looked at the remains of what must have been someone's life. He sifted through the documents briefly before they crumbled in a wet mass between his fingers. He mourned the knowledge of this strange land that had surely been lost forever. When Kain offered to go first, like he had done a dozen times already, it was no surprise to Harin. "We're right behind you." OOC Movement: — Action: — Bonus Action: — Reaction: —
  19. Haakon Valdemar IV Human Abjuration Wizard AC: 11 (Unarmored) | HP: 16/16 | Speed: 20 ft. (Encumbered) Senses: passive Perception 12, Insight 14, Investigation 14 Str:Save: +2 Athletics: +2 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb. 14 (+2) | Dex:Initiative: +1 Save: +1 Acrobatics: +1 Sleight-of-Hand: +1 Stealth: +1 12 (+1) | Con:Save: +2 14 (+2) | Int:Save: +4 Arcana: +4 History: +4 Investigation: +4 Nature: +2 Religion: +4 14 (+2) | Wis:Save: +4 Animal Handling: +2 Insight: +4 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 (-1) Languages: You can speak, read, and write Common, Celestial, Gnomish, and Halfling “My words,” | ‘My thoughts,’ | My actions . . . Happy that they got to the tunnel without much hassle, he celebrates their little victory with his first smile in a while. Unfortunately, they are greeted by the reeking and splayed-out remains of what could have been a machine that kept this exit pristine. It would have been grand to see what this place was like in its heyday. Daydreaming can wait. For now, Haakon purses his lips and follows suit. Hopefully, the escape route is not this dank and muggy throughout. ‘It can only get better from here.’ OOC Movement: — Action: — Bonus Action: — Reaction: — SpellbookPrepared: Absorb Elements Shield Snare Tasha's Caustic Brew Rituals: Alarm Detect Magic Identify Unseen Servant
  20. Violet Human Blood Hunter, Student AC: 16 | HP: 12/0 (1d10+2) | Speed: 30 ft. |Initiative: + 4 Senses: passive Perception 12, Insight, Investigation +2, Investigation +2 Str: 11 (0) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 12 (+1) Languages: You can speak, read, and write Common, Elvish, Abyssal, Undercommon Violet looks at Kain. "I have no objections. If you don't mind, I'll come up behind you just in case you need help."
  21. ill probably regret saying this but, "Summer Castle Exploration" sounds quite nice actually. romantic even.
  22. Kain Dorset Noble Knight AC: 19 (Chain & Shield) | HP: 26/26 (2d10+6) | Speed: 30 ft. Senses: Passive Perception 14, Insight 12, Investigation 12 Proficient Skills: Athletics (+6), Perception (+4), Survival (+4), History (+4), Persuasion (+3) Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 19 (+4) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 15 (+2) | Con:Save: +2 16 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 15 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 13 (+1) Languages: You can speak, read, and write Common, Elvish, and Dwarvish “My words,” Kain Dorset says. | ‘My thoughts,’ Sir Kain Dorset thinks. | My actions . . . "I will go first in case there is a surprise waiting up there, unless anyone else has any objections?" Kain looks to the group for any sign of anyone else wishing to be first, otherwise he will go on ahead. OOC Movement: — Action: — Bonus Action: — Reaction: —
  23. Mort lead the way through the tunnels, a surprisingly short trip, emerging into a dark and reeking basement. The floorboards overhead are obviously water soaked, warped and wavy. The lantern that Mort carried to provide light for everyone revealed a room scattered with the water-logged and decaying remains of the contents of several boxes and crates that have burst and split, spilling now unreadable documents and rusted metallic components, nearly indistiguishable piles of gears and bent peices of metal, across the brick floor. A ladder leads up to an obviously warped and swollen trap door. The ladder seemed safe to climb based on simple observation, and the cracks in the floor overhead were large enough that one could see the sun dappled emptiness of the room above. Mort looked around as everyone came into the room, closing the rusted iron gate to the tunnels behind the group. He gave everyone a smile and said, "Who wants to take the lead going up? I'd say watch your feet, but that should be pretty obvious."
  24. Violet Human Blood Hunter, Student AC: 16 | HP: 12/0 (1d10+2) | Speed: 30 ft. |Initiative: + 4|Special: THP 5/5 Advantage on Wis saving throws, ** If an affected creature is hit by an attack, it has advantage on the next attack roll it makes.** Senses: passive Perception 12, Insight, Investigation +2, Investigation +2 Str: 11 (0) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 12 (+1) Languages: You can speak, read, and write Common, Elvish, Abyssal, Undercommon Violet felt motivated by the words of Allisian and Willa. Thanking them both for the words of encouragement, she grabs her backpack and starts to follow Mort.
  25. <p><img alt="FalkenPortrait.jpg" data-loaded="true" data-ratio="125.00" src="https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_08/FalkenPortrait.jpg.7b7b19ee5cbc7bb1eca0397b9e071d83.jpg" style="float:left;padding-right:2px" width="120"><span style="font-size:20px;"><strong>Falken Windriver</strong></span> <span style="font-size:12px;"><em>(Human Fighter 1 / Ranger 1)</em></span> - <a href="https://www.myth-weavers.com/sheets/?id=2446153">sheet</a> <span style="font-size:10px;"><strong>AC:</strong> 15 | <strong>HP:</strong> 24<span style="color:rgb( var(--mwpalette-Accent_2) );"><strong>+5</strong></span>/24 | <strong>Initiative:</strong> +4 <span class="mwooc"><span class="mwooc-shown">adv</span><span class="mwooc-hidden">Advantage due to Natural Explorer feature</span></span> | <strong>Passive Perception:</strong> 14 | <strong>Speed:</strong> <s>30</s> 20, encumbered (carrying 119.2 over 70/140/210) <strong>Stats:</strong> STR <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Athletics +2</span></span> (+2), DEX <span class="mwooc"><span class="mwooc-shown">18</span><span class="mwooc-hidden">Acrobatics +6 Sleight of Hand +4 Stealth +6</span></span> (+4), CON 14 (+2), INT <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Arcana +2 History +2 Investigation +2 Nature +4 Religion +2 Advantage on Intelligence checks to recall information about undead</span></span> (+2), WIS <span class="mwooc"><span class="mwooc-shown">15</span><span class="mwooc-hidden">Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (with advantage vs undead)</span></span> (+2), CHA <span class="mwooc"><span class="mwooc-shown">11</span><span class="mwooc-hidden">Deception +0 Intimidation +0 Performance +0 Persuasion +0</span></span> (+0) <strong>Saves:</strong> STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 <strong>Longbow (ranged - 600', piercing)</strong> <s>+8</s> <strong><span style="color:rgb( var(--mwpalette-Accent_2) );">+3</span></strong>, damage 1d8+4 (extra +2 vs undead)<span style="color:rgb( var(--mwpalette-Accent_2) );"><strong>+10</strong> (Sharpshooter feat active)</span> | Arrows: 40 remaining <strong>Shortsword (piercing)</strong> +6, damage 1d6+4 (extra +2 vs undead) <strong>Other:</strong> Second Wind | Sharpshooter | <span class="mwooc"><span class="mwooc-shown">Favored Enemy (Undead)</span><span class="mwooc-hidden">Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or <strong>undead</strong>. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. <strong>(Dwarvish)</strong></span></span> | <span class="mwooc"><span class="mwooc-shown">Natural Explorer</span><span class="mwooc-hidden">You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn't slow your group&rsquo;s travel. -Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</span></span></span></p> Falken Windriver (Human Fighter 1 / Ranger 1) - AC: 15 | HP: 24+5/24 | Initiative: +4 advAdvantage due to Natural Explorer feature | Passive Perception: 14 | Speed: 30 20, encumbered (carrying 119.2 over 70/140/210) Stats: STR 14Athletics +2 (+2), DEX 18Acrobatics +6 Sleight of Hand +4 Stealth +6 (+4), CON 14 (+2), INT 14Arcana +2 History +2 Investigation +2 Nature +4 Religion +2 Advantage on Intelligence checks to recall information about undead (+2), WIS 15Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (with advantage vs undead) (+2), CHA 11Deception +0 Intimidation +0 Performance +0 Persuasion +0 (+0) Saves: STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 Longbow (ranged - 600', piercing) +8 +3, damage 1d8+4 (extra +2 vs undead)+10 (Sharpshooter feat active) | Arrows: 40 remaining Shortsword (piercing) +6, damage 1d6+4 (extra +2 vs undead) Other: Second Wind | Sharpshooter | Favored Enemy (Undead)Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. (Dwarvish) | Natural ExplorerYou are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn't slow your group’s travel. -Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Falken thanks both Allisian and Willa, then follows Mort.
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