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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. 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 While Harin had already descended into the dark tunnel, he hadn't gone far before he heard the slight commotion caused by the holy man's hesitation to follow. He sat and waited in the dark to see what it was all about. As it seemed the problem had been solved, Harin produced his ocarina. 'This,' he thought. 'This is what I can do. And why I should. A bit of light in the dark. It isn't much, but it's better than the pitch black.' He began to play a soft, comforting tune. Only background music, but he knew better than most the magic of music that could stir the soul. Of course, if one wanted to communicate with the soul directly, that required a poem. 'Perhaps a poem could help our new holy friend rid himself of his fear of the dark.' As he played, ideas for just such a poem already began to flit in the background of his mind. OOC Movement: — Action: Ocarina Performance to settle everyone's nerve. Bonus Action: — Reaction: —
  3. Marked Half-elf Grave Cleric 2 AC: 16 (Scale, Shield) | HP: 15/15 () | 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: 76.5lbs (55lbs/110lbs/165lbs) As the light blooms within the pit and spills out in calming waves, Karlov feels the primal fear gripping his throat loosing its grip slightly. The adrenaline passes, leaving only cold sweat and weakness in its wake, and he steadies himself against the knights arm. His mind flashes back briefly to another armoured arm wrapped around him, alongside a comforting voice, that helped him stagger out. It's clear now, this is not the same pit. The halfling has lost the cruel cast Karpov's mind had overlaid upon his features, and gone is the low rumble of chanting echoing in his ears. The groaning of the dead however remains, and closer to. "Right," he breathes weakly, "yes. Just a tunnel to the next entrance, and to this Haven. We'll be out soon. I am an intrustument of Kelemvor's will, and there is naught to fear in his presence." His voice begins to regain some of the old conviction by the end, and the cleric allows himself to be guided towards the cellar door - carefully descending into the light and looking nowhere but directly at his feet. He hurries on shuffling footsteps behind those ahead. The light really did help. His free hand continues to caress the symbol of Kelemvor beneath his woollen shirt, and he mumbles a continuous prayer to his god. 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.: 3/4 (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)
  4. Kain could restrain, but he would prefer not to. he wants the other to trust him, not fear him. I hope with the light and my post we can make him ready to move.
  5. 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 places a firm hand on Karlov's shoulder. "Facing ones fears is the best way to show ones faith and strength to their god! A fear is no weakness, but a challenge each time anew, and each time we must show courage and resolve. Come friend, you may move with me, and I promise to keep you safe in between the lights. I shall be right behind you the whole way, and the light right in front of you. Please, trust in me, on my honor as a knight." Kain smiles at his new friend and once again reminds himself; A knights duty is to his people. OOC Movement: — Action: — Bonus Action: — Reaction: —
  6. I guess Kain would most resemble the doomguide that rescued Karlov, if that kind of reassurance is taken. I imagine that any form of kidnap, whilst it would work, will almost certainly make his phobias and mistrust of strangers significantly worse in general (not particularly an issue, just a consequence) - though I can't imagine he wouldn't struggle physically the entire time if unaware. I don't particularly want to get into rolls against party members, so if a particularly strong person, or two people, attempt to restrain Karlov physically I'm more than happy to say they succeed. I imagine from a persuasion point of view, seeing literal light at the end of the tunnel, no legitimate alternative, reminders that he has dedicated his life to Kelemvor following his rescue and is is faith so weak that he thinks Kelemvor would not protect him in the dark would all be persuasive, especially all together. The last would be a jump since he's obviously not shared his past trauma, but I don't think general appeal to strength of faith is an unreasonable gamble a character might make as a stab in the dark (if anyone'l thinks their character would do such a thing). The biggest reason I have for his refusal at present, is that as far as I the player (and Karlov the character) can tell, there is a legitimate alternative path, albeit one that carries greater risk. As mentioned before, I don't intend to stall the game out with a point blank refusal if there's not a legitimate alternative route - Karlov would bend in that circumstance because it's required to remain part of the scene. EDIT:// Anthraxus posted during this, effectively fulfilling two of the three criteria (literal light at the end of the tunnel and no legitimate alternative), so that's probably ok for Karlov to manage (albeit with dislike). I'll get a post up soon as I can.
  7. The halfling shrugs, "Always possible, I guess, but I'm not going back out there with you. If it is the dark that is the problem, however..." He called down the stairs, "Allisian, can we have some light please?" The armored elf below was just about to follow the archers down the hallway, but paused long enough to say a brief prayer. The gate itself began to glow with a powerful cerulean light, dismissing the shadows of the basement and causing a faint shimmer to even shine up the stairs. Allisian continued on and the halfling smiled at Karlov. "Better, buddy?"
  8. Just to reiterate the question, would he guide us? Come with us? Does the halfling shaking his head mean no? The underground path has a few turns. I assume we couldn't eyeball where the next 'gate' is just from the light sources. If we are to travel to Haven above ground, we have some guesswork to do. Who would be best to send the sentiment of "Come on. Don't be rash. Let the light our path lacks, the light you seek, come from you."? Is something along those lines enough to steel Karlov's resolve for this jaunt? He could regress later. Maybe even make the phobia worse. Maybe we can kick the can down the road and make the conflict about exposing Haven? We could try reason, or we could kidnap our friend. Make it a matter of agency. It would have been great if we could polymorph him into something unaware, like a snail or a frog. Haakon doesn't know Sleep either.
  9. Marked Half-elf Grave Cleric 2 AC: 16 (Scale, Shield) | HP: 15/15 () | 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: 76.5lbs (55lbs/110lbs/165lbs) Karlov barks a sharp laugh at Falken's question. "Not so much. Tight is fine. Rather it is descending into the darkness like that. It recalls... memories of a time before Kelemvor's Grace found me," he replies, wide eyes still fixed upon the pit into which his companions were flsowly descending without a sound, the halfling poised to trap them within. "I am confident with the dead - I choose to believe in Kelemvor. Each one we kill now will be another soul freed, and one less to face at Haven," he pleads, knowing he needs one of the residents to guide him. Truthfully, he knows he would be safer with company as well, Falken has proven a wary eye and reliable shot on their journey so far, and the knight seems the stalwart and honest sort - as much as any stranger is trustworthy. "Perhaps we would yet find Amore strangers shot from the mists to swell our ranks?" he adds, halfheartedly. 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.: 3/4 (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)
  10. The halfling shook his head, casting his glance from Karlov to the other members of the group and back again. "The only other route at this point is going to involve taking surface streets, and that means dealing with the dead." As if to emphasize his point, the distant groaning continued to grow louder and closer.
  11. I thought it likely given how well it fitted I'm away this weekend, and the only thing Karlov had asked was directed at the halfling regarding alternative routes. When I'm back I'll have a reply for Haarkon as well
  12. i hope no one is waiting for me, id just assumed harin just followed into the tunnel and left dealing with karlov for pc's that know him better.
  13. I recalled that this was a phobia for Karlov and you are playing up the scene exactly as I was hoping you might. I was fully intending this to be some kind of RP challenge for Karlov and whomever else decides to try to reason with him about it.
  14. I can have Kain help him. Make him close his eyes and be guided by Kain if it helps. Just didn't want to try and force it either. If there is another way, Kain will join him, as the others will be together making it a safer group, and Kain is a tank, Karlov is a cleric... Perfect mini group.
  15. to be clear out of character at this junction - I'm not intending to be the guy who deliberately obstructs the adventure or doesn't answer the call. This is pretty much exactly Karlov's listed phobia. If there is legitimately another option (even if obviously more dangerous/slower), Karlov will absolutely take that. If there is not, I'll describe Karlov having a very unpleasant walk / breakdown underground. I don't want to hold up the game in name of "it's what my character would do", but thought immediately rolling over on his phobia renders it somewhat shallow.
  16. I Misted you out of the group with alot of the other people that had stopped responding. If you would like to join back in, I can find a place to do so.
  17. Am I out of the game? I'm sorry for not posting sooner, I lost track of things
  18. 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 . . . Karlov's words sink deep into Haakon's psyche. ‘Purification. Contrition. These mists are punishing. Perhaps I should read into how they delineate their religions. Maybe justice isn't absolute. Maybe the rules don't matter...’ Haakon mulls as they make their way deeper into Silbervas. ~ At the sight of the trap door, Haakon entertains an intrusive thought. ‘What are the odds we'll be eaten by conscious, if depraved, living instead of the horde that tramples over all? Fire and salt would preserve the meat. Wasn't there a body of water nearby?’ Karlov's protests justifies his fears. But they can't afford such thoughts. “If the top-heavy knife thrower would travel any other way, you are welcome to join him. If not, I am sorry, but the choice has been made for you. I hear their gurgling song and leadened shuffling. I choose to believe.” With one hand on his turban, and the other bracing himself against the wall, Haakon delves into the dimly lit portal and follows the others. OOC Movement: — Action: — Bonus Action: — Reaction: — SpellbookPrepared: Absorb Elements Shield Snare Tasha's Caustic Brew Rituals: Alarm Detect Magic Identify Unseen Servant
  19. <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> 24/24 | <strong>Initiative:</strong> +4 <span class="mwooc"><span class="mwooc-shown">*</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: 24/24 | Initiative: +4 *Advantage 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 puts his hand on Karlov's shoulder once more. "I understand your position, and that would have been mine as well, but our hosts know the terrain better than we do." He makes a step towards the entrance, but stops abruptly, then turns back towards Karlov. "Are you... uncomfortable in tight spaces?" In the back of his mind, however, he can't shake the feeling that this looks like a good place to ambush them... OOC Insight check to see if they're not telling the whole truth, but with a roll of 4, I guess not... :)
  20. Marked Half-elf Grave Cleric 2 AC: 16 (Scale, Shield) | HP: 15/15 () | 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: 76.5lbs (55lbs/110lbs/165lbs) Karlov's eyes remain wide, and his stare fixed on the black portal before him. He picks up on the halflings words. "Perhaps I shall take the second best route then, and meet you in this Haven hmm? If that is a better place to stand and cleanse the land," he suggests uncomfortably - and more importantly, still unmoving. His hand seems to have crept beneath the coarse grey wool of its own volition, where it now clasps the symbol of Kelemvor with pale knuckles. 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.: 3/4 (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)
  21. Setare Orfini Charlatan Drow Rogue AC: 14 (Leather) | HP: 9/9 | Speed: 30 ft. Senses: passive Perception 12, Insight 12, Investigation 10 Str:Save: -1 Athletics: -1 9 (-1) | Dex:Initiative: +3 Save: +5 Acrobatics: +5 Slight-of-Hand: +5 Stealth: +5 17 (+3) | Con:Save: +1 13 (+1) | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +1 12 (+1) | Wis:Save: +1 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +3 Survival: +1 13 (+1) | Cha:Save: +1 Deception: +3 Intimidation: +1 Performance: +1 Persuasion: +3 12 (+1) Languages: You can speak, read, and write Common, Elvish, and Celestial “My words,” Set says. | ‘My thoughts,’ Set thinks. | My actions . . . "Braver man than I," the rogue mumbles, "but more ridiculous too." Then, much louder so the other can hear- "Come on, Karlov- you'll do none of us any good if you're overrun. Save your God's graces for when they're sure to be effective." He follows behind the rest down into the cellar then- he has no issue with running away from trouble, after all. Once belowground, he feels a bit more... at home, for lack of a better word. Though, admittedly, he has to slouch a bit more than he'd like to not smack his head into the top of the corridor. OOC OOC Movement: — Action: — Bonus Action: — Reaction: — Stealth1d20+5 8 13
  22. The halfling gives Karlov an odd look and says, "The cellar is just the next gate. There's no telling what all or how many are heading this way." As if to emphasize his words, distant moans could be heard for the first time. He pulls the door of the tavern closed and throws the bolt. "Willa will lead you down to the Haven. It's not here and this is the best way to get to it. Move along, man." He glances to Kain, as if imploring the knight to talk sense to his companion. Down in the cellar, Willa unlocked a gate and she and the elf have pulled open the heavy rusty grate. A brick lined corridor, only six feet in height or so stretched away into the distance. Small points of dim light are set into the brick every 20 feet or so, providing just a strong enough illumination to see where you are putting your feet. The archers lead the way into the brick corridor. Willa says, "Follow Myk and the rest, there are only a couple of turns. We're right behind."
  23. Marked Half-elf Grave Cleric 2 AC: 16 (Scale, Shield) | HP: 15/15 () | 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: 76.5lbs (55lbs/110lbs/165lbs) As they step into the darkened tavern, wooden floor creaking under their passage a hot prickle begins to grow at the name of Karlov's neck. Despite the cold mist that besets them, he finds a sweat upon his brow. As Willa lifts the trapdoor his throat tightens, and the dour priest visibly flinches as she speaks of locking up. "No," he stammers - a quaver in his conviction for the first time since arriving - "No I will await them here. This building seems sturdy enough." He bangs a fist against the bar, which shakes an alarming amount, dust gently drifting downward with a musty scent. "Surely this is as defensible as the cellar. I can bathe more of them in Kelemvor's grace from here," he scrambles between justifications. 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.: 3/4 (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)
  24. 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 . . . Upon moving into the tavern Kain moves to the side, once again allowing the others to move on down first. He keeps his sword drawn, but pointed at the floor in case the undead come upon them faster than expected. Once the last of his new friends makes their way to the stairs he will follow. OOC Movement: — Action: — Bonus Action: — Reaction: —
  25. 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 ceases playing at the alarm and follows the survivors and his companions, new and old, in silence. The undead oppress Harin's very soul. What room is there for poetry and music in a world such as this? OOC Movement: — Action: — Bonus Action: — Reaction: —
  26. Willa snorts at the suggestion of blocking the gates. "The only way to do that would be to knock down a building or two and shift the stones, but we don't have the manpower to do that while still providing adequate response to threats. I don't know how much time we have, but they wouldn't have called a warning if we had more than a few minutes. Perhaps the Talons' work will slow them down, who knows?" The unintroduced elf in armor nods in agreement with Karlov's statements. Willa leads the way through a couple of similar looking streets, although the buildings get progressively less fully ransacked and destroyed as you are lead away from the wall and deeper into the city. You are joined by half a dozen archers as you move away from the gate. After a few minutes, you are lead into an old and run-down bar that may actually not be any worse off now that it was before the dead walked. Willa stepped behind the bar and raised a trapdoor in the floor. She disappears below, followed by the elf and the archers. The halfling perches on the bar and nods at the group. "Head on down, I'll lock up and follow."
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