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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 Harin listens intently, although he does not cease his soft playing. 'Ardir, what would you have us do?' OOC Movement: — Action: — Bonus Action: — Reaction: —
  3. Violet Name: Violet V.02 Character Concept: Dr.Viktra Mordenheim. newest experiment. Will Violet be a success or a failure? Race, Background, Subclass Class: Reborn (human), Ludendorf University Student ( Silverquill Student) Blood Hunter: Order of the Ghostslayer Description: [Description] Origin: Lamordia: Ludendorf City (Domain of Snow and Stitched Flesh.) Your Character’s Plothook: One of the many undead creatures conjured by the Mists of Falkovnia, yet his will and overall sentience remain. How curious! Past is Prologue: [Backstory] Truths, Rumors, and Lies: [True Rumor] [False Rumor] [True or False Rumor] Include at least two of the following in your application: Deity (?): Dark Lord of Lamordia, Dr.Viktra Mordenheim. Violet idolizes who most of Lamordia hail as their savior and protector. She is very proud of being chosen by Dr. Mordenheim and wants to prove to the Doctor that she isn't just another failed experiment. . Theme Song.
  4. Could you make a new thread for your new character? It helps me when I need to check things.
  5. 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 reads the subtle tells in the woman's stance as he would a child's picture book. Whilst there is an intention to deceive, it is born of desperation and not malice. This Willa - and all her band - are as desperate as the land would make them, posturing as animals to avoid a real fight. They knew this Adir though, and the loss hurts them. Perhaps it was on him they had pinned their hopes, or for him they had endured. "The Talons poison this land as much as the dead, and when all is mired in sin it is little wonder the world is dragged down too... " he mutters to no-one in particular, continuing louder "we are not here to continue such works". When Harken speaks of funeral rites he feels obliged to chime in. "If Adir is dead within those mists, his soul has been entrusted to the mercy of Kelemvor, and perhaps he is luckier for it than the rest of us to know peace - even if his body does not," he shares, louder for the benefit of Willa nd the halfling, as well as the wizard. 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)
  6. <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 silently curses at himself for not spotting the archers, doubting his abilities. He listens to Kain's speech, then Haakon's, before voicing his position. "I led them - well, some of them - here to seek refuge and safety in numbers. I was brought here for those same reasons long ago after I got stuck in this cursed world, and I figured I could help others the same way." Motioning around, he adds: "Things seem to have changed since I was here. Was all of this the work of the Talon?" The pikes up front are obvious, but he wonders if an undead attack had weakened the settlement prior to the arrival of the Talons.
  7. 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 . . . With eager eyes, Haakon shadows Harin, although mindful to stay outdoors. He starts the excursion eager and emboldened, as he does not smell nor see anything laced with witchcraft. ‘We are being watched?’ Haakon chews on an imaginary scenery where they save kidnapping victims and unwilling accomplices, suffocating under the boot of the Talons. This tale of ash and ember, of stone and mortar, takes most of his attention. So much so that Haakon startles and squats down closer to the ground when Kain and Harin's pleas were answered. He regards the three figures before them, their various races and garbs. He wonders if they are like them, whisked away by the inscrutable mists. ‘They knew the scarred giant. Perhaps not. Or perhaps they've been accosted a long time ago.’ Haakon could not quite put a finger on what makes one a native in these parts. Is anyone truly of these lands? “Our friend made mention of loved ones. It would be an honor if we could meet them, shake their hand. Perhaps we could honor your funerary rites. Something, anything to pay respects, celebrate his life, his dignity.” He takes a moment to consider his next words. If the locals are receptive to Kain's requests, perhaps this bargain could be expounded upon. “This may be a long shot, but by the look of eventide sky, we have time to fortify this place to weather the storm of ichor and gore. Could you tolerate some new willing and able neighbors?” OOC Movement: — Action: — Bonus Action: — Reaction: — SpellbookPrepared: Absorb Elements Shield Snare Tasha's Caustic Brew Rituals: Alarm Detect Magic Identify Unseen Servant
  8. sorry for hogging the dialog, but I assume a Noble would lol.
  9. Kain Dorset Noble Knight AC: 19 (Chain & Shield) | HP: 26/26 (1d10+3) | 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 . . . Seeing the archers lower their aim was at least a small comfort. They would not be attacked, at least not yet. Moving his shield once again to a lower position, the tip of Kain's sword touches the ground now, showing a swordsman at rest. "I admit I know little of these lands, mostly what I have been told by some who have basic knowledge. I have seen some undead, and we have seen signs of some "Talons" and though I am familiar with undead I know not of the Talons besides their handiwork with any who choose to oppose them." Kain smiles and shakes his head a bit. "Alas I am explaining myself rather than giving you an answer, I apologize. Years of court upbringing and being taught to talk around the truth or answers. I see knowledge, and perhaps some safety for those who travel with me, even if just for a short while. I do not expect it will be free, but one of my followers can cook with almost any ingredients, and another can maintain and repair almost any damage to your armor and weapons given time and tools." Kain looks back to those who are near by; "I can not fully speak for my friends, so I shall let them speak their minds, and ask their questions first... If you will allow us Lady Willa." OOC Movement: — Action: Insight— Bonus Action: — Reaction: —
  10. Willa nodded at Kain's words. "There is wisdom in keeping weapons at the ready. You never know when something might come lurching out at you." When you mention Ardir, there is a momentary shift in the expression of the halfling only to fade into something crestfallen when his loss to the mists is added. Willa makes a quick gesture with one hand and Kain sees the archers hidden on the roofs lower their weapons. They don't go so far as to unnock their bows, but they are not aiming at anyone and their gaze drifts out over the wall to the far tree lines. She says, "It is a shame to hear about Ardir. What do you seek here?" Karlov could tell that these people were not so much duplicitous as desperate and afraid. These were not actions of people trying to get the jump on anyone, but expecting to be set upon at any moment. He could also read that there was definitely some personal connection felt by the halfling at the news about Ardir. Karlov was fairly confident that there was a close relationship there. He also noticed that Willa also seemed pained at the news, although she hid it masterfullyDC17 Insight to catch this if anyone else cares to try..
  11. So much insight. The d4 is from race half elf mark of detection.
  12. 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 is instantly suspicious of the party, who had both the ability and intention of hiding from his sight. Honest folk don't hide. Apparently the hypocrisy of this is lost on the cleric, who'd explored more than one roadside bush on their journey here whilst Talons passed. He squints at the symbol on the elf's shield from beneath his grey wollen hood, as if it would become clearer with time. It does not. He is more interested anyway in the band's intentions, and listens carefully to their reply as Kain waxes lyrical. He's pretty sure he has their measure, whilst gods and land may change, the tells of liars don't. 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)
  13. Kain Dorset Noble Knight AC: 19 (Chain & Shield) | HP: 26/26 (1d10+3) | 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 moves his shield to his side, and lowers the tip of his sword to the ground. "Greetings Willa, as I stated, my name is Ser Kain Dorset, my linage will need to wait. We are here not because we are from these lands, not all of us, but because an elf named Ardir Haliluea told us it might be safe here with some people he knew. That was of course before he was taken by the mists." Kain shifts in his armor, making sure he is limber and ready to move as quickly as needed. "I understand the need for caution in these times and with all the constant threats, and I would sheath my sword to parley as chivalry demands, but I really would prefer if your archers you have hidden over there would take it a bit easy. As a knight I refuse to sheath my sword while I am still confronted by a threat to my life, or one of those I protect, as I hope you fellow warriors understand." Kain points up to the area he heard movement with his shield, hoping his companions would take note and be ready of the possible ambush or perhaps be capable of stopping the ambush if it started. "But alas, I do hope we might continue to be cordial and keep to a bloodless parley, even should it seem we both must keep some weapons out and ready." Kain smiles at Willa, a genuine smile of true happiness, at his first sight of a non-monster in days. OOC Movement: — Action: — Bonus Action: — Reaction: —
  14. Kain and Harin's loud proclamations echo through the burned and ransacked nearby buildings and bounced off the town wall. A feminine voice called out from the same direction that Kain saw the dog disappear, "If you are willing to talk, we will talk." After a moment, three figures come around the corner of the building. All three have their hands empty and held out slightly from their sides, clearly unarmed, although they each have swords and other obvious weapons near-to-hand. They come to a stop at the intersection, roughly sixty or seventy feet away. Although they are are only a step our two apart, they are surprisingly different. The center figure is a female human, wearing scale mail and with her dark brown hair pulled back and tucked into her armor. She stands just short of six feet tall and carries a long sword at her side, a short rod hanging from her belt, and a shield on her back. She is out of the range of Haakon's spell, but he knows an arcane focus when he sees one. Her boots and armor are obviously well-worn and regularly maintained. The humanoid to her right is a male halfling barely half her height, wearing leather armor, two short swords and a bandolier of throwing daggers across his barrel-like chest. His nut-brown skin was almost the same color as his curly brown hair. His cleft lip twisted in an almost leering smile, revealing yellowing and rotten teeth. The figure on the right is a willowy and pallid elf, wearing chain mail with a heavy and well-used mace hanging at his side. A helm covers his head, although his silvery hair and pointed ears are still obvious. An equally obvious necklace hangs outside of his armor, a sprig of belladona on a silver kite shield. A similar motif is worked into the shield on his back, although deep gouges from various blocked attacks have heavily defaced the surface of the full-sized shield. The central woman take a step forward and says, "If you are living and not one of Drakov's goons, we would parlay with you. You can call me Willa. What brings you to Silbervas?" It is clear this is the same voice that called out before they showed themselves. Kain notices a faint creaking from the roofs in that direction can notes the tell-tale signs of archers moving into good shooting positions. They are remarkably well hidden and careful in the their movements, but as Kain catches the whiff of potential battle his training and senses come alive in anticipation. OOC Spotting the archers moving from observation posts to covering fire spots is the last Kain's Nat 20 will get you. A DC 15 Religion check (DC10 if a Ravenloft native) will recognize the symbol of Ezra, God of the Mists, as the holy symbol being worn by the elf.
  15. <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 resists the urge to take his bow in hand, as it would send the opposing message that his companion are proclaiming. Not being the optimistic one, the hunter is on the fence as to someone... or something watching them would be be a threat or not. Hopefully, if they are being watched, as Kain says, they are survivors. Only time will tell. He rejoins the group, scanning around for whoever Kain has felt. He quietly reports his findings: "The lack of fresh prints suggests there hasn't been movements in or out in at least a couple of days. Horsemen were here around that time - I'd say at least four of them. I'm guessing those would be Talons." Actions Perception
  16. 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 takes a moment to juggle the pieces in his mind, 'The Wizard sees no magic. There are signs that some had survived the undead and the Talons. Are the one's watching us not the survivors?' "Troubling?" he answers the pale woman, "or simply troubled." He thinks for a moment before adding, "And where lies the distinction?" He sheaths his rapier and pulls the ocarina out of his pocket. "As my noble friend here says, we mean you no harm!" he calls across the ruins, "Yes, I call him friend, though I am not his equal in station! We are simple travelers, unfortunate enough to have held the attention of the whims of the mists! As you can see we possess talents enough to have survived the wilds for the past few days! Would you meet with us? We offer only what help we can safely give, and only ask for similar in return!" 'Something calming and reassuring, of course. Something... homely. This may be the first music they have heard in a long time.' He begins to play. OOC Movement: — Action: Toot teet toot! Bonus Action: — Reaction: —
  17. 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 . . . Well, this is certainly bloody bleak. Set keeps quiet and to himself mostly, especially once he notes the general air of disquiet in the place. Something about the town is bothering him, but he can't quite place his finger on what it is. When Falken notes that the place is in notably worse condition than it's meant to be, he finally figures it out. It feels like a trap. He can't just outright say as much though, and so settles for slinking around the edges of buildings, keeping eyes on the rest and making sure nothing sneaks up on them from places they aren't watching. Easier said than done in such an empty, desolate place, but he does his best. OOC OOC Movement: — Action: — Bonus Action: — Reaction: — Stealth
  18. I don't know if I might get a bonus or a negative for saying I am a Noble, but most nobles are proud of their heritage and so is Kain lol
  19. Kain Dorset Noble Knight AC: 19 (Chain & Shield) | HP: 26/26 (1d10+3) | 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 Moves his shield suddenly to a defensive position as he moves his sword up as well. "We are not alone, we are being watched." His eyes keep scanning the ruins around them. "If you are concerned about who we are, we are not from these lands, we are not Talons, we do not bear their mark. We are not your enemies. My name is Ser Kain Dorset, on my honor as a Noble, if you reveal yourselves to us, even just one of you as a mouth piece, we will not attack you unless you inflict harm first." Kain keeps looking around for any movement, hoping the eyes on them were human and not a swarm of undead, but either way, he was ready. OOC Movement: — Action: persuasion — Bonus Action: — Reaction: —
  20. Name: Amelia Grey | Class: Fighter | Level: 1 | AC: 16 | HP: 20/20 | Prof: +2 Saves: Str +4, Dex +4, Con +4, Int -1, Wis +2, Cha -2 Fighting StyleArchery: +2 ranged attacks, Second WindBonus Action: 1d10+level per long rest (1/1 LR), Mist WalkerThe Mists whisper to you and guide you through their mysterious eddies. You immediately know if an object you're touching is a Mist talisman (detailed in chapter 3). You recognize where the talisman originates from if you have been to its domain of origin, Sustained Symbiosis1/Long Rest, when failing a saving throw, spend a HD an add the result to the save. (1/1 LR) Attacks: PistolsAttack +8 Damage 1d10+4 Reload: 4 (fire 4 shots then 1 round reload), RapierAttacks +6 Damage: 1d8+4 Passive: Perception - 14 | Investigation - 10 | Insight - 14 Languages• Common • Undercommon • Elvish • Sylvan • Abyssal • Deep Speech, DarkvisionDarkvision out to 60ft, Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. "Does anyone else get a distinctly troubling impression of this place? I mean.. beyond the obvious" she motions around the area in a sort of 'everything' motion. She watches the others, but she stays near Haakon with her hand on one of her pistols, just in case something isn't entirely dead around here. Mechanics Attack Target To-Hit Damage Notes Weapon Notes Pistol 1 Reload 4/4 Pistol 2 Reload 4/4 Action: Move: Reaction: Basic Opportunity Attacks
  21. The group begins to spread back out into the nearest buildings. Falken examines the ground of the courtyard and the exiting dirt lanes. There has been an unbelievable amount of traffic through here over time, but nothing in at least a couple of days. There were several mounted riders that came through here at least three days ago, based on how much the rain had worn them away. Falken could tell that there were at least four riders, maybe more, that had rode in and rode back out again. There have been more recent foot traffic, although not much. Karlov, Harin and Kain were able to determine that all of the nearest buildings had at one point been shops or merchant stalls, but they have been abandoned for weeks. Kain specifically finds some tell-tale marks of a combat only a couple of days ago in one shop, between what he would guess was one living combatant and a couple of zombies. There were some scraps of decayed flesh, but no significant signs of bodies or blood. That hints at a possible hopeful outcome of the fight for the living. As Kain emerges back into the courtyard with the rest, he can feel eyes watching the group from hiding, although the specific location of the watchers was not immediately evident. Really it was just a raising of the hair on the back of his neck that set his well trained instincts on edge. Haakon finishes his spell, although it reveals nothing of note in the immediate area.
  22. Almost every DM I know has done that one an Investigation, Perception or Insight roll at least once :) I know of at least one campaign that derailed as the Bard that made the roll was able to convince the rest of the group that there was a shadowy giant cabal that was working against the group and suddenly became the new big bad.
  23. 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 . . . Left hanging, Haakon keeps the strained smile, either from decorum or because the smile genuinely helps him feel good. He joins the others past the gates, walking while digging for something in his pack. But once he is a few feet from the burned building, he thinks twice how he can help. He leans against the wall next to one of the open doors, staying well outside the threshold, giving the street another once-over. He tries to make eye contact as he tips off the others. “I'll just be here. This might be a while.” Digging his heels to the ground, he traces glyphs with his fingers in the air and warbles incantations. OOC Movement: — Action: Begin ritual casting Detect Magic Bonus Action: — Reaction: — SpellbookPrepared: Absorb Elements Shield Snare Tasha's Caustic Brew Rituals: Alarm Detect Magic Identify Unseen Servant
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