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Scarlet Citadel: Level 1: Dungeon and Crypts


bwatford

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Sir Robin Hawkwood - Elfmarked Paladin (MW Character Sheet)spacer.png


AC: 18 | HP: 02/12 | HD: 1/1d10 | Initiative: -1 | PP: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 | DM Inspiration: 1/1


And now it was Elendris' turn to bite the dust. That room would be their grave.

Robin whispered a short prayer to Khors. Then, he grabbed the Shadow Elf with his free hand, and tried to flee as far up the stairs as he could.



Mechanics

Main Hand: Nothing
Off Hand: Shield


Action: Grab Elendris
Bonus Action: 
Move: move at half speed 3 squares to the East or E, NE, E to avoid Hobbs' body. If Ingyrd blocks his movement, Robin will just move 1 E and 1 NE. 
Manipulate:

 

 

Edited by Leonidas1789 (see edit history)
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Level 1: Dungeon and Crypts



Ingyrd moved away from the attacking instruments as she drug Arik to the top of the stairs as far as she could. As she passed the form of Estriel the man toppled over beside Arik.

Sir Robin grabbed Elendris and began to pull her body back up the stairs and away from the animated objects as he did so, he noticed that the objects stopped moving below and did not follow them.

Then they heard something else moving through the lower chamber, breathing heavily as it charged toward their position, a moment later it just came into site at the bottom of the stairs. It was a truly horrific site. A large, muscled humanoid with an executioner's mask on with some kind of locked device around its deck. It had spiked arm wraps a leather apron with multiple torture implements that hung from it, but the most frightening thing of all was the incredibly large maul that it carried in its two hands.

As it approached it spat in a deep gravelly voice "COME BACK HERE WITH MY PRIONERS."

 

image.png.8608d35bebc0af2a32f8589ed77f6fc7.png

 


Torture Chamber, Frog Shrine
 MarksdayThursday, the 9th of Low SummerMay @ 3:12 pm


WE ARE IN COMBAT
Everyone is up

CONDITIONS

Arik (grappled, prone, stable, unconscious)
Elendris (dying, grappled, prone, unconscious)
Estriel (incapacitated, stunned)
Ingyrd (grappling)
Sir Robin (grappling)

MAP IS ACTIVE
(Please refer to active map spoiler below.)
Please use coordinates or directions when moving.

 

Show Active Maps

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Level 1: Dungeon and Crypts

Show Bookkeeping

PASSIVE PERCEPTION SCORES

Ingyrd 15 | Elendris 12 | Estriel 12 | Robin 12 | Arik 11  

INITIATIVE (Round 6)

Brazen Bull
Iron Maiden
Stocks
Torture Rack

PC's

MECHANICS

Arik
Has 0 of 15 hit points remaining.
Is prone.
Is stable.
Is unconscious.

Elendris
Has 0 of 9 hit points remaining.
Is dying.
Death Saves: 0 Success; 1 Failure
Is prone.
Is unconscious.

 

Brazen Bull
Has taken a total of 6 hit points of damage.
Is lightly wounded.

Iron Maiden
Has taken a total of 12 hit points of damage.
Is moderately wounded.

Stocks
Has taken a total of 23 hit points of damage.
Is heavily wounded.

CONDITIONS

Arik
Is grappled by Ingyrd.
Is prone.
Is stable.
Is unconscious.

Elendris
Is dying.
Is grappled by Sir Robin.
Is prone.
Is unconscious.

Estriel
Is Stunned (5 minutes remaining)
Has torch lit. (23 minutes remaining)

Ingyrd
Is grappling Arik.
Has torch lit. (23 minutes remaining)

Sir Robin
Is grappling Elendris..

DESCRIPTIONS

CONDITIONS

GrappledA grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

The condition ends if the Grappler is incapacitated (see the condition).

The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by the Thunderwave spell.

IncapacitatedAn incapacitated creature can’t take Actions or reactions.

ProneA prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.
The creature has disadvantage on Attack rolls.
An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.

StunnedA stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity Saving Throws.
Attack rolls against the creature have advantage.

UnconsciousAn unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
The creature drops whatever it’s holding and falls prone.
The creature automatically fails Strength and Dexterity Saving Throws.
Attack rolls against the creature have advantage.
Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

 

ITEMS

TorchA torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee Attack with a burning torch and hit, it deals 1 fire damage19;15.

 

DEFAULT MARCHING ORDER
Arik
Robin
Estriel
Elendris
Ingyrd

ARIK LOSTCUB

Hit Points: 0/15 
Resistances: Cold
Hit Dice: 0/1
Bear Hug: 2/3 *L
Rage: 1/2 *L
XP: 100/300
DM Inspiration: 1/1

ELENDRIS VESSICARI

Hit Points: 0/9 
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Vulnerabilities: Sunlight Sensitivity
Hit Dice: 1/1
Hexblade's Curse: 0/1 *S
Path of Darkness: 3/3 *L
Spell Slots *S (ATK +5 DC 13)

  • 1st Level: 1/1 

XP: 100/300
DM Inspiration: 1/1

ESTRIEL ILYAKRANA

Hit Points: 10/10
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Hit Dice: 1/1
XP: 100/300
DM Inspiration: 1/1

INGYRD MOONDANCER

Hit Points: 1/10 
Hit Dice: 0/1
Stalwart Will: 1/1 *S
Spell Slots *L (ATK +5 DC 13)

  • 1st Level: 0/2 

XP: 100/300
DM Inspiration: 0/1

SIR ROBIN HAWKWOOD

Hit Points: 2/12
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Hit Dice: 1/1
Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
XP: 100/300
DM Inspiration: 1/1

 

 

 

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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 1/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 0/2 | DM Inspiration: 0/1


Hearing the approach of the gaolor caused Ingyrd to roar in rage. Could they not just let them escape with what lives they still had? She knew she could not fight. She had to escape and hope that she could come back for the others, hopefully with a few more people willing to help. 

She roared in exertion, the blood from her snout wound still dripping, somehow making it easier to drag Arik. She rushed towards the exit as fast as she could go.



Mechanics

Main Hand: Arik. 
Off Hand: None.


Action: Dash
Bonus Action: None
Move: 60 feet of movement should bring Ingyrd 30 towards the exit.
Manipulate: None.

Free: None.

 

 

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Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet)Elendris.png


AC: 16 | HP: 9/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 0/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1


A slight pained moan sounded from Elendris's slumped figure as she was dragged up the floor, but she seemed unconscious. 

 



Mechanics

Main Hand: None
Off Hand: Shield


Death Saves: (2 failure)

     

Edited by Booker28 (see edit history)
Name
Death Save #2
8
1d20 8
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Estriel Ilyakrana (Luke Hobbs) - Elven Rogue (MW Character Sheet)spacer.png


AC: 14 | HP: 10/10 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Sneak Attack: +1d6 | DM Inspiration: 1/1


 

Estriel, oblivious to everything and everyone, continues to dream of riches. It was not other even worse threat that would remove him from it.

 



Mechanics

Main Hand: Short Bow
Off Hand: -


Action: -
Bonus Action: -
Move: -
Manipulate: -

 

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Sir Robin Hawkwood - Elfmarked Paladin (MW Character Sheet)spacer.png


AC: 18 | HP: 02/12 | HD: 1/1d10 | Initiative: -1 | PP: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 | DM Inspiration: 1/1


Robin was facing one of the most difficult choices in his life.

On the one hand, part of him was urging him to stay and fight. He was a paladin, and paladins should be ready to sacrifice themselves in order to protect others.

On the other hand, his sacrifice would be futile; worse still, it would mean Elendris' death on top of his own.

Fleeing now meant a chance to save Elendris - if she could survive her wounds.

So Robin rushed behind Ingyrd as fast as he could, still carrying the Shadow Elf; however he took a different path than the bearfolk, opting to head north and to the oubliette. Besides, that strategy increased the chance of someone in the party actually surviving, as the gaolor would not be able to pursue both Ingyrd and him.

"I"m sorry Hobbs." he whispered as he ran.



Mechanics

Main Hand: Elendris
Off Hand: Shield


Action: Dash
Bonus Action: 
Move: Move towards the oubliette: 4 squares NE. 
Manipulate:

 
Edited by Leonidas1789 (see edit history)
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Level 1: Dungeon and Crypts



Sir Robin and Ingyrd pulled their fellow companions through the room with the hole in the floor as fast as they could, Hobbs was left behind, dreaming on the floor.

The gaoler meanwhile made it up the stairs to where Hobbs was laying before grabbing him up as he began to move back down the stairs as he whistled.
 


Torture Chamber, Frog Shrine
 MarksdayThursday, the 9th of Low SummerMay @ 3:12 pm


WE ARE IN COMBAT
Everyone is up

CONDITIONS

Arik (grappled, prone, stable, unconscious)
Elendris (dying, grappled, prone, unconscious)
Estriel (grappled, incapacitated, stunned)
Ingyrd (grappling)
Sir Robin (grappling)

Gaoler (grappling)

MAP IS ACTIVE
(Please refer to active map spoiler below.)
Please use coordinates or directions when moving.

 

Show Active Maps

spacer.png

Level 1: Dungeon and Crypts

Show Bookkeeping

PASSIVE PERCEPTION SCORES

Ingyrd 15 | Elendris 12 | Estriel 12 | Robin 12 | Arik 11  

INITIATIVE (Round 6)

Brazen Bull
Gaoler
Iron Maiden
Stocks
Torture Rack

PC's

MECHANICS

Arik
Has 0 of 15 hit points remaining.
Is prone.
Is stable.
Is unconscious.

Elendris
Has 0 of 9 hit points remaining.
Is dying.
Death Saves: 0 Success; 2 Failures
Is prone.
Is unconscious.

 

Brazen Bull
Has taken a total of 6 hit points of damage.
Is lightly wounded.

Iron Maiden
Has taken a total of 12 hit points of damage.
Is moderately wounded.

Stocks
Has taken a total of 23 hit points of damage.
Is heavily wounded.

CONDITIONS

Arik
Is grappled by Ingyrd.
Is prone.
Is stable.
Is unconscious.

Elendris
Is dying.
Is grappled by Sir Robin.
Is prone.
Is unconscious.

Estriel
Is grappled by Gaoler.
Is Stunned (5 minutes remaining)
Has torch lit. (23 minutes remaining)

Ingyrd
Is grappling Arik.
Has torch lit. (23 minutes remaining)

Sir Robin
Is grappling Elendris..

 

Gaoler
Is grappling Estriel.

DESCRIPTIONS

CONDITIONS

GrappledA grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

The condition ends if the Grappler is incapacitated (see the condition).

The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by the Thunderwave spell.

IncapacitatedAn incapacitated creature can’t take Actions or reactions.

ProneA prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.
The creature has disadvantage on Attack rolls.
An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.

StunnedA stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity Saving Throws.
Attack rolls against the creature have advantage.

UnconsciousAn unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
The creature drops whatever it’s holding and falls prone.
The creature automatically fails Strength and Dexterity Saving Throws.
Attack rolls against the creature have advantage.
Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

 

ITEMS

TorchA torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee Attack with a burning torch and hit, it deals 1 fire damage19;15.

 

DEFAULT MARCHING ORDER
Arik
Robin
Estriel
Elendris
Ingyrd

ARIK LOSTCUB

Hit Points: 0/15 
Resistances: Cold
Hit Dice: 0/1
Bear Hug: 2/3 *L
Rage: 1/2 *L
XP: 100/300
DM Inspiration: 1/1

ELENDRIS VESSICARI

Hit Points: 0/9 
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Vulnerabilities: Sunlight Sensitivity
Hit Dice: 1/1
Hexblade's Curse: 0/1 *S
Path of Darkness: 3/3 *L
Spell Slots *S (ATK +5 DC 13)

  • 1st Level: 1/1 

XP: 100/300
DM Inspiration: 1/1

ESTRIEL ILYAKRANA

Hit Points: 10/10
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Hit Dice: 1/1
XP: 100/300
DM Inspiration: 1/1

INGYRD MOONDANCER

Hit Points: 1/10 
Hit Dice: 0/1
Stalwart Will: 1/1 *S
Spell Slots *L (ATK +5 DC 13)

  • 1st Level: 0/2 

XP: 100/300
DM Inspiration: 0/1

SIR ROBIN HAWKWOOD

Hit Points: 2/12
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Hit Dice: 1/1
Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
XP: 100/300
DM Inspiration: 1/1

 

 

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Sir Robin Hawkwood - Elfmarked Paladin (MW Character Sheet)spacer.png


AC: 18 | HP: 02/12 | HD: 1/1d10 | Initiative: -1 | PP: 12 | Divine Sense: 4/4 | Lay on Hands: 4/5 | DM Inspiration: 1/1


The paladin had been unable to protect Hobbs, but it was not too late to save Elendris. Yes, the Shadow Elf he would save - using his divine powers. That would compensate a little for the utter shame of being forced to flee and to abandon an ally.

Sir Robin gently touched the woman's forehead and let the positive energy flow into her body; as soon as she opened her eyes, the paladin helped her to her feet.

"Let us hurry." he said grimly, unaware of Hobbs' precise fate behind him but fearing the worst for his companion.



Mechanics

Main Hand: Elendris
Off Hand: Shield


Action: Lay on Hands on Elendris for 1hp
Bonus Action: 
Move: Move towards the Entry Hall: 1 square NE and 2 squares E. 
Manipulate: help Elendris back on her feet

 
Edited by Leonidas1789 (see edit history)
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  • 2 weeks later...

Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 1/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 0/2 | DM Inspiration: 0/1


Ingyrd felt deep sympathy for Hobbs as she charged for the exit. What poor luck for the young priest that had stumbled upon their group earlier this day. Though Ingyrd did not know Hobbs well, he was skilled in a fight and had seemed pleasant enough. She was set in her own mind to continue in the Scarlet Citadel, so if chance arose to rescue Hobbs, Ingyrd would make it so.

Glancing over her  shoulder, Ingryd realized that Sir Robin had brought Elendris back. She nodded her approval, glad to increase their chances of escape even more. She was straining under Arik's heavy load, but she grit her teeth and continued for the exit... and hopefully safety. 

Mechanics

Main Hand: Arik. 
Off Hand: None.


Action: Dash
Bonus Action: None
Move: 60 feet of movement should bring Ingyrd 30 towards the exit.
Manipulate: None.

Free: None.

 

 

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Level 1: Dungeon and Crypts



Sir Robin managed to get Elendris back to her feet as what remained of the group made their way through the entry chamber and back up the rubble filled steps and then back up to the surface, the first breath of the fresh air was invigorating but they were not sure if the torturer would follow them up here.

They looked around, it was clear that the upper ruins bore no signs of their struggle below. Traveling back to town in their current situation would be dangerous in and of itself.

They needed a plan, and a moment to catch their breath.  But where?
 


Ruins Above
 MarksdayThursday, the 9th of Low SummerMay @ 3:15 pm


WE ARE OUT OF COMBAT

CONDITIONS
Arik (grappled, prone, stable, unconscious)
Ingyrd (grappling)

MAP IS NOT ACTIVE
 

Show Active Maps

Not Currently In Use!!

Show Bookkeeping

PASSIVE PERCEPTION SCORES

Ingyrd 15 | Elendris 12 | Robin 12 | Arik 11  

INITIATIVE

Currently Not in Use!!

MECHANICS

Arik
Has 0 of 15 hit points remaining.
Is prone.
Is stable.
Is unconscious.

Elendris
Gains 1 hit point from Sir Robin's Lay On Hands.
Has 1 of 9 hit points remaining.

Sir Robin
Used 1 point of Lay on Hands (4 of 5 remaining)

CONDITIONS

Arik
Is grappled by Ingyrd.
Is prone.
Is stable.
Is unconscious.

Ingyrd
Is grappling Arik.

DESCRIPTIONS

DEFAULT MARCHING ORDER
Arik
Robin
Estriel
Elendris
Ingyrd

ARIK LOSTCUB

Hit Points: 0/15 
Resistances: Cold
Hit Dice: 0/1
Bear Hug: 2/3 *L
Rage: 1/2 *L
XP: 100/300
DM Inspiration: 1/1

ELENDRIS VESSICARI

Hit Points: 1/9 
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Vulnerabilities: Sunlight Sensitivity
Hit Dice: 1/1
Hexblade's Curse: 0/1 *S
Path of Darkness: 3/3 *L
Spell Slots *S (ATK +5 DC 13)

  • 1st Level: 1/1 

XP: 100/300
DM Inspiration: 1/1

ESTRIEL ILYAKRANA

Hit Points: 10/10
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Hit Dice: 1/1
XP: 100/300
DM Inspiration: 1/1

INGYRD MOONDANCER

Hit Points: 1/10 
Hit Dice: 0/1
Stalwart Will: 1/1 *S
Spell Slots *L (ATK +5 DC 13)

  • 1st Level: 0/2 

XP: 100/300
DM Inspiration: 0/1

SIR ROBIN HAWKWOOD

Hit Points: 2/12
Immunities: Magic Sleep
Resistances: (ADV Charmed)
Hit Dice: 1/1
Divine Sense: 4/4 *L
Lay On Hands: 4/5 *L
XP: 100/300
DM Inspiration: 1/1

 

 

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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 1/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 0/2 | DM Inspiration: 0/1


As the fresh air hit her, Ingyrd she wanted to rest, but knew they didn't have time. "Hawkwood,"she said to the Paladin. "Can you wake up Arik as well? We need to move away from here, and fast." Ingyrd was already trying to think of a place they could rest and recuperate. She figured they'd need to go a ways away from the Citadel, in case the Gaolor or his allies decided to come look for them. She figured a 15 minute walk in one direction would suffice before looking for a hiding place. She figured she could try and cover their tracks as well when they started moving. She supported Arik's head, and motioned for Sir Robin to do his thing. 

Mechanics

Main Hand: Staff

Off Hand: None.


Action: Attempt to conceal any tracks
Bonus Action: None
Move: Begin to move into the forest?? 
Manipulate: None.

Free: None.

 

 

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Sir Robin Hawkwood - Elfmarked Paladin (MW Character Sheet)spacer.png


AC: 18 | HP: 02/12 | HD: 1/1d10 | Initiative: -1 | PP: 12 | Divine Sense: 4/4 | Lay on Hands: 3/5 | DM Inspiration: 1/1


"Certainly, Lady Ingyrd." Robin said, still shaken and shocked by his own cowardice, and only too happy to make himself useful again - to compensate for Hobbs' loss, for which he felt responsible.

The paladin leaned over Arik's body and touched his forehead. A moment later, divine energy flowed through the bearfolk's body - hopefully enough to help him regain consciousness. 

 



Mechanics

Main Hand: Elendris
Off Hand: Shield


Action: Lay on Hands on Arik for 1hp
Bonus Action: 
Move: 
Manipulate: 

 
Edited by Leonidas1789 (see edit history)
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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik's last moment of consciousness went by in a flash. A bull, charging at him. Raising his axe. Too slow. Pain. He was falling. Why couldn't he-


Arik awoke with a start, tense as oak wood. He realized almost instantly his situation had changed. They were outside, no longer in the ruins. Robin was there, and Elendris, but his eyes fixed on Moondancer, who held him upright.

"Damnation, I failed didn't I?" Arik's gaze fell. Shame filled him. He'd tried to save the man in the cage and that had caused him to let down his guard for an instant, which was all it ever took. "I'm sorry, I-" Arik stopped short when he noticed they were missing Hobbs. "Where's Hobbs?" the young Bearfolk queried, already figuring he knew the answer. He'd found the priest irritating, but wouldn't have wished... whatever had happened on him.

The more he pondered their failure, the more Arik realized they were at a turning point. What did they do now? They had been driven out almost immediately. How could they overcome the citadel if they weren't even up to its outermost rooms? "So... What happens now?" He spoke quietly, asking the obvious but uncomfortable question. They had to rest, because everyone was injured, and while he could move he didn't feel like he could fight anything aside from that monk's dung beetles. Nevertheless, he stood on his own, but shot Moondancer the best smile he could muster in the unfortunate circumstances.

 



Mechanics

 

___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action:
Bonus Action:
Move: 
Manipulate: 

Character Sheet

 

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 1/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

 

___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 1/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 0/2 | DM Inspiration: 0/1


A small bit of relief filled Ingyrd when Sir Robin healed Arik. It was mostly instinctual to her; being a mother of several cubs herself, as well as helping her village's young as is normal in Bearfolk communities, she would have cared for Arik had they lived in the same place when he was a youth. It was hard not to feel matronly protection for him. But she did not let that show. Even with their shared racial background, he was still a stranger and she would only embarrass herself by fawning over his injuries. It wasn't like any of the others, or even herself, was doing much better.

"Hobbs has been taken prisoner," she said in response to Arik's question. "It wasn't just the bull, there were many animated items that attacked us, and we couldn't manage to destroy a single one, despite hitting one of them fairly hard. This failure is all of ours to bear and to learn from. Now we must find some relative safety where we might recover. We can discuss our future once safe. I recommend we walk a short ways into the forest and try to find some natural shelter. Elendris, are you able to travel a short ways?"

Mechanics

Main Hand: Staff

Off Hand: None.


Action: Attempt to conceal any tracks
Bonus Action: None
Move: Begin to move into the forest?? 
Manipulate: None.

Free: None.

 

 

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Elendris Vessicari - Shadow Elf Warlock (MW Character Sheet)Elendris.png


AC: 16 | HP: 1/9 | HD: 1/1d8 | Initiative: +3 | PP: 12 | Hexblade's Curse: 0/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1


Her entire head had been throbbing with pain all the way up the ruin, but Elendris considered herself lucky. Being knocked out and waking up while being dragged away was a sobering experience. She'd been sure that she could bring up her shield in time to block any attack, but one moment of hesitation and she'd been very close to returning to the Shadows. 

"It feels like someone is hammering a very large wooden stake through my head, but yes, I can travel." She glanced at her companions - one less now, at least for the moment - and noted the injuries and the limps. "I agree, a rest would do us good. If no one saw a good place to hole up and rest on our way here, perhaps fifteen minutes in any other direction might be better. We can cover our tracks moving away, then maybe if that executioner tries to follow us or send someone after us, they'll think we returned toward the town and look that way."

Elendris looked back at the ruins, pondering. The favor she had to repay still obligated her to explore the ruin, but next time, she would be more careful.



Mechanics

Main Hand: None
Off Hand: Shield


 

     

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