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Scarlet Citadel: Level 1: Dungeon and Crypts


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Scarlet Citadel Level 1: Dungeon and Crypts

 

Sir Robin moved into the room and approached the bed of furs; using his weapon to pick through the filthy hides but found nothing of interest in them except for the assault on his sense of smell.

 

Ingyrd moved into the room next, examining the outside of the chest she found no sign od a trap or a lock to speak of so she carefully opened the lid and began to rumage through the contents which contained a mix of body parts (fingers, toes, ears, noses, patches of flesh, eyes, scalps, and teeth) that have been crudely preserved in smoke. There are also locks of hair, rings, lockets, shiny buttons, talismans, coins from distant realms of Midgard, a pair of fine gloves, and even a few holy symbols. All together the chest was stuffed to overflowing and would be worth quite a bit if all of it was taken to an open market, a few hundred gold pieces minimum. The chest was however quite heavy weighing just over two hundred pounds (counting the chest itself) with all of its contents, even if the body parts were to be removed.

 


OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 3:05 pm

Passive Perception (Arik 11, Robin 12, Estriel 10, Ingyrd 15, Elendris 12) Passive Investigation (Arik 11, Robin 11, Estriel 16, Ingyrd 11, Elendris 10) 

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.

 

 

Show Active Maps

 

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Level 1: Dungeon and Crypts

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

Currently Not in Use!

 

ESTRIEL
Has torch lit. (34 minutes remaining)

 

INGYRD
Has torch lit. (34 minutes remaining)

 

MECHANICS DESCRIPTIONS

Currently Not in Use!

DEFAULT MARCHING ORDER
Arik
Robin
Estriel
Elendris
Ingyrd

 

 

CHARACTER STATUS

ARIK LOSTCUB INGYRD MOONDANCER

Hit Points: 15/15 (Resistance (cold))
Hit Dice: 0/1
Bear Hug: 2/3 *L
Rage: 2/2 *L

XP: 40/300
DM Inspiration: 1/1

 

Hit Points: 9/10 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 0/1
Stalwart Will: 1/1 *S

Spell Slots 1st Level: 2/2 *L (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 0/1

ELENDRIS VESSICARI SIR ROBIN HAWKWOOD

Hit Points: 9/9 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 1/1
Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level: 1/1 *S (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

 

Hit Points: 12/12 (Fey Ancestry)
Hit Dice: 1/1

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L

XP: 40/300
DM Inspiration: 1/1

ESTRIEL ILYAKRANA  

Hit Points: 10/10 (fey ancestry)
Hit Dice: 1/1

XP: 40/300
DM Inspiration: 1/1

 

 

 

 

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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 | DM Inspiration: 1/1


 

Estriel arrived a moment later at the next room as he was trying to see through his mirror the stairs at the other side of the corridor. When he arrived, Ingyrd was already rummaging through the chest's content, he was leaned behind her at her shoulder, looking attentive about what could interest him. There are some things that interest me here. I don't think it is a good idea to bring this chest with us, but we can take enough from it to make this incursion worthwhile.

 

Without a second thought, he leaned at the side of the chest and started to pick things that could look valuable to him, like holy symbols, rings and lockets.

 

ActionsTake everything that appears valuable to a fast appraisal to at most 20 lb. 

 



Mechanics

Main Hand: Rapier
Off Hand: Torch


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

 

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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik looked at the chest with suspicion. It could be trapped. He could imagine any number of ways it might kill him with poisoned spikes, fire, acid, eldritch magic... Was it worth looking in there? "Perhaps the key is within" he thought sullenly. That would be just his luck. "I don't want bring this thing with us. I say we either leave it or bury it." He and Moondancer were certainly more than strong enough to carry it, but it was weight they really didn't need and it was composed of nick-nacks. Any value they may have had wasn't of much interest to the young cub, who didn't much care for wealth that wouldn't help him see the sun again. "Whatever. Let's get this done and get moving." He spat, annoyed and anxious at going forward.

 



Mechanics

 

___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

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

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

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

___________________________________________________
WEAPONS

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

___________________________________________________
PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

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

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

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

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

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

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

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

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

 

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

 

Equipment

 

___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

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

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


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

 

Encumbrance

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

Current Weight: 86.2 lbs.

 

 

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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 9/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1


Originally Posted By: Elendris Vessicari 
Elendris.png

"Such crude display. Do some people in this world actually like the smell of rotting corpses? We never decorate our jails this way, nor hang corpses in the sole entrance to your abode, no matter how much you want others to fear you. Do you think these were adventurers, hung here as a warning against unwanted guests?"

Ingyrd listened to Elendris' commentary from the other room. It was a ghastly display, but Ingyrd was sure she'd heard of some people doing such barbaric acts to instill fear in their charges. Then again, with what they had just found in the chest, perhaps it was someone's personal preference on interior decorating. "Whoever lives here seems to have an affinity for body parts. I do not think that is normal for civilized folk," she said to the shadow elf.

 

Ingyrd turned her attention back to the room where Hobbs and Arik were discussing the chest and what to do with it. She agreed it would not be practical to carry it around with them, but she also did not feel overjoyed at the thought of digging through the fingers and flesh to find the worthwhile items. Arik's idea of hiding the chest seemed a good compromise. "We can hide it in the rubble in the room of the Harpy's nest," she suggested. "We can pick through it when we are resting for the night, so we can discard all the... extra bits."



Mechanics

Main Hand: Oak Staff
Off Hand: Torch


Action: None
Bonus Action: None.
Move: None
Manipulate: None.

Free: None.

 

 

Edited by foxtrot636 (see edit history)
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Scarlet Citadel Level 1: Dungeon and Crypts

 

Estriel picked through the chest and began to fill his pockets with trinkets he could see of value out of the chest while the others talked of moving it out of here and back up to the Harpy's den.

 

A sudden rattling of chains from the Oubliette quickly caught Elendris's attention as the dead began to pull themselves off the hooks in front of her with a gurgling moan. Dragging missing or rotted body parts along with them as they raise bloated arms and broken hands. They advance toward you, driven to kill anyone too slow to escape their grasp.

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OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 3:08 pm

Passive Perception (Arik 11, Robin 12, Estriel 10, Ingyrd 15, Elendris 12) Passive Investigation (Arik 11, Robin 11, Estriel 16, Ingyrd 11, Elendris 10) 

 

WE ARE IN COMBAT

Everyone is up!!

 

SKILL CHECKS

(If you don't make them then don't read them.)

Show DC 5 Religion

Zombies
Dark Servants.
Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.

 

Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.

 

A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.

Show DC 10 Religion

Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun.


The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.

Show DC 15 Religion

Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.

 

A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.

 

MAP IS ACTIVE (Please refer to active map spoiler below.)
Please use directs when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.

 

 

Show Active Maps

 

spacer.png

Level 1: Dungeon and Crypts

Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

Currently Not in Use!

 

ESTRIEL
Has torch lit. (31 minutes remaining)

 

INGYRD
Has torch lit. (31 minutes remaining)

 

MECHANICS DESCRIPTIONS

Currently Not in Use!

DEFAULT MARCHING ORDER
Arik
Robin
Estriel
Elendris
Ingyrd

 

 

CHARACTER STATUS

ARIK LOSTCUB INGYRD MOONDANCER

Hit Points: 15/15 (Resistance (cold))
Hit Dice: 0/1
Bear Hug: 2/3 *L
Rage: 2/2 *L

XP: 40/300
DM Inspiration: 1/1

 

Hit Points: 9/10 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 0/1
Stalwart Will: 1/1 *S

Spell Slots 1st Level: 2/2 *L (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 0/1

ELENDRIS VESSICARI SIR ROBIN HAWKWOOD

Hit Points: 9/9 (Fey Ancestry, Sunlight Sensitivity)
Hit Dice: 1/1
Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level: 1/1 *S (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

 

Hit Points: 12/12 (Fey Ancestry)
Hit Dice: 1/1

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L

XP: 40/300
DM Inspiration: 1/1

ESTRIEL ILYAKRANA  

Hit Points: 10/10 (fey ancestry)
Hit Dice: 1/1

XP: 40/300
DM Inspiration: 1/1

 

 

 

 

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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: 1/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1


 

The sudden movement of the dead bodies along with the rattle of chains took Elendris unawares and she jerked back in surprise. She took a quick account of the surroundings, and raising her shield arm in front of her, took a guarded retreat back toward the split in the corridor. 

 

Turning her head towards the door to the sleeping chamber, yet still keeping her eyes on the front, Elendris called out in a strained, but not-too-loud voice. "Some help here? Necromancy afoot. Let us form a chokepoint; shields in the front, bows and spears in the back."

 



Mechanics

Main Hand: Longsword
Off Hand: Shield


Action: Dodge
Bonus Action: 

Reaction:
Move: SW 1 (24.21)
Manipulate: 

 

     

Edited by Booker28 (see edit history)
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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik turned on his heel before Elendris was done speaking and returned to see what was the matter. "<Bloody shit!>" He roared in Northern but one didn't need to be fluent to understand his meaning. Elendris took up a defensive position and Arik fell in beside her. His desire to chop the rotten corpses into mulch was tempered by a desire to not be swarmed and torn limb from limb, which totally wasn't a bit of fear. Totally. "Just imagine they're ghouls and you're taking revenge..." He tried to buoy his courage but he couldn't imagine them as ghouls. He tried to disguise a nervous gulp with a shout as he readied his blade to try to hew dead flesh like wood. "Get the Hells in here!" He didn't much fancy his and Elendris' chances alone here.

 



Mechanics

 

___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action: Ready action to swing at the first zombie to come within reach
Bonus Action: N/A
Move: Move west five feet as Booker suggested in his Discord post
Manipulate: N/A

Character Sheet

 

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

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

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

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

___________________________________________________
WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 1d6+3 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.

 

 

Name
Readied Greataxe attack
12
1d20+5 [[7]]
Religion
13
1d20 [[13]]
Readied Greataxe damage
10
1d12+3 [[7]]
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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 9/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1


Ingyrd's ears perked up as Elendris called out the warning. She turned and fell in behind Arik, a step behind him. When she saw the undead, her snout wrinkled into a growl. ""<<Foul, unnatural, pests!>>"" she exclaimed, echoing Arik's curse. The undead were not of the natural world, and Ingyrd would not suffer them to continue their existence. Seeing that Arik was prepared in an aggressive stance, Ingyrd once again summoned the thorny blackberry vine that shot out and attempted to pull the closest undead towards Arik's waiting axe.



Mechanics

Main Hand: Oak Staff
Off Hand: Torch


Action: Cast Thorn Whip on closest undead, #1. Trying to pull it into Arik.s reach for his prepared action.
Bonus Action: None.
Move: 30 feet, just below Elendris 
Manipulate: None.

Free: None.

 

 

Edited by foxtrot636 (see edit history)
Name
Thorn Whip DMG
6
1d6 [[6]]
Religion
16
1d20+1 [[15]]
Thorn Whip To Hit
15
1d20+5 [[10]]
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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 | DM Inspiration: 1/1


 

Estriel was finally happy with this incursion, searching the chest for something valuable. Despite believing that carrying the chest would be extremely cumbersome, Estriel firmly believed that good money was money in his pocket. No chance he would leave the money untouched and if they had to flee, he would have lost all. Better guarantee a profit now. Even if small. 

 

He was reaching ecstasy, having the time of his life, when that damned citadel decided to stop his pleasure. Filthy creatures, moaning and moving menacingly at their direction. He still did not see them, but he could imagine what they were, even if never facing one in his life.

 

For Lada! Not abominations! Let's retreat to the room. It is easier to defend here. He yelled to his companions, while dropping the items in his hands, and picking his bow. Flee into the unknown crossed his mind for a brief moment, however it didn't appear to be a good plan. 

 



Mechanics

Main Hand: Short Bow
Off Hand: -


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

 

Edited by yxanthymir (see edit history)
Name
Initiative
21
1d20+3 [[18]]
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Sir Robin Hawkwood - Elfmarked Paladin (MW Character Sheet)spacer.png


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


Robin was about to join Hobbes and start retrieving the wooden chest's valuables. Material possessions were not very important to him, but his comfort was; he had living standards to uphold, to the best of his abilities, and costly single bedrooms to rent back at the inn.

But as he was about to walk up to the priest, he heard Elendris' call for help; he quickly looked to the west and saw that Elendris, Ingyrd and Arik had already joined forces to defend the corridor. The knight quickly assessed the party's defensive position and found it sub-optimal.

"Move further back, Elendris. Move further back, and we have a defensible chokepoint." he shouted as he hurried to the west to join his friends for combat.

Whether the priest was going to help or not was a complete mystery, but Robin had no time to think about that or encourage Hobbes to join the fight; as soon as he was in position, the paladin readied his longsword. 

 



Mechanics

Main Hand: Longsword
Off Hand: Shield


Action: 
Bonus Action: 
Move: 
Manipulate: Search furs, lifting and moving them one by one with the tip of his sword.

.

 

 

 

Name
Religion
18
1d20+1 [[17]]
Readied Longsword Attack: To hit
14
1d20+5 [[9]]
Readied Longsword Attack: Potential Damage
7
1d8+3 [[4]]
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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 | DM Inspiration: 1/1


 

While everyone moved to one side to fight the undead menace, Estriel moved to the other side. He was no battle master, he actually thought that seeking shelter in the room would be a good plan. So he dropped his torch, and created a problem for himself, one of their light sources would be away from the fight.

 

Without time to collect the torch with his hand, before the start of the fight, he used instead his awesome dexterity. Estriel used his foot to throw the torch in the air and grab it mid air with a free hand without stopping from walking in the corridor direction. He positioned himself near the south wall, behind his companions and let the torch fall to ground there.

 



Mechanics

Main Hand: Short Bow
Off Hand: -


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

 

Name
Religion
8
1d20+2 [[6]]
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Level 1: Dungeon and Crypts


 

Elendris pulled back from the zombie who was trying to grasp her, getting out of the creatures reach and taking a defensive position in the hall. Arik quickly closed the gap beside her to keep the zombies from spilling through the doorway.

 

Seeing that Arik and Elendris was in place, Ingyrd moved behind them, noticing that Arik was prepared in an aggressive stance, Ingyrd once again summoned the thorny blackberry vine that shot out and wrapped itself around the undead's arm and pulled it closer toward Arik's waiting axe as the vine cut into the decaying flesh.

 

As the zombie was pulled closer, Arik brought down the greataxe upon it, severing an arm completely as the body part fell to the floor, but the creature remained standing as if it never felt the pain of the blow at all. The bearfolk then noticed Sir Robin standing next to him ready to strike around the corner with his blade as soon as he could, it was not an optimal position, but it was the only one he had.

 

Luke moved into position behind Arik as he dropped his torch to the ground and readied his bow.

 

The one-armed zombie lashed out at Arik grabbing and raking at his shoulder with the one good arm it had left. Another one of the creatures shuffled up beside the firs and Sir Robin thrust his blade into it from around the corner but it wasn't near enough to bring the undead down as it immediately tried to lash out at Elendris but she batted away its lunging arms.

 

The other zombies quickly piled on behind the first pushing forward in an attempt to get through to the living.

 


Gaoler's Bedchamber

(Scene Notes)


 MarksdayThursday, the 9th of Low SummerMay @ 3:08 pm


 

We Are in Combat

Elendris (dodging)

 

Everyone is up!!

 

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

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PASSIVE PERCEPTION SCORES

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

INITIATIVE (Round 2)

PC's

 

Zombies

MECHANICS

Arik
Takes 2 hit points of bludgeoning damage from Zombie #1's slam.
Has 13 of 15 hit points remaining.

 

Zombie #1
Takes 6 hit points of piercing damage from Ingyrd's Thorn Whip
Takes 10 hit points of slashing damage from Arik's greataxe.
Has taken a total of 16 hit points of damage.
Is heavily wounded.

 

Zombie #2
Takes 7 hit points of slashing damage from Sir Robin's longsword.
Has taken a total of 7 hit points of damage.
Is moderately wounded.

CONDITIONS

Estriel
Has torch lit. (31 minutes remaining)

 

Ingyrd
Has torch lit. (31 minutes remaining)

DESCRIPTIONS

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 damage.

 

Default Marching Order
Arik
Robin
Estriel
Elendris
Ingyrd

ARIK LOSTCUB

Hit Points: 13/15 

Resistances: Cold
Hit Dice: 0/1
Bear Hug: 2/3 *L
Rage: 2/2 *L

XP: 40/300
DM Inspiration: 1/1

ELENDRIS VESSICARI

Hit Points: 9/9 

Immunities: Magic Sleep

Resistances: (ADV Charmed)

Vulnerabilities: Sunlight Sensitivity
Hit Dice: 1/1
Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level: 1/1 *S (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 1/1

ESTRIEL ILYAKRANA

Hit Points: 10/10

Immunities: Magic Sleep

Resistances: (ADV Charmed)
Hit Dice: 1/1

XP: 40/300
DM Inspiration: 1/1

INGYRD MOONDANCER

Hit Points: 9/10 
Hit Dice: 0/1
Stalwart Will: 1/1 *S

Spell Slots 1st Level: 2/2 *L (ATK +5 DC 13)

XP: 40/300
DM Inspiration: 0/1

SIR ROBIN HAWKWOOD

Hit Points: 12/12

Immunities: Magic Sleep

Resistances: (ADV Charmed)

Hit Dice: 1/1

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L

XP: 40/300
DM Inspiration: 1/1

 

 

Name
Zombie #2 attack against Elendris
12
keep(2d20,highest)+3 [[9,7]]
Zombie #1 AoO against Elendris
4
1d20+3 [[1]]
Zombie #1 attacks Arik
19
1d20+3 [[16]]
Zombie #1 damage against Arik
2
1d6+1 [[1]]
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Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 9/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1


As the undead pressed into Arik and Elendris, blades began swinging, and gore and body parts began to fly around the battle line. Arik had taken a small hit from the zombie they had tag teamed, but it didn't seem serious. The old Bearfolk made a mental note to try to clean the wound after the battle. Ingyrd knew a bit about creatures such as these; a few had invaded her forest a couple years back. They were not smart. She and her companions could potentially use terrain to their advantage, but they had a good choke point at the moment, and unless they wanted to push through the horde and lure them to walk into the mysterious hole, they didn't have a lot of options. She focused on her magic, launching another thorny vine at the most damaged looking zombie. 



Mechanics

Main Hand: Oak Staff
Off Hand: Torch


Action: Cast Thorn Whip on closest undead, #1.
Bonus Action: None.
Move: None
Manipulate: None.

Free: None.

 

 

Name
Thorn Whip dmg
5
1d6 [[5]]
Thorn Whip to hit
9
1d20+5 [[4]]
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Arik Lostcub - Bearfolk Barbarianspacer.png



His allies fell in around him and gave as best as they could. Arik hewed an arm off with his axe, which was not as satisfying as he'd imagined. There wasn't much blood and the rotten state of the flesh made it a rather wet cut. Robin struck past Arik by way of the gap under the latter's arm, which the young cub appreciated for the damage it dealt, but was a bit concerned about the proximity of straight steel to his ribs. Those concerns fled when the zombie's clubbing blow bashed into his skin. It wasn't as bad as the harpy had done, but there was more than just a single zombie present. Feeling hemmed in by the enemies to the fore and (unfortunately) the allies to his rear, Arik channeled the fear that came from being cornered into rage. He bellowed incoherently and swung his axe.

 



Mechanics

 

___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action: Swing at the badly damaged zombie
Bonus Action: Enter a rage!
Move: N/A
Manipulate: N/A

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 13/15 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, 1d6+3 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.

 

 

Name
Greataxe Attack
21
1d20+5 [[16]]
Greataxe Damage w/ Rage
6
1d12+5 [[1]]
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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: 1/1 | Path of Darkness: 3/3 | Spell Slots 1st 1/1 | DM Inspiration: 1/1


 

“Do not falter, you are doing well!” said Elendris.


She looked for an opening from behind Sir Robin, hoping to score a hit on the undead without getting in the way.

 



Mechanics

Main Hand: Longsword
Off Hand: Shield


Action: If an enemy is within melee range, attack it. Otherwise, ready an attack to hit an enemy entering melee range.
Bonus Action: 

Reaction:
Move: 
Manipulate: 

 

     

Edited by Booker28 (see edit history)
Name
If #2 is dead, Damage for #1
4
1d8+3 [[1]]
If #2 is dead, Attack at #1
24
1d20+5 [[19]]
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