Jump to content

Scarlet Citadel: Redtower


bwatford

Recommended Posts

spacer.png


Scarlet Citadel Redtower

spacer.png

 

Some dungeons are dug out with precision by massive hordes of undead workers or tribes of goblins, built in great chaos and energy to the plan of some cunning mind. The Scarlet Citadel is more of a peculiar growth of layer upon layer of tunnels, defensive halls, hidden crypts and labs, and many secrets buried deep below the surface.


Human settlement of the White Forest started modestly indeed at the nearby river village of Redtower. However, over time, both the village and the castle deeper in the woods became a site of importance to dungeoneers, arcane seekers, geomancers, and a certain breed of dwarven mystic. 

 

-=-=-=-=-=--=-=-=-=-=--=-=-=-=-=--=-=-=-
Redtower
Magdar Kingdom

TorsdayWednesday, the 8th of Low SummerMay
94 Zobeck Free Years (FY)
Afternoon (1:00pm)
-=-=-=-=-=--=-=-=-=-=--=-=-=-=-=--=-=-=-

The town of Redtower has grown somewhat since its days as the village of Redleaf, adjusting to and even taking advantage of the new influx of adventurers, but it still has much of the same rustic, self-determined earnestness that it always had. Located on a tributary of the Templine River in southern Magdar between Peltzenheim and Schio, Redtower is an unremarkable logging settlement by itself but is better known as a launching point for adventuring expeditions into the infamous ruined castle and cave complex nearby—the Scarlet Citadel.


As your caravan approached Redtower from the northwest you traveled through lowland prairie toward the White Forest where Redtower is nestled within the tree line. A wooden palisade surrounds most of the town with platforms and small watchtowers attached to the palisade at each entrance. On the far southeastern corner of town, a curious redstone tower rises over the wall, itself connected to the wall via rampart. A small tributary of the Templine flows from the southwest to the northeast on the far side of town.


Redtower’s principal export is lumber, but the residents have adopted an entrepreneurial spirit around its status as an adventurers’ destination. While many townsfolk are honest, pioneering people, it also houses plenty of opportunists looking to take advantage of adventurer's flush with coin. Redtower thrives off this sort of “adventure tourism,” simultaneously warning travelers away from the Scarlet Citadel while peddling wares guaranteed to—supposedly—allow them to survive it. While predatory, these adventure peddlers are not lying about the dangers of the citadel: everyone in Redtower knows few who venture into the citadel ever return.

 

As you and others disembark from the caravan in front of the most visibly imposing structure in Redtower by virtue of its unique construction and namesake: The Cage Tavern & Inn has a row of curved bones, much like some massive ribcage, these curved bones protrude from the ground in a corridor to the tavern’s southern-facing wall and side entrance. The last few ribs are incorporated into the inn’s construction, acting as supporting rafters visible on the inside of the building. The rest of the Cage’s construction is eclectic, with the older parts of the inn—the space immediately connected to the enormous ribcage—of the wood-and-stone construction typical of the region but with newer elements showing more distant touches: sweeping iron gables from Zobeck, a dwarven-style hearth from the Ironcrags, Perunalian motifs in the columns, and so on.


Considering Redtower’s small size and populace, the Cage is surprisingly full-featured: it boasts several rooms from comfortable to aristocratic in quality, though it has only one aristocratic suite. Owing to its adventurous and often wealthy—patronage, travelers can find lodgings and fare suitable for up to a wealthy lifestyle. The Cage’s name—and unique construction element—supposedly dates back to the town’s earliest days as Redleaf when the proprietors’ ancestors, Milena and Henrik Gjorski, slew a mighty giant on the spot the inn now rests. The toll of the fight would mean the end of their adventuring career, but they returned to this site of their last great battle to retire. They found the giant withered and scavenged to little more than a massive ribcage and decided to build an inn around it, preserving it as their final—and biggest—trophy.


This story is told and retold on command by their descendants, sister and brother Ariadna and Ambrozy Gjorski. They are human adventurers of a sort, as most of their family has been, but found they prefer the company of adventurers more than the escapade itself. The family business continues to appeal to adventuring types as evidenced by the monster hunting trophies on the walls—the stories of which erupt if anyone asks about them—and the very sturdy construction of the tables and chairs.

 

It is just after lunchtime as you move to the counter to secure room and board and perhaps something to eat.

The lunch menu consists of Baked Pheasant and Soft Cheese served with a Glass of Mead for just two silver coins.

 

Modest room and board consist of two meals a day (for two) plus your private room for twenty silvers per night. (double occupancy).

Meager boarding consists of a hammock in the public bunk room with a footlocker for two silver coins per night per person with meals provided at additional cost.

Ariadna Gjorski is the current sister on duty at the bar. She wears a collection of protective charms and talismans.

 

spacer.png

 


OOC Scene Notes


 TorsdayWednesday, the 8th of Low SummerMay @ 1:00 pm

 

Welcome aboard everyone!

Feel free to introduce yourselves here, roleplay. Feel free to use any of the scenery or NPC's to your liking in your post. Tracking room cost and expenditures. Feel free to ask any questions of the innkeeper, I will answer as I have time.

 

Show Combat/Conditions Tracker

spacer.png
spacer.png
Currently Not in Use
 
 
spacer.png
Currently Not in Use
 
 
spacer.png
Currently Not in Use
 
 
spacer.png
Currently Not in Use
 
 

Show Characters Status

spacer.png

spacer.png

 

ARIK LOSTCUB
Hit Points: 15/15
Hit Dice: 1/1
Special: Resistance (cold)

Bear Hug: 3/3 *L
Rage: 2/2 *L

Spell Slots 1st Level 1/1 (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

ELENDRIS VESSICARI
Hit Points: 9/9
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Hexblade's Curse: 1/1 *S

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

________________________________

 

INGYRD MOONDANCER
Hit Points: 10/10
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Stalwart Will: 1/1 *S

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

________________________________

 

SHERMAN FLEECE "BLOODNUT"
Hit Points: 10/10
Hit Dice: 1/1
DM Inspiration: 1/1

________________________________

 

SIR ROBIN HAWKWOOD
Hit Points: 12/12
Hit Dice: 1/1

Special: Fey Ancestry

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
DM Inspiration: 1/1

Show Active Maps

spacer.png

spacer.png

Currently Not in Use



spacer.png

Link to comment
Share on other sites

Sherman Fleece "Bloodnut" - Ratfolk Rogue 1 

Bloodnut Portrait

The trip had been quick. Well, quick for a caravan of the size Sherman had reluctantly joined. He had been quite eager to leave the caravan a few days in when the entire caravan had halted to make repairs on several damaged wheels. It turned out one of the young scouts that were supposed to be on the lookout for dangerous rocks had missed a few that were covered by mud from a rain a few days prior. The word lashing that the poor boy received left a deep impression that he did not want the caravan leader’s attention.

 

Rather than let himself possibly risk any infraction, Sherman took to scouting ahead for the caravan during the day. He would range several hundred meters from the caravan in different directions to ensure the caravan would have advance notice of any possible threats. Luckily, nothing happened and the caravan arrived, albeit slowly, at his destination. He said his farewells to the few others that he befriended on the journey, most were continuing on with the caravan, and mentioned that he was foolish to tempt fate by planning to enter the Scarlet Citadel.

 

He had not spoken about his reasoning. Not to them. The last thing he wanted was competition for the remedy that ailed his sister. No, he could not allow that. He needed the mushroom and planned on retrieving it at any cost. He looked up at the sky, the sun had just past it’s zenith and he knew that obtaining lodging for the evening should be his first priority and headed for The Cage Tavern & Inn. It was an odd amalgamation of cultures and history. He had heard a brief story about the Inn from one of the traveling storytellers with the caravan. While the stories of the place were impressive, the food was still to be judged.

 

He entered in ahead of the others that seemed to have their eyes set on leaving the caravan and made his way to the bar. He moved like water following cracks in a road around the bar, easily avoiding current occupants. Upon reaching the bar he set his pack down at one of the chair bases and pulled himself up onto one. He still had to stretch up a little and grab hold of the bar to get a good look around and spotted Ariadna Gjorski. 

 

“Hello there,” Sherman said with some confidence. Best to start with confidence and then change if the need arose. It had been a good lesson he learned back in school. Being smaller than most others he could easily portray himself as weak or helpless, but in situations like this, it was better to appear strong and confident. Even if he was feeling the butterflies in his stomach.

 

“The posting at the front said that you had lodging for two silver a night.” He fingered a gold coin out of his pouch of gold that he had roped around his wrist and tucked under a bulge in his gauntlet. He didn’t keep all of his money in one place, but this spot was easy to make flourishes with. He placed the edge of the coin on the table and spun it quickly. The coin turned into a blurred sphere spinning in one spot for a few seconds before Sherman snatched it up and held it out to Ariadna in his open palm. 

 

“Some food would be lovely as well if you wouldn’t mind Miss Ariadna.” He grinned showing off his clean, yet pointy smile. That was something that seemed to surprise most people that he spoke with for any given amount of time. He was exceptionally clean, for one of his kind at least, he also kept his nails trimmed, and his teeth clean. It was something his father had trained him in. 

 

“Take every advantage you can and perfect it.” he recited his father's saying in his head.

 

Ariadna muffed a chuckle. She had seen a lot of things in her time at The Cage, but this sight was a first. The ratfolk held himself up in a proud stance, well as proud as you could expect when extending themselves to the table’s edge off of a barstool. He smiled warmly and walked nearer to his spot at the bar, her talisman and charms clinking and swaying as she made her way. “Yes. I do still have room. Are you sure you don’t want a room instead? Surely, someone of your…”, she drifted off for a second before deciding the play on words was worth the potential loss of income a caravan had just arrived after all, “stature would like to enjoy the finer comforts. It comes with meals as well.” She finished. 

As she finished a wave of laughter erupted from the tavern and quickly subsided back into the common murmur of tavern talk.

 

Sherman’s smile didn’t fade. He was used to banter like this. He had practiced enduring it back in school. Though out in the wild it was much more difficult to remain calm. An itch ticked at the back of his neck, his hair started to rise a little before he broke into a forced chuckle. “My dear lady. I would need far more beer in me than I can physically drink to think I could turn this coin into two.” He rolled the gold coin through his fingers as he spoke. As the coin flipped about he let a second gold coin rollout of the bracer and into the flipping and then quickly returned it to it’s home leaving the single gold coin to rest in his palm again. “Though I am sure if I were such a magician I would gladly take you up on your finer arrangements. Sadly, I am not equipped for the requirements of that understanding.”

 

Ariadna laughed back at the Ratfolk and snatched up the coin. She flexed against the coin as she moved it to a pouch on her waist and verified it was a proper coin of material and weight before pulling out six silver to return to the customer. While this was happening her right hand had already filled a standard-sized mug with honeyed mead and placed it before him. “I take it you’re one of the lot that came by with the caravan. Though I am unsure what business you have here in Redtower.” She continued as she called for a plate of pheasant and soft cheese. “What do you go by?”

 

Sherman had quickly picked up the large mug and had just finished a drink when she finished her question. The mead was sweet and thick. A good mead. It would blend well with the pheasant and cheese. “Bloodnut.” he responded naturally. It was well known that Ratfolk only shared their names with friends and family. Perhaps one day this Ariadna would know his true name, but it would not be this day. The response from his nase elicited some disgusted responses from some of the occupants that had been listening in and yet some others seemed to have been expecting a name like this. It didn’t matter to Sherman. He was just doing what he had been trained to do.


“I… see.” Ariadna said calmly and unsurprised. “How about I refer to you as BN.? Sound good?” She pulled a plate with a steaming pheasant from a window that looked into the kitchen and set it before him. “Well, enjoy yourself and let me know if you need any refills.”

 

Sherman nodded and started to enjoy the delicious food just served to him. He had been weeks on the road and the cooking here far surpassed anything the caravan had provided him.
 

Show Mechanics

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Paying for lodging and food (4 silver)
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Show Mini Character Sheet

Sherman Fleece "Bloodnut"
Ratfolk Rogue 1

___________________________________________________
STATS

Str 6 (-2) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)
HP 10/10 HD 1d8 AC 15 (leather) Speed 25 ft. Swim 10 ft.

Passive Perception 15 Initiative +3
DM Inspiration Yes
Languages Common, Thieves' Cant
Background Sage Feature  Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +3 
Skills Acrobatics +5, Arcana +3, Investigation +3, Perception +5*, Performance +6, Sleight of Hand +5, Stealth +5
Tools Thieves Tools +7*
Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Swim: Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet.
Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Nimbleness: You can move through a hostile creature's space in combat as long as it is size medium or larger.
Pack Tactics: You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents.

___________________________________________________
CLASS FEATURES

Expertise: (perception, thieves' tools) At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sneak Attack: (1d6) Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

 

Show Equipment

___________________________________________________

General Inventory (64.84 lbs.)

Rapier - 2 lbs.
Shortbow - 2 lbs.
Quiver (20 arrows) - 1 lb.
Leather Armor - 10 lbs.
2 x Daggers - 2 lbs.
Thieves' Tools - 1 lb.
Bottle of Black Ink

Quill
Small Knife - 1 lb.
Letter from family about sister's antidote material
Common Clothes - 3 lbs.
Belt Pouch - 1 lb.
Backpack - 5 lbs.
Bag of 1,000 ball bearings - 2 lbs.
String 10 ft
Bell
5 x Candles
Crowbar - 5 lbs.
Hammer - 3 lbs.
Pitons x10 - 2.5 lbs.
Hooded Lantern - 2 lbs.
2 x Flask of Oil - 2 lbs.
5 x Rations (day) - 10 lbs.
Tinderbox
Waterskin - 5 lbs.
Silk Rope 50ft - 5 lbs.


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 90 lbs. (15 x STR)

Current Weight: 64.84 lbs.

 

Edited by BigBear
Original post did not copy template correctly. (see edit history)
Link to comment
Share on other sites

Sir Robin Hawkwood - Elfmarked Paladin 1 

spacer.pngFor the last few days, Robin had had to cope with his new life as an adventurer. What a change from his luxurious lifestyle on his family's estates... Nights spent sleeping in a bedroll, abysmal food, having to follow the caravan leader's orders... Part of the young Elfmarked was delighted to finally leave the caravan.

But at the same time, he felt a strange pride at the thought of these last few days.

I guess I am a true adventurer now.


Be that as it may, Robin followed Bloodnut inside The Cage Tavern & Inn, and made a beeline to the counter. He waited patiently for Ariadna to take care of the ratfolk, before addressing her.
"A good day to you, fair maiden. Do you have any suites available?" he asked her.

She quickly glanced at him and almost rolled her eyes.

 

“A good day to you too. No, unfortunately we only have one suite, and one of them wealthy adventurers is currently renting it... Would you like a regular room? Double occupancy.”

Robin could not suppress a sigh. Double occupancy... I will have to share it!

But at any rate, that was already better than the last days' bedroll; at least he would enjoy a warm bath and a good bed. And his purse could not afford many nights in a suite anyway...

For a moment, the thought of offering Bloodnut to share the room with him crossed his mind; but the ratfolk had already opted for a hammock in the public bunk room. So Robin could only hope that he would share with someone who did not snore...

But perhaps there was another solution !

"Very well, I shall take it; but I shall pay for two to enjoy the room alone." he said.

He searched his purse and produced two gold pieces which he handed to the innkeep.

 

The knight then sat at a small table near the counter; a few minutes later, Ariadna brought him a plate of pheasant and cheese with a glass of mead. He took his time to enjoy that warm meal; it certainly wasn't delicate food, but it had a pleasant taste. Not so bad after all.

Once he was finished with his meal, Robin searched his backpack for his Dragonchess Set and placed it on the table in front of him; his eyes scanned the room for a potential player he could challenge to a game.

 

 


Show Mechanics

spacer.png

___________________________________________________

Main Hand: Rapier
Off Hand: Empty

___________________________________________________

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.

Show Mini Character Sheet

Sir Robin Hawkwood - Elfmarked Paladin 1 

___________________________________________________
STATS

Str 16 (-3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3)
HP 12/12 HD 1d10 AC 18 (chain mail, shield) Speed 30 ft. 

Passive Perception 12 Initiative -1
Vision Darkvision 60 ft.
DM Inspiration Yes
Languages Common, Elvish, Draconic, Celestial
Background Noble Feature Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

___________________________________________________
WEAPONS

Longsword +5 attack, 1d8+3 slashing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Athletics +5, Deception +5, History +3, Insight +2, Perception +2, Persuasion +5
Gaming Sets Dragonchess +5
Weapons All weapons
Armor All, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

 

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

___________________________________________________
CLASS FEATURES

Divine Sense (4/day)

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

 

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

 

Lay on Hands (5/5 per day)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

 

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

 

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

 

This feature has no effect on undead and constructs.

Show Equipment

spacer.png

___________________________________________________

General Inventory (148.5 lbs.)

Chainmail - 55 lbs.

Shield (with emblem) - 6 lbs.

Pouch - 1lb.

Longsword - 3 lbs.

Dagger - 1 lb.

Set of Fine Clothes - 6 lbs.

Signet Ring

Scroll of Pedigree

6 x Rations - 12 lbs.

Waterskin - 5 lbs.

Amulet (holy symbol) -

Dragonchess Set - 0.5 lb.

Explorer's Pack - 59 lbs.

a Backpack

a Bedroll

a Mess kit

a Tinderbox

10 torches

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 13
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x STR)

Current Weight: 148.84 lbs.

Show Spells

  

Paladin Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

 

No spells yet

 


 

 

 

Edited by Leonidas1789 (see edit history)
Link to comment
Share on other sites

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

spacer.pngArik hadn't spoken to anyone much the entire trip. He usually brought up the rear, giving everyone surly looks while secretly hoping someone would force him into a conversation anyway. They didn't, and so he walked into Redtower in a surly mood. Part of him wanted to go on with the caravan, since it was a job that he already had and was therefore the "easy path". But the caravan master had been giving him the stink eye for a while yet, so Arik took his leave of the caravan along with several others. He approached the tavern, looking over it with a scowl.

 

"I suppose it'll do. I guess I don't NEED to sleep on the ground tonight. Maybe they'll have room in the barn. It'd be cheaper." He skulked inside, letting the ratfolk and the elftouched talk with the woman at the counter. Arik wondered if that's how other races flirted looked like or if these two were just like that to everyone. "Well aren't they just the sweetest." If sarcasm was a sauce, it would have been leaking out of Arik's ears. The vagabond bearfolk clomped up to the counter and grunted "You got room in the horse loft?"

 

"No sir, we don't lodge people in the barn. Our cheapest accommodation is our meager rate." She evidently guessed his intent to save money. Arik grunted and snuffled, wiping a bit of snot from his muzzle with one paw. "Fine. I'll take that." Arik paid the fare and listened to whatever she said later. He paid for a meal, admitting to himself that it would be better than foraging. The surly brute sat down near the fire and began to eat, although his nose was sifting through the myriad scents of the tavern for some rodents. He kept an eye on the peppy elftouched, who looked like he was trying to start some sort of game. The game and pieces were unfamiliar to Arik, and he wasn't in the mood for it anyway. "But I guess I could eavesdrop if anyone decides to play him..." As if to encourage him, a mouse scurried out and pecked at some crumbs under a table near the elftouched's table.

 

Not wanting to draw attention to himself, Arik tried to casually step over to the table, aiming to add some dessert to his meal. Once close, he stepped with surprising quickness for one his size and stepped on its tail. The bent down, scooped it up, and downed it in one gulp. His sudden move likely drew stares, so in an effort to repel attention, he sat down with a snarl at a table nearby the elftouched.

 


Show Mechanics

spacer.png

___________________________________________________

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.

Show Mini Character Sheet

spacer.png

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.

 

Show Equipment

___________________________________________________

General Inventory (86 lbs.)

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.

 

 

 

Link to comment
Share on other sites

spacer.png


Scarlet Citadel Redtower

 

As the group began to settle in, one could notice amongst the monstrous trophies that hung upon the walls of The Cage that there was also a map that depicted the path that led out of town to the southeast. It also depicted the Scarlet's Citadel's location. The CItadel lay some twenty-one miles southeast of the village.  A seven hour walk by foot or five if on horseback. It also had big red letters that warned you not to go there as most never came back.  

 

As you are looking at the map, a tavern patron, a large, bald, heavily muscled, and shirtless man that smelled of needing a bath approached. The man had a red circle tattooed on his forehead, inside the circle was an image of a dragon turtle. The man's pants were ragged and dirty. He introduced himself as Jandar Chergoba as he bowed politely.

 

"Don't let that piece of paper fool you, that path itself is littered with danger, ever changing as if by magic. You hear stories from ones that tried to go out there and came running back.  Went out there once myself, found a dead corpse near the path, I tried to identify it, but it was impossible as it had been ravaged by the elements and by scavengers.  But I heard the strange sound of insects buzzing but I did not notice the rippling bulges and swelling in the corpse itself until it burst open, and a swarm of dung beetles attacked me.  I barely made it out of there alive.  Still have a few scars from their nasty bites." he said with a chuckle.

 

He looked at you to gage how the story had affected you before adding "I could take you out there.  I mean if you are going to go.  I could be like a guide.  Of course, I will need payment for the service.  I am sure we could come to an agreement.  Yes?" he asked curiously.

 


OOC Scene Notes


 TorsdayWednesday, the 8th of Low SummerMay @ 1:10 pm


Combat/Conditions Tracker

 
spacer.png
Currently Not in Use
 
 
spacer.png
Currently Not in Use
 
 
spacer.png
Currently Not in Use
 
 
spacer.png
Currently Not in Use
 
 

Characters Status

 

spacer.png

 

ARIK LOSTCUB
Hit Points: 15/15
Hit Dice: 1/1
Special: Resistance (cold)

Bear Hug: 3/3 *L
Rage: 2/2 *L

Spell Slots 1st Level 1/1 (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

ELENDRIS VESSICARI
Hit Points: 9/9
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Hexblade's Curse: 1/1 *S

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

________________________________

 

INGYRD MOONDANCER
Hit Points: 10/10
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Stalwart Will: 1/1 *S

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

________________________________

 

SHERMAN FLEECE "BLOODNUT"
Hit Points: 10/10
Hit Dice: 1/1
DM Inspiration: 1/1

________________________________

 

SIR ROBIN HAWKWOOD
Hit Points: 12/12
Hit Dice: 1/1

Special: Fey Ancestry

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
DM Inspiration: 1/1

Active Maps

 

spacer.png

Currently Not in Use



spacer.png

Link to comment
Share on other sites

Sir Robin Hawkwood - Elfmarked Paladin 1 

spacer.pngRobin had noticed the large map on the wall.

What a strange hypocrisy! Providing information about the Citadel's location, yet at the same time issuing warnings not to go there.

Even though the Scarlet Citadel was indeed Robin's destination, he had decided not to travel there alone and instead join or form a group of adventurers with similar goals if he could.

But then the stranger came, introduced himself and offered his services as a guide; almost immediately, Robin decided he did not trust him. It wasn't just the smell, it was the man's entire demeanour. Besides, the elfmarked did not buy Jandar's story at all; so he paid close attention to the man's facial expression to see if he was lying. Also, the knight observed the strange tattoo on his forehead, trying to determine which organization it represented.

"Payment you say, my good man. Exactly how much are we talking about?" Robin asked.

 

He had been about to challenge the nearby bearfolk to a game of Dragonchess, as he recognized him as a fellow caravan member; yet playing would have to wait now, as Jandar, albeit probably untrustworthy, might still prove a useful catalyst for the formation of a group headed to the Citadel.

 


Show Mechanics

spacer.png

___________________________________________________

Main Hand: Rapier
Off Hand: Empty

___________________________________________________

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.

Show Mini Character Sheet

Sir Robin Hawkwood - Elfmarked Paladin 1 

___________________________________________________
STATS

Str 16 (-3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3)
HP 12/12 HD 1d10 AC 18 (chain mail, shield) Speed 30 ft. 

Passive Perception 12 Initiative -1
Vision Darkvision 60 ft.
DM Inspiration Yes
Languages Common, Elvish, Draconic, Celestial
Background Noble Feature Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

___________________________________________________
WEAPONS

Longsword +5 attack, 1d8+3 slashing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Athletics +5, Deception +5, History +3, Insight +2, Perception +2, Persuasion +5
Gaming Sets Dragonchess +5
Weapons All weapons
Armor All, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

 

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

___________________________________________________
CLASS FEATURES

Divine Sense (4/day)

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

 

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

 

Lay on Hands (5/5 per day)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

 

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

 

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

 

This feature has no effect on undead and constructs.

Show Equipment

spacer.png

___________________________________________________

General Inventory (148.5 lbs.)

Chainmail - 55 lbs.

Shield (with emblem) - 6 lbs.

Pouch - 1lb.

Longsword - 3 lbs.

Dagger - 1 lb.

Set of Fine Clothes - 6 lbs.

Signet Ring

Scroll of Pedigree

6 x Rations - 12 lbs.

Waterskin - 5 lbs.

Amulet (holy symbol) -

Dragonchess Set - 0.5 lb.

Explorer's Pack - 59 lbs.

a Backpack

a Bedroll

a Mess kit

a Tinderbox

10 torches

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 13
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x STR)

Current Weight: 148.84 lbs.

Show Spells

  

Paladin Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

 

No spells yet

 


 

 

 

 

Edited by Leonidas1789 (see edit history)
Name
History
7
1d20+3 [[4]]
Religion
14
1d20+1 [[13]]
Insight
17
1d20+2 [[15]]
Link to comment
Share on other sites

Ingyrd Moondancer - Bearfolk (Purifier) Druid 1

Ingyrd Portrait

Ingyrd stomped into the tavern with an exhausted sigh. The caravan trip had been dull, to say the least. There was the usually smattering of various races and cultures included, and she had made conversation to pass the time more than anything. She had been interested in the other bearkin... Arik was it? Even if pressed, Ingyrd couldn't say she knew for sure. The smaller bearkin had been surly and quiet on the trip, which suited Ingyrd just fine; she didn't have the energy to coax conversation out of the lad, whatever his reasons for being in a poor mood were his to work through. Those in the caravan who did talk to Ingyrd had found her to be a bit crochety, but open and talkative when the conversation centered around something she knew about or was interested in. The others had discovered she was heading to Redtower to investigate something that was going haywire in the natural world, but she wouldn't elaborate much more about it.

 

Ingyrd was about average size for a bearkin, but much older than the usual adventurer from her race. She had many scars to prove her long life, but the one that drew the eyes most was three parallel gouges that went from the crest of her forehead over the top of her head to the back of her neck. Her fur was dark red but was now streaked with grey which betrayed her advanced age. Her simple travel clothes were well worn, but well cared for, and she utilized her old staff to ease some pain in her hip when walking. 

 

Ingyrd tossed her old leather pack onto a hook near the door and stretched with a growling yawn showing her relief at finally being able to rest. Ingyrd didn't mind staying out of doors (especially in low summer when the weather was perfect for her), but it sure felt nice to indulge with a bit of comfort every now and again. She waited her turn to speak with the inn keeper called Ariadna, and quickly secured a hammock and a meal for four silver coins. Ingyrd flipped her a fifth coin for a tip and looked around for a place to devour her meal. She had seen the elfmarked, Hawkwood, take a table nearby and had brought out set of dragonchess. While not a direct invitation, he at least was indicating an openness to be social. 

 

"Do you mind some company, Hawkwood?" she asked a bit gruffly, but with a smile on her face. Truth be told, she didn't really wait for his response, it wasn't like he owned the table. She sat down with a satisfied sigh as she began to eat her bird and drink her ale. She nodded to the game board between bites. "What's that called? How do you play?" she asked genuinely. She never spent the time to learn many games through her long life, but she always enjoyed a good bit of friendly competition. Before Hawkwood had a chance to answer, the bald stranger came up to the table and solicited help to get to the Scarlet Citadel. 

 

Hawkwood encouraged the man by asking for his price. Ingyrd didn't think the man would be able to offer much. He had only been that way once, and during his outing was turned back by some insects. That didn't speak well to his abilities as a guide, if she was being complete honest with herself. After Hawkwood had asked his question, Ingyrd added her own. "And if you were turned back last time by a mere swarm of bugs, how do you expect guide us?" She intended to use this doubt to drive his price down later in the conversation. Even if his abilities as a guide were in question, another body was another body. If they ran into danger, there was always safety in numbers. 

 

Show Mechanics

spacer.png

___________________________________________________

Main Hand: Oak Staff
Off Hand: Empty

___________________________________________________

Action: Bite the Archer
Bonus Action: None
Move: 30 feet up the bank of the road to engage the archer.
Manipulate: None

Show Mini Character Sheet

spacer.png

Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, 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 each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
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.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Show Equipment

spacer.png

___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (60.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 10 (10 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.46 lbs.)
Platinum: 0
Gold: 19
Electrum: 0
Silver: 4
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.46 lbs.

Edited by foxtrot636
Money Update (see edit history)
Link to comment
Share on other sites

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

spacer.pngArik smelled the Jandar Chergoba before he saw him, and rather wished he hadn't. He stared at the big man for a moment, wondering if this was some sort of joke. "Driven off by dung beetles?" Arik had never seen one, but he was pretty sure dung beetles weren't dangerous. He wasn't going to say anything until his older kinswoman voiced her doubts. He snorted out some phlegm before growling "Maybe they were attracted to him 'cause he's probably full of crap." The man certainly smelled the part. "And," Arik thought to himself, "that tattoo looks ridiculous."

Arik doubted the man would be of much use as a guide. He'd just said the area was magical and changing. That would seem make local knowledge rather irrelevant. If that was on anyone else's mind, it didn't seem to dissuade them, because they were interacting with Jandar readily enough. Perhaps they meant to go with him? Arik wasn't overly fond of these people, but he wasn't so callous as to just let them go. He'd heard of people getting led into ambushes by similar men, who claimed to know something about this or that. He used his axe handle to lever himself to standing, leaving an empty plate behind. He stood behind Hawkwood and Moondancer, adding his presence and ugly glare to the proceedings. Part of him wondered why he was bothering with this, but he was committed now. He wasn't social but he couldn't back down now without losing face.

 


Show Mechanics

spacer.png

___________________________________________________

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.

Show Mini Character Sheet

spacer.png

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.

 

Show Equipment

spacer.png

___________________________________________________

General Inventory (86 lbs.)

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: 10
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

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

Current Weight: 86.2 lbs.

 

 

 

Link to comment
Share on other sites

Elendris Vessicari - Shadow Elf Warlockspacer.png




A figure near the entrance stirred and cleared her throat. It was Elendris, a tall elf woman with proud shoulders, a pensive yet enigmatic expression, and eyes that held a piercing stare. But what caught peoples' eyes most were the double set of black horns that jutted from her head. She wore a dark leather armor that was clean and well-maintained, and seemed to favor different shades of gray. 

 

Elendris had been on the same caravan that just arrived in Redtower. During the trip, she had seemed friendly enough. She had approached a few of the fellow travallers and introduced herself as a ScáthsidheThose from Zobeck or Shadow Realm, or those familiar with history or quick on listening to rumors would know her to be Shadow Fey, which she acknowledges is the common tongue word for Scáthsidhe(pronounced scAH-shee). She'd shared her intentions to explore the Scarlet Citadel, and after gently prodding for information in kind, had extended an invitation to seek her out if one ever wanted to join forces in delving down the Scarlet Citadel.

 

Now, she was leaning against the doorframe of the Cage Tavern & Inn with a contented expression on her face. She looked toward Arik, who had risen to intimidate the ragged man called Jandar Chergoba.

 

"Stay your anger, Arik. I do not think this worth your ire. We have arrived at food and lodging; is this not a pleasant hour?"

 

She turned to Jandar Chergoba, and her tone was slightly less friendly.  "I've examined the column of bones outside, and found them to be genuine. Therefore I cannot but conclude that the hosts of this establishment to be of a lineage of a giant-slayer. Then how do you expect us to take words of yours - who fled from mere dung beetles - over the information given by the hosts of this place?"

 

Elendris did not wait for an answer. Instead, she walked smoothly towards the bar, ignoring Jandar altogether. Along the way, she gave a nod at Bloodnut, Robin, as well as Ingyrd and Sir Robin in turn, acknowledging their presence. At the bar, Elendris spoke with Adriana to secure a private room for the night as well as food to satisfy her hunger. 

 

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

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

spacer.png

Elendris Vessicari - Scáthsidhe (Shadow Fey) Warlock (Hexblade)

___________________________________________________
STATS

Str 11 (+0) Dex 16 (+3) Con 12 (+1) Int 10 (+0) Wis 10 (+0) Cha 16 (+3)
HP 9/9 HD 1d8 AC 16 (leather, shield) Speed 30 ft.

Passive Perception 12 Initiative +3
Vision: 60' darkvision, sunlight sensitivity*
DM Inspiration Yes
Languages Common, Elvish, Umbral
Background Far Traveler Feature  All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
 

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Eldritch Blast (range 120) +5 attack, 1d10 force damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Deception +5, Insight +2, Perception +2, Performance +5, Stealth +5
Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

 

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

 

Path of Shadows (3/day). When in darkness, dim light, or a shadow large enough to cover your body, you can cast the misty step spell. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

 

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight.

 

Traveler in Darkness. You have advantage on any Intelligence (Arcana) check to learn about a particular fey road or shadow road and how it functions.

___________________________________________________
CLASS FEATURES

Hexblade's Curse (1/1 per rest)

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
 

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

 

You can’t use this feature again until you finish a short or long rest.

 

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

 

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the

 

Equipment

spacer.png

___________________________________________________

General Inventory (82.5 lbs.)

Rapier - 2 lbs.
Arcane Focus (crystal) - 1 lb.
Leather Armor - 10 lbs.
3 x Daggers - 3 lbs.
Shield - 6 lbs.
Pouch - 1 lb.

Dungeoneer's Pack -61.5 lbs.

a Backpack

a Crowbar

a Hammer

10 pitons

10 torches

a Tinderbox

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 5
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 165 lbs. (15 x STR)

Current Weight: 82.7 lbs.

Spells

  

Warlock Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

Cantrips

Eldritch Blast [120 ft.]
Minor Illusion [30 ft.][C]


1st Level (1/1 slot per rest)

Cause Fear [60 ft.][C]

Shield [Reaction]


 

Link to comment
Share on other sites

spacer.png


Scarlet Citadel Redtower

 

"Payment, you say, my good man. Exactly how much are we talking about?" Robin asked as the paladin tried to make out what the symbol on the man's head represented but he could not recall seeing it before.

 

Jandar was caught off-guard by the response, it was obvious to Sir Robin that the man hadn't really thought about a price before making the offer. "I will do it for five gold. Payment upfront, I will take you to the citadel and back, but I will not step foot in that place.  Fair enough?" he asked Sir Robin with a smile of stained and dirty teeth.

 

After Sir Robin had asked his question of the man, Ingyrd added her own. "And if you were turned back last time by a mere swarm of bugs, how do you expect guide us?" 

 

Jandar smiled as the bearfolk interjected her opinion and added "It is not I who would be fighting the bugs this time, for I will have all of you. I am a mere guide. One that takes you from point A to point B.  Nothing more."

 

Arik snorted out some phlegm before growling his own response "Maybe they were attracted to him 'cause he's probably full of crap." 

 

Jandar immediately turned to Arik who had insulted him and took a defensive stance "I believe you are the newcomer here.  Have you ever been to the Citadel before? Perhaps you can guide them then. We will see how full of crap you are then." turning back to Sir Robin "If this is the sort of insults that I will have to endure, then perhaps we should renegotiate that fee."

 

But then Elendris walked in the establishment and got the attention of most, especially Jandar who seemed to be star struck for a moment. As the shadow elf spoke words to calm the situation before she added to the conversation "Then how do you expect us to take words of yours - who fled from mere dung beetles - over the information given by the hosts of this place?"

 

But before Jandar could respond the woman moved to the bar and ignored him, so Jandar turned back to Sir Robin and fell quiet, although his eyes were still on the woman at the bar as he awaited Sir Robin's answer to his offer as he muttered with a grin "Is she coming?"

 


OOC Scene Notes


 TorsdayWednesday, the 8th of Low SummerMay @ 1:14 pm


Combat/Conditions Tracker

 
spacer.png
Currently Not in Use
 
 
spacer.png
Currently Not in Use
 
 
spacer.png
Currently Not in Use
 
 
spacer.png
Currently Not in Use
 
 

Characters Status

 

spacer.png

 

ARIK LOSTCUB
Hit Points: 15/15
Hit Dice: 1/1
Special: Resistance (cold)

Bear Hug: 3/3 *L
Rage: 2/2 *L

Spell Slots 1st Level 1/1 (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

ELENDRIS VESSICARI
Hit Points: 9/9
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Hexblade's Curse: 1/1 *S

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

________________________________

 

INGYRD MOONDANCER
Hit Points: 10/10
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Stalwart Will: 1/1 *S

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

________________________________

 

SHERMAN FLEECE "BLOODNUT"
Hit Points: 10/10
Hit Dice: 1/1
DM Inspiration: 1/1

________________________________

 

SIR ROBIN HAWKWOOD
Hit Points: 12/12
Hit Dice: 1/1

Special: Fey Ancestry

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
DM Inspiration: 1/1

Active Maps

 

spacer.png

Currently Not in Use



spacer.png

 

Link to comment
Share on other sites

Sherman Fleece "Bloodnut" - Ratfolk Roguespacer.png



The meal was good. The spiced pheasant reminded him of his grandma’s cooking. He had not tasted that in many years though. ‘Eight years.’ he thought to himself. He made a mental note to bring his little sister to eat this once he obtained her medicine. He picked at the bird with a utensil he had brought out of his bag earlier. He didn’t understand how people could eat this food with their hands. He saw some of the other patrons wiping their greasy hands on their clothes and shuddered. He looked down at his clothes, worn but pristine. Well, mostly pristine, the walking from the day’s journey had left a fine layer of dust settle in on his clothing and armor. He would also need a bath as well. 

 

He pulled his bag up from the floor and looked through his belongings and his mouth gaped wide. In his rush, he had forgotten to buy soap. He had not bathed the entire journey as his mind had been occupied, though he kept himself mostly clean. Compared to the others in this tavern he looked like he had just bathed. But he knew different. “Ariadna, can you draw a hot bath for me? Also, where can I buy some soap?” he asked her shortly before a commotion started to build behind him at a nearby table.

 

An elf-marked man and two bearfolk were in conversation with an odd-looking and dirty man. Others around the tavern had grown quiet as the dirty man had mentioned the map on the wall. Sherman had seen the map, but he had only glanced at it before. He took another look and his eyes widened. ‘What luck!’ he thought to himself. A map there in the open for anyone to review and a potential guide. He decided to listen in on their conversation, for the time being, if they truly were heading to the Scarlet Citadel, perhaps he could offer to join them.

 

Ariadna had heard his question and thought it ludicrous. She wasn’t going to prepare a bath for a customer that was sleeping in the nets. She didn’t like drawing bathes for the nobles that rented her best room and only did it as it was something expected, well that and she did have a reputation of providing the best suite in Redtower to maintain. “I’m afraid the bath is reserved BN. But I’m sure you’ll manage,” she replied to him in a sincere tone. She was keeping an eye on the gathering at one of her tables now and didn’t have time for silly requests that the Ratfolk was making of her.

 

The conversation between the caravan travelers and the dirty man continued to get heated and stopped abruptly when Elendris entered the tavern. Most human men seemed to be attracted to her, but Sherman was unsure why. Those horns looked awfully painful, and in an argument he was concerned what she might do with them. She spoke her peace at the man and nodded to him before speaking with Ariadna. Sherman couldn't help but nod back in return which he found strange. He didn't spend much time with her travelling but he felt oddly at ease around her. He would need to investigate this more. Surely he didn't trust her already. That would be foolish.
 



Mechanics

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

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

Character Sheet

Sherman Fleece "Bloodnut"
Ratfolk Rogue 1

___________________________________________________
STATS

Str 6 (-2) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)
HP 10/10 HD 1d8 AC 15 (leather) Speed 25 ft. Swim 10 ft.

Passive Perception 15 Initiative +3
DM Inspiration Yes
Languages Common, Thieves' Cant
Background Sage Feature  Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +3 
Skills Acrobatics +5, Arcana +3, Investigation +3, Perception +5*, Performance +6, Sleight of Hand +5, Stealth +5
Tools Thieves Tools +7*
Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Swim: Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet.
Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Nimbleness: You can move through a hostile creature's space in combat as long as it is size medium or larger.
Pack Tactics: You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents.

___________________________________________________
CLASS FEATURES

Expertise: (perception, thieves' tools) At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sneak Attack: (1d6) Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

 

Equipment

___________________________________________________

General Inventory (64.84 lbs.)

Rapier - 2 lbs.
Shortbow - 2 lbs.
Quiver (20 arrows) - 1 lb.
Leather Armor - 10 lbs.
2 x Daggers - 2 lbs.
Thieves' Tools - 1 lb.
Bottle of Black Ink

Quill
Small Knife - 1 lb.
Letter from family about sister's antidote material
Common Clothes - 3 lbs.
Belt Pouch - 1 lb.
Backpack - 5 lbs.
Bag of 1,000 ball bearings - 2 lbs.
String 10 ft
Bell
5 x Candles
Crowbar - 5 lbs.
Hammer - 3 lbs.
Pitons x10 - 2.5 lbs.
Hooded Lantern - 2 lbs.
2 x Flask of Oil - 2 lbs.
5 x Rations (day) - 10 lbs.
Tinderbox
Waterskin - 5 lbs.
Silk Rope 50ft - 5 lbs.


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 90 lbs. (15 x STR)

Current Weight: 64.84 lbs.


 

Edited by BigBear (see edit history)
Link to comment
Share on other sites

Ingyrd Moondancer - Bearfolk Druidspacer.png



Ingyrd had to suppress a bawdy laugh at Arik's comment to the bald man before them. Why hadn't he been this humorous on the trip out here in the caravan? she wondered to herself distractedly. True, Arik had seemed a bit shy around her, respectful, but reserved. She assumed it had to do with her advanced age. Hearing him now made her hope he was coming along to the Citadel. At least it would give her a chance to start working through his shyness a bit.

 

Before she had a chance to reply, Elendris had walked in, causing a bit of a stir in the tavern. Ingyrd had heard the stories of the Scáthsidhe, at least from the perspective of many non-Scáthsidhe, which told her she was not to be trusted. However, on the trip out here, Elendris had been friendly enough, even offering to team up to explore the Citadel together, which was respectable in Ingyrd's own humble opinion. Ingyrd figured over time the mystery that was Elendris would play itself out one way or another, and Ingyrd didn't have enough energy to worry about it at the moment. 

 

"Is she coming?" was the last thing Jandar had said after Elandris' entrance. 

 

Ingyrd wasn't sure about this man. On the one hand, having a guide would be handy, but on the other, there was no proof he really knew what was going on. By his own account he hadn't even made it all the way there the last time he had gone. Ingyrd thought there was more going on here; Jandar had pounced on them with the offer of his services too quickly in her opinion. "She had mentioned potentially joining up together," Ingyrd said casually to Jandar. "You know, safety in numbers and all that." Ingyrd looked Hawkwood and Arik to see how they were tracking this conversation before continuing. "You are just a little fast on your sales pitch there, Jandar. I haven't even finalized my own plans yet. If you're still around when I do, maybe I'll come seeking your service." Ingyrd had decided she wasn't too keen on using the man's help, but it did remind her that she still had work to do. She really didn't want to leave for the Scarlet Citadel on her own, and so far, Elendris' offer had sounded the most genuine. Ingyrd stood and then addressed Hawkwood and Arik plainly. "I'm going to go talk to Elendris about her idea to join up. You two can join if you'd like." 

 

Ingyrd walked over to Elendris and nodded her head respectfully. "You had mentioned wanting to head to the Citadel on our travels. I'm inclined to work together, if you're still looking for company. I do not like my chances striking off on my own."

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Bite the Archer
Bonus Action: None
Move: 30 feet up the bank of the road to engage the archer.
Manipulate: None

Character Sheet

spacer.png

Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, 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 each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
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.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Equipment

spacer.png

___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (60.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 10 (10 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.32 lbs.)
Platinum: 0
Gold: 12
Electrum: 0
Silver: 4
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.32 lbs.


 

 

 

Link to comment
Share on other sites

Sir Robin Hawkwood - Elfmarked Paladinspacer.png



Robin found Jandar's reaction to the Shadow Fey's entrance mildly amusing.

Just as he had suspected, Elendris seemed to have a talent for manipulating men; and she probably knew it, too.

The knight's mother, Gellamdys, had never formally warned Robin not to trust Shadow Feys; on the contrary, she had always taught him to judge individuals by their actions, not by their origins or race. Yet Robin had made up his own opinion on the matter: deep in his heart, he knew that, a long time ago, the Shadow Feys had renounced the benevolent, wise ways of the Elves.

And for what? Hidden in their shadow palaces and moonlit keeps, they had become cruel, whimsical and manipulative...

 

But who knew. Perhaps Elendris would prove to be different? I am not holding my breath.

 

At any rate, the Shadow Fey's intervention at this juncture was useful as it helped Robin negotiate; Jandar clearly hadn't thought about a price before making his offer, and the knight suspected that he might be tempted by a significantly lower one, as long as there was some gold in it for him.

"I do not know whether she is coming or not, my good man; but she has a valid point." Robin said dryly. "Here is my offer; one gold piece when we leave for the Citadel, and one when we arrive back here."

The paladin paused, letting his words sink in and waiting for Jandar to emerge from his reverie. He nodded at Ingyrd as she took her leave.

"What say you?"  he finally asked the man.

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Rapier
Off Hand: Empty

___________________________________________________

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

spacer.png

Sir Robin Hawkwood - Elfmarked Paladin 1 

___________________________________________________
STATS

Str 16 (-3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3)
HP 12/12 HD 1d10 AC 18 (chain mail, shield) Speed 30 ft. 

Passive Perception 12 Initiative -1
Vision Darkvision 60 ft.
DM Inspiration Yes
Languages Common, Elvish, Draconic, Celestial
Background Noble Feature Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

___________________________________________________
WEAPONS

Longsword +5 attack, 1d8+3 slashing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Athletics +5, Deception +5, History +3, Insight +2, Perception +2, Persuasion +5
Gaming Sets Dragonchess +5
Weapons All weapons
Armor All, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

 

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

___________________________________________________
CLASS FEATURES

Divine Sense (4/day)

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

 

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

 

Lay on Hands (5/5 per day)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

 

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

 

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

 

This feature has no effect on undead and constructs.

Equipment

spacer.png

___________________________________________________

General Inventory (148.5 lbs.)

Chainmail - 55 lbs.

Shield (with emblem) - 6 lbs.

Pouch - 1lb.

Longsword - 3 lbs.

Dagger - 1 lb.

Set of Fine Clothes - 6 lbs.

Signet Ring

Scroll of Pedigree

6 x Rations - 12 lbs.

Waterskin - 5 lbs.

Amulet (holy symbol) -

Dragonchess Set - 0.5 lb.

Explorer's Pack - 59 lbs.

a Backpack

a Bedroll

a Mess kit

a Tinderbox

10 torches

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 15
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x STR)

Current Weight: 148.84 lbs.

Spells

  

Paladin Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

 

No spells yet

 


 

 

Edited by Leonidas1789 (see edit history)
Name
Persuasion
19
1d20+5 [[14]]
Link to comment
Share on other sites

Arik Lostcub - Bearfolk Barbarianspacer.png



Arik just muttered at Jandar's retort. "At least I can admit it." At the mention of a price, he surreptitiously dug through his pocket for a gold coin. He'd part with one gold piece for this guy's help for whatever it was worth, but that was it. The bare-chested Bearfolk glanced at Elendris and reluctantly backed off. He didn't know her hardly at all but he was out of verbal ammunition anyway. He'd let Hawkwood and Moondancer handle the negotiation while he stood around looking mean.

He looked down when Moondancer looked his way and muttered "I'll think about it." In Northern. In truth, he'd more or less consigned himself to going with Moondancer before he sat back down at his table. He knew intellectually that Moondancer's offer was just that, an offer, but he felt like it was a command. Still, he sat at his table, playing with his whetstone and the knife that came with his meal, as though playing at actually thinking over his decision. "But what the hell am I going to do otherwise?" A few minutes passed before he stood up, picked up his axe and moved to follow Moondancer and the Scathsidhe, telling himself he wasn't committed yet in his mind while knowing in his heart he was too scared of looking stupid to back out.

As he moved off as quietly as he could, he gave the Ratfolk at the bar a curious look. He'd thought he'd seen Elendris nod to the fellow earlier. "Do they know each other?" Arik had no way of knowing. He brushed it off. He'd probably just imagined it anyway. When he came up behind Moondancer he wanted to interject but didn't know what to say, so he just stood there and listened, hoping to be noticed.

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Nothing
Off Hand: Nothing

___________________________________________________

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

spacer.png

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 13 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

spacer.png

___________________________________________________

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
Stealth
8
1d20+3 [[5]]
Link to comment
Share on other sites

Elendris Vessicari - Shadow Elf Warlockspacer.png



 

After receiving a glass of mead and the keys to her room, Elendris sat down at an empty table near the center of the tavern. The windows were letting in sunlight which bothered her eyes, and sitting near the center would make her more approachable. During the caravan trip, she had extended invitations to those she deemed capable, and she was hoping for them to approach her. It was only proper. When forming long-term arrangements, both sides took turns initiating contact and expressing interest, at least when the balance of power was equal. 

 

Thankfully, the elder bearfolk by name of Ingyrd approached her. Elendris warmed her expression into a small smile. The first was always the most difficult. Elendris gestured to the empty seat opposite her at the table, inviting Ingyrd to sit. "You are welcome to sit with me, elder one. It is always refreshing to see courtesy, rather than the crass manners that I am often shown."

 

When Ingyrd expressed her interest in cooperating in the exploration of the Scarlet Citadel, Elendris nodded. The elder bearfolk seemed to prefer direct communication, so Elendris adjusted her words to be more direct. "I am certainly still looking for capable individuals to explore the Citadel together. I've heard a saying in this land - wolves hunt in packs even for deer. Death comes swiftly to the unwary and the complacent. Even the Scáthsidhe do not hunt alone, and I do not rank high among the Scáthsidhe. By the way, is he with you?" Elendris inclined her head towards the large form of Arik behind Ingryd, who seemed as if he'd tried - unsuccessfully -  to muffle the sounds of his footsteps.  

 

When food arrived at the table, Elendris tipped a silver, and held out another. The shirtless man was overstaying his welcome, and a mild annoyance was forming in Elendris's mind. Perhaps it would serve as a chance to display her sensibleness to others. "That man who calls himself Jandar, he has called into doubt the map this inn displays. Pray tell, what kind of reputation does that man have? Also, who would you recommend I visit if I wanted to learn of the Scarlet Citadel and what lies within?"

 



Mechanics

spacer.png

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

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

spacer.png

Elendris Vessicari - Scáthsidhe (Shadow Fey) Warlock (Hexblade)

___________________________________________________
STATS

Str 11 (+0) Dex 16 (+3) Con 12 (+1) Int 10 (+0) Wis 10 (+0) Cha 16 (+3)
HP 9/9 HD 1d8 AC 16 (leather, shield) Speed 30 ft.

Passive Perception 12 Initiative +3
Vision: 60' darkvision, sunlight sensitivity*
DM Inspiration Yes
Languages Common, Elvish, Umbral
Background Far Traveler Feature  All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
 

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Eldritch Blast (range 120) +5 attack, 1d10 force damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Deception +5, Insight +2, Perception +2, Performance +5, Stealth +5
Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

 

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

 

Path of Shadows (3/day). When in darkness, dim light, or a shadow large enough to cover your body, you can cast the misty step spell. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

 

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight.

 

Traveler in Darkness. You have advantage on any Intelligence (Arcana) check to learn about a particular fey road or shadow road and how it functions.

___________________________________________________
CLASS FEATURES

Hexblade's Curse (1/1 per rest)

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
 

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

 

You can’t use this feature again until you finish a short or long rest.

 

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

 

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the

 

Equipment

spacer.png

___________________________________________________

General Inventory (82.5 lbs.)

Rapier - 2 lbs.
Arcane Focus (crystal) - 1 lb.
Leather Armor - 10 lbs.
3 x Daggers - 3 lbs.
Shield - 6 lbs.
Pouch - 1 lb.

Dungeoneer's Pack -61.5 lbs.

a Backpack

a Crowbar

a Hammer

10 pitons

10 torches

a Tinderbox

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 5
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 165 lbs. (15 x STR)

Current Weight: 82.7 lbs.

Spells

  

Warlock Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

Cantrips

Eldritch Blast [120 ft.]
Minor Illusion [30 ft.][C]


1st Level (1/1 slot per rest)

Cause Fear [60 ft.][C]

Shield [Reaction]


 

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...