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Scarlet Citadel: Redtower


bwatford

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Scarlet Citadel Redtower

 

The group of would-be adventurers make their way across town to Konrad's home.

 

This L-shaped home sprawls over a generous lot next to the southwest road out of Redtower. Flourishes adorn the joints and arches of the house’s doors and windows in spiraling, arcane motifs, and a crown of silvery wands surmount the home’s prow-shaped roof. The home beyond the luxurious, glass-paned doors has five rooms on the bottom and a staircase to a second-floor loft with a study and bedroom.

 

The group is quickly invited into the retired battlemage's home, and he quickly orders his servants to begin preparing a feast (regardless to any objections) and then begins to regal you with his deeds. The large room is decorated with fine couches and surfaces bearing a wealth of trinkets he has made or acquired in his career. Dominating the room is a massive painting, depicting the towers of Runkelstad, something no one can miss wherever they sit in the room.

 

He explains how he made a tidy fortune first in service to his kingdom and then as a mercenary. His last assignment came from a group of noble thrill seekers from Cronepisht, looking to conquer the Scarlet Citadel; some sinister trap unleashed waves of undead on them before they made it far, and Konrad tells the tale of how he barely escaped with his own life—and what treasures they’d found before the end. He continues to explain that since that time he has chosen a long life against an adventurous one and settled permanently in Redtower, pursuing more entrepreneurial opportunities.

 

He goes on to explain that his career has afforded him the opportunity to dabble into magical creations, as he points to the different trinkets around the room. He says that he has been working on a pair of Goggles of Night to allow one to see in the darkness who normally can't.  He says he believes they are ready and for a hundred gold, he would be glad to part with them to your adventuring party.

 

He then relates of what he knows of the current state of the Scarlet Citadel. Of course he does this with a short history lesson ...

 

The Citadel once belonged to the dwarves until about 130 years ago, they grew impatient with what seemed like plentiful coin and ale. Tired of hunting and guarding and drinking, and led by the canny Captain Chansar the Pale, they began to take empty carts pulled by enormous tamed owlbears out to the Schio-Wagenstein Road where they plundered merchants and rolled away with fine steel from Melana, copper bars, leather hides from Trombei, spices from Triolo, barrels of salt fish from Friula, and strings of Septime coin. This banditry was small at first—a trader here, a lone peddler there—but it quickly grew into a business of serious danger for trade between the Seven Cities and the Crossroads. 

 

And let's just say the Seven Cities did not like it.  Eventually the Citadel and the dwarves were sacked. The battle might yet have gone to the dwarves with their crossbows firing into the courtyard from well-built arrow slits if not for the fine timbers of the keep catching fire when a lucky fireball went through an arrow slit into the interior. The Scarlet Citadel floors, stairs, rafters, and tapestries burned bright and strong, and the conflagration quickly poured smoke into the buildings, the dungeons, and the courtyard. It became impossible to shoot through the smoke and soon to breathe within the tower. The smoke and flames drove a few dwarves into the deeper tunnels, though most were forced to surrender to the waiting company of knights. Captain Chansar’s body was never found, and his ring mystic lieutenant Valence Hellhand is known to have survived and fled to Nordmansch. The citadel walls still stood, blackened with smoke, and the dungeons below were no longer home to dozens of owlbears.

 

But the age of the Scarlet Citadel as a functional fortress was over and done, and the cracked, blackened mortar and missing rafters meant the walls themselves were weakened. Soon other inhabitants came to the citadel, and the villagers of Redleaf came to gather up useful stone blocks and take them by wagon to reinforce their own keep and palisade. These scarlet stones were carried for miles and used with care. And one morning, about a hundred and five years ago, a mysterious red tower was erected, making such a fine impression overlooking the village, which was soon renamed Redtower, and it has kept that name ever since.

 

Then came the void cultist, who wished to tame the citadel, and then after that came Gerhardt the Changeling about eighty years ago, who had a deep understanding of the magic that the Citadel held, he ran off the cultist, married Melanchia of Raguza about seventy years ago, and the two gathered apprentices and restored a few owlbears to the citadel as part of the family tradition.

 

Gellert the Gruesome was born shortly after and Melanchia died during childbirth. About twenty years later Gerhardt the Changeling departed for the Shadow Realm’s Corremel and never returned. Of course his son Gellert, now a young man restarted his father’s experiments, seeking to open connections between Void cults, Wandering Crow ley line, and the satarre and others.

Mother Floressima, a priestess of the Charun cult, gave Gellert the Gruesome a son and daughter; the twins are said to live in the Shadow Realm with nobles of the shadow fey or bearfolk or with their grandfather. Depending on which rumor you believe.

 

Gellert the Gruesome rules and tinkers in isolation, rarely leaving the dungeons to visit Redtower to this very day.

 

Well, enough history for today, let's eat.

 


OOC Scene Notes


 TorsdayWednesday, the 8th of Low SummerMay @ 1:58 pm

 


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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

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Ingyrd Moondancer - Bearfolk Druidspacer.png



The conversation continued and it was decided that they head for Konrad’s that very afternoon. Ingyrd was glad, as it meant they’d likely be able to get an early start the next morning, which in her opinion was the only way to start a journey. Entering into the home of Konrad, the old bearkin realized this was by far the most wealthy residence she had ever been inside. The paintings, the gadgets, the doo dads, and especially the meal were just an obscene flaunting of wealth. She realized this was probably the reason most adventurers attempted the Citadel. Ingyrd had to admit she wouldn’t mind bringing her tribe back load of treasures to help them however needed, but she had other reasons for attempting the infamous stronghold.

 

When Konrad mentioned the Wandering Crow ley line, Ingyrd’s ears perked up. “Do you know what type of experiments Gellert the Gruesome is conducting on the ley line?” she asked him during a lull in the conversation. 



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

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

Character Sheet

 

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

 

___________________________________________________

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 (0.28 lbs.)
Platinum: 0
Gold: 12
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.28 lbs.


 

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Sir Robin Hawkwood - Elfmarked Paladinspacer.png



Before leaving the inn, Robin made sure to walk up to Jandar, who was still enjoying his meal, and place a gold coin on the table.

"Here my good man. We are still considering your offer.he told him. 

When the party arrived at Konrad's home, the knight was astonished to be invited to a feast. Having enjoyed pheasant and cheese not long ago, his stomach was already completely full; yet he could not refuse the battlemage's hospitality.

At first, Konrad went on to tell more about his own career, and then about the Scarlet Citadel. When he mentioned the trap that unleashed waves of undead, Robin could not help but chime in: "A most gruesome tale. Would you perchance remember where inside the Scarlet Citadel that trap was located?"

 

He then kept silent as the retired battlemage continued his tale. As he finished, Robin asked him: "I take it you remember the way to the Citadel. Would you consider leading us there, even though I understand you have retired from your life as an adventurer?"

Robin paused.

"A man called Jandar offered to guide us, saying that the Citadel is difficult to locate. But we haven't hired him yet as we do not know if we can trust him."

When Konrad offered to sell his Goggles of Night, the paladin thought: Those would certainly come in handy, but they come with a hefty price tag... even though they are probably worth every coin. I doubt we can muster such a sum yet, however.

And finally, when the time came to enjoy the food, Robin ate - once more - and found it exquisite. He thanked Konrad for the meal, praising the food profusely.

 



Mechanics

 

___________________________________________________

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

 

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

 

___________________________________________________

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: 12
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

 


 

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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik was bored. He'd thought the visit was going to be simple, just get some info on where the citadel was, how to get there, what provisions they'd be likely to need, and so forth. He'd been very wrong. He appreciated the meal, and so kept his face neutral out of respect for the considerable gift. But he had to wonder how much of this material would be forgotten, regardless of how important it may have been. Hopefully someone in his group was taking notes.

"The food is good, at any rate." He wasn't as hungry as he was before arriving in town, but more food was always welcome, especially this food, which was the finest Arik had ever tasted. When Robin chimed in about the matter at hand (namely getting to the Citadel), Arik perked up. "Something more on topic, finally!" He snuffled very loudly and spoke up "You don't need to accompany us inside. We just need some guidance on getting there." As Konrad contemplated his response, Arik thought about saying more, but decided against it, instead playing with his fork, avoiding eye contact with Konrad, glancing at Moondancer when she expressed interest in leylines and experiments thereon. That was beyond his paygrade, but he might ask her to explain later.

 



Mechanics

 

___________________________________________________

Main Hand:
Off Hand:

___________________________________________________

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

Character Sheet

 

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

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

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

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

___________________________________________________
WEAPONS

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

___________________________________________________
PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

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

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

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

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

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

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

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

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

 

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

 

Equipment

 

___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

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

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


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

 

Encumbrance

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

Current Weight: 86.2 lbs.

 

 

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Scarlet Citadel Redtower

 

spacer.pngWhen Konrad mentioned the Wandering Crow ley line, Ingyrd’s ears perked up. “Do you know what type of experiments Gellert the Gruesome is conducting on the ley line?” she asked him during a lull in the conversation. 

 

 

"I have always wondered that myself." the old battlemage said as he walked over to a map on the nearby wall that depicted the area. "Supposedly the Wandering Crow moves, thus the name. It is never shown on a map due to that very fact, and where it may go or what type of power it has, well that would require study of it. Rumor has that it connects to the great void, thus the reason the Citadel attracts void cultist. But opening those type of gates.... well, it has the potential to let unwanted creatures into our world as well."

 

When he mentioned the trap that unleashed waves of undead, Robin could not help but chime in: "A most gruesome tale. Would you perchance remember where inside the Scarlet Citadel that trap was located?"

 

"Sadly, I do not, and it was a long time ago.  Best to always be alert." Konrad replied.

 

Robin then kept silent as the retired battlemage continued his tale. As he finished, Robin asked him: "I take it you remember the way to the Citadel. Would you consider leading us there, even though I understand you have retired from your life as an adventurer?"

 

"I am much too old for such a trip, best leave that to the younger generation. I am sure you could find an able body person to take you out there, for the right price of course.  Plenty of ruffians in the area that watch that trek too, so be careful." Konrad warned as he again pointed to the map.

 

"The path there and back is overgrown but you should be able to follow it even without a guide, although a guide may know a better way with less bandit activity." he suggested "One can never tell if such a guide is useful until you have tried it without one." the mage said with a chuckle.

 


OOC Scene Notes


 TorsdayWednesday, the 8th of Low SummerMay @ 2:15 pm

 


Combat/Conditions Tracker

 
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Characters Status

 

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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

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Ingyrd Moondancer - Bearfolk Druidspacer.png



"Supposedly the Wandering Crow moves, thus the name." - Konrad

As the old battlemage began talking about the ley line, the others in the group could tell that Ingyrd was interested. Her ears perked up, her snout began sniffing obsessively, and she leaned towards Konrad, obviously grasping onto each and every word. No wonder she was sent here. If the ley lines were acting up, it would be difficult to pinpoint the reason if they continually moved. Ingyrd would have to find a way to stabilize it, or at least move with it, to discover what ailed it. 

 

"But opening those type of gates.... well, it has the potential to let unwanted creatures into our world as well." - Konrad

This statement was shared in such a confident manner that it shook Ingurd. She didn't think she wanted to face creatures from the great void. If nature had any sort of opposite, Ingyrd figured the void would be it. She took a deep breath, trying to steel herself. Her task was to enter the Citadel, and that was what she was going to do. "I've lived quite a life already," she thought to herself. "When you were in the Citadel, did you meet any creatures that crossed from the great void? Any pointers on fighting that sort of monster?" she asked Konrad, not expecting an answer, but hoping for one.

 

"I am sure you could find an able body person to take you out there, for the right price of course." - Konrad

The more Ingyrd thought about it, the more she was inclined to hire someone to take them out there. She had a job to do, and if they were way laid with petty bandits, her annoyance would make her insufferable to her new found companions. "I can't have them hating me just yet," she laughed to herself. "Are there any that you know of that you recommend?" she asked Konrad. 

 



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

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

Character Sheet

 

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

 

___________________________________________________

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 (0.28 lbs.)
Platinum: 0
Gold: 12
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.28 lbs.


 

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Elendris Vessicari - Shadow Elf Warlockspacer.png



 

Elendris was in a good mood. Though purchasing food and lodging was the norm here in Midgard, Elendris still found it unnatural. Such were the tasks of the Kobold servants, at least in the Shadow Realms. Now in Konrad's house, being welcomed as a guest and served feasts by servants felt proper. Elendris enjoyed various exotic plates on the large dinner table while managing to maintain propriety. She wondered if the old mage had a guest room or two that he'd be willing to let them stay in, but collecting information about the Scarlet Citadel was more important for now. 

 

"Thank you for the hospitality and the history of the Scarlet Citadel, sir Konrad. It is not brute force, but knowledge that decides the turn of events. And yet I, coming from where you call the Shadow Realms, find myself at disadvantage in regards to knowledge of the local fauna. The creatures you call owl-bears, and the satarre, what should we know of them in order to explore the citadel safely, if you can share?" Old Konrad had talked of using owlbears as both guardians and beasts of burden. Elendris wondered if they were something between guard dogs and ox.

 

"Also, pardon my manners. It'd be crass for gain to not flow both ways. Is there something you wish of us, now or in the future? You must not be in want of riches, but perhaps something pertaining to intellectual persuits, or something else entirely?" Elendris thought -- considering Konrad's riches and ability --  that it would be beneficial to set up an ongoing trade of favors with the old battlemage. Such was the Scáthsidhe way.

 



Mechanics

 

___________________________________________________

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

 

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

 

___________________________________________________

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]



 

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Scarlet Citadel Redtower

 

"When you were in the Citadel, did you meet any creatures that crossed from the great void? Any pointers on fighting that sort of monster?" Ingyrd asked Konrad, not expecting an answer, but hoping for one.

 

Konrad nodded to indicate he had not as he picked up a cup of tea from the table "Not to my knowledge, an owlbear, a horde of undead, and spiders were about it. Of course, we never made it to the lower levels, the undead made sure of that."

 

"Are there any guides that you know of that you recommend?" Ingyrd asked Konrad. 

 

Konrad thought about it before answering "There are a few who might take you up on the offer, but ones I recommend? Can't say that I can. I mostly keep to myself here and I pay a handsome tax to be able to do it.  Don't mingle much with the locals. Other than to sell these wonderful trinkets that I create."

 

"The creatures you call owl-bears, and the satarre, what should we know of them in order to explore the citadel safely, if you can share?" Old Konrad had talked of using owlbears as both guardians and beasts of burden. Elendris wondered if they were something between guard dogs and ox.

 

"Owlbears are a monstrous cross between giant owl and bear, an owlbear’s reputation for ferocity and aggression makes it one of the most feared predators of the wild as it has aspects of both beasts. Once the owlbears catch your scent, they'll follow you. If you can't keep ahead of them, they'll eat you. Slowly, if it catches you. They like cruel sport with their food." Konrad replied.

 

"Counter to all common sense, there are living beings in the world that desire the unmaking of all things. They would see the World Tree fall and burn, all it supports crumble to dust, and that dust blown into nonexistence upon the winds of the Void. These nihilistic creatures seek to be the harbinger of that great unmaking, gnawing at the foundations of the world to bring about its collapse. They call themselves the Harbingers of the Yawning Void."

 

"However, the solid rank and file of the cult are the satarre. Leading these satarre are a handful of powerful individuals, mostly potent spellcasters. These Children of Nidhogg are the driving force of the cult, recruiting void mages and priests of dark gods into their ranks, sending them out to recruit small cells of cultists eager to wreak destruction, and then pointing them at targets where they can do the most damage." Konrad continued to explain.

 

"Also, pardon my manners. It'd be crass for gain to not flow both ways. Is there something you wish of us, now or in the future? You must not be in want of riches, but perhaps something pertaining to intellectual persuits, or something else entirely?" Elendris thought -- considering Konrad's riches and ability --  that it would be beneficial to set up an ongoing trade of favors with the old battlemage.

 

"For now, I am content on selling my trinkets. But perhaps you could share any knowledge with an old mage if you find it." he said as he went back to enjoying his tea.

 


OOC Scene Notes


 TorsdayWednesday, the 8th of Low SummerMay @ 2:20 pm

 


Combat/Conditions Tracker

 
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Characters Status

 

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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

 

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Sir Robin Hawkwood - Elfmarked Paladinspacer.png



When Ingyrd asked Konrad to recommend a guide, Robin instinctively thought of Jandar.

Why not give him a chance if we do not find anyone else.

And indeed, the old battlemage was unable to mention anyone. I wonder if Jandar will ask for only three instead of four gold pieces now that I have given him one. Nah, he will probably ask for four... We shall see.

 

Elendris seemed delighted by the feast and she slowly took the lead in the discussion. Her questions, as well as Ingyrd's, were sharp and apt. So Robin decided to sit back for the time being, relax and enjoy some fruit as a dessert. His eyes fell on a ripe pear in a nearby bowl; the paladin extended his hand and delicately took it. A ripe pear is a sweet pear he thought, as he took a bite of the delicious fruit.

 

But just at that moment, all hell broke loose - all hell in the form of a single word that Konrad had pronounced...

SPIDERS !!!

Immediately, Robin choked on his pear, his face flushed red, and his lungs were about to explode. But he could not spit the morsel of fruit - no, that was out of question; he was, after all, a paladin of noble extraction. So he instead struggled to swallow and finally succeeded, tears flowing down his cheeks.

The knight marked a pause, fully aware of the commotion he had caused.

"Excuse me. Raw pear can be a choking hazard because the fruit is slippery and firm." he finally offered, sheepishly, as an apology. 

 

 



Mechanics

 

___________________________________________________

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

 

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

 

___________________________________________________

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: 12
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 bwatford (see edit history)
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Ingyrd Moondancer - Bearfolk Druidspacer.png



Ingyrd was content to let Elendris take over the conversation for the time being. Konrad’s answers had been sufficient to supply the old bearkin’s imagination with more than enough fuel to produce ghastly visions of being hunted by relentless owlbwars or surrounded and overwhelmed by skeletons or animated corpses. Ingyrd was very aware that she would much rather not be preparing to descend into that specific hell, and also that she did not have a choice in the matter. It made her resentful, but she tried to keep that to herself. 
 

Ingyrd’s internal review of the situation was interrupted by Hawkwood’s choking. She was about to slam him on the back (a proven remedy of the bearkin) when he seemed to recover. “The pear isn’t going anywhere, Hawkwood,” she said with a slight chuckle, relieved he was alright. Ingyrd returned to the conversation at hand, listening intently, for she no longer had any questions to ask. When it seemed like it was wrapping up, she thanked Konrad for his hospitality. “You honor is with you time and information, thank you for the feast,” she said simply, but earnestly. She was ready to finalize plans with the others, so after they departed from the battlemage’s she would make sure to gather them together for a quick chat.



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

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

Character Sheet

 

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

 

___________________________________________________

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 (0.28 lbs.)
Platinum: 0
Gold: 12
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.28 lbs.


 

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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik's heart sank a little when the old mage was unable to recommend a reliable guide. That made Jandar Chergoba no less reliable than any other. He stood up when Moondancer did, schooling his face to mask his relief that they were leaving. He didn't have anything against Konrad, the man had been abundantly generous to them after all, but the Bearkin was bored and time had done nothing to make him less antsy to get a move on.

 

After following Moondancer's lead out, he turned to his companions, and steeled himself for what he was about to do. He was going to address all of his companions at once... And then chickened out when he saw everyone look at him at once. He let them walk past him without speaking, before shuffling up to Moondancer and talking quietly "I can't believe I'm about to say this, but... We might want to consider Jandar Chergoba's offer." Arik sighed, letting her know he was none too hot on the idea to hire the former monk. "Konrad didn't really give us anything to go on. Jandar's rate isn't terrible, and he's probably going to be the cheapest, since he was just fixing for food money."

 



Mechanics

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___________________________________________________

Main Hand:
Off Hand:

___________________________________________________

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

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Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

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

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

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

___________________________________________________
WEAPONS

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

___________________________________________________
PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

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

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

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

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

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

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

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

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

 

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

 

Equipment

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___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

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

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


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

 

Encumbrance

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

Current Weight: 86.2 lbs.

 

 

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Elendris Vessicari - Shadow Elf WarlockElendris.png



 

 

"For now, I am content on selling my trinkets. But perhaps you could share any knowledge with an old mage if you find it." he said as he went back to enjoying his tea.

 

Elendris slowly nodded. "There are many things I know that may interest you, but those are not mine to share. Any knowledge and curiosities we find in the Scarlet Keep, however, we will return to tell of them to you." '...Especially if I can learn more from the exchange.' 

 

After a choking sound from Sir Robin which earned an amused look from Elendris, the feast slowly wound down to a pleasant afterglow. Soon it became time to leave, and Elendris gave gentle praises of the old battlemage for being a gracious host and providing them with insights. She shared again that they were staying in The Cage if he needed to seek them out, and exited with her new delving companions. The topic came to the hiring of Jandar, and Elendris's tone turned somewhat forceful, a rare occurance for her. 

 

"If the man's service can be bought for but a coin, how easy would it be for some bandits to bribe him and lead travellers into ambush? No, I say it is wiser to ask the recommendation from someone who gains from our survival. Let us ask the proprietor of The Cage for any other guide than that half-dressed man. Konrad was a hermit so it makes sense he does not know much of people, but the proprietor of a tavern should know more."

 



Mechanics

 

___________________________________________________

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

 

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

 

___________________________________________________

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]


 

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Scarlet Citadel Redtower

 

As the meal came to a close, Konrad bid the group farewell as he had imparted all the knowledge that he had and to answer the questions that they had posed. He was a tad disappointed they couldn't afford his latest creation, but maybe next time after they return from the Citadel it would be different.

 

"Fine travels to each of you." he nods as he shows them out.

 

Now our group of heroes needed to decide where to go next or return to the inn for the evening and hire Jandar as a guide for a few coins.

 


OOC Scene Notes


 TorsdayWednesday, the 8th of Low SummerMay @ 2:30 pm

 

The group needs to make a couple OOC decisions in the Discord and then let me know what you have decided.

  1. Will the group hire Jandar? The offer was for two gold up front and two gold when you return.
  2. Do we stay tonight, if you have not paid yet (see costModest 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.
    ) or do we stay more than one night before we head out to gather more rumors/information? 

Once the decision above has been made, everyone will make one final post for the day and then I will give a summary post that will get us to the morning we head out for the Citadel.

 


Combat/Conditions Tracker

 
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Characters Status

 

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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

 

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Currently Not in Use


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Estriel Ilyakrana - Elven Roguespacer.png



 

Estriel was leisurely eating at the inn, merged to the background. Perfectly still. Eyes avert him easily as he was dressed as the most uninteresting thing in the world. He was actively eavesdropping the whole conversation with Jandar though.

 

He would never pass a situation that allowed him to make extra bucks, and the perfect situation was forming right before his eyes. He could use the party's distrust for Jandar as a way to insinuate himself into their hearts and minds.

 

He passed a gruff dwarf by his way out pilfering some coins from his pocket. The same dwarf that later delivered a hint to the oblivious visitors.

Outside the inn, he changed his clothes for used and fierce looking ones. He also smeared some dirt on them to appear worn and befitting an experienced guide. He took his disguise kit and drew a nasty scar on his face. A hood soon followed to complement his disguise.

 

When the party left the inn to search the city, he followed them from a safe distance, faking a limp with his left leg. Patiently he waited outside Konrad's house to approach the party when they left the house.

 

Howdy, folks! I was informed you were searching for a guide to the Scarlet Citadel. - said the elf dressed as a man. May I present myself to the job, Hawk Swiftfoot, at your service. Best guide on the market on these forsaken lands. - said making a low bow with some flourish.

He looked everyone directly in the eyes before continuing. Forget that buffoon, Jandar. He doesn't worth half the price he charges. For a fair price of three gold coins, I can take you there. Or anywhere else you prefer. Do we have a deal?

 



Mechanics

 

___________________________________________________

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

 

Estriel Ilyakrana - Elf (River) Rogue

___________________________________________________
STATS

Str 8 (-1) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 10 (+0) Cha 14 (+2)
HP 10/10 HD 1d8 AC 14 (leather) Speed 30 ft.

Passive Perception 10 Initiative +3
Vision: 60' ft. darkvision
DM Inspiration Yes
Languages Common, Draconic, Elvish, Thieves' Cant
Background Charlatan Feature False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Dagger (range 20/60' ft.) +5 attack, 1d4+3 piercing damage
Shortbow (range 80/320' ft.) +5 attack, 1d6+3 piercing damage.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 
Skills Acrobatics +5, Athletics +1, Deception +4, Investigation +4*, Perception +2, Persuasion +4, Sleight of Hand +5, Thieves Tools +7*

* = Expertise
Weapons All simple weapons, longswords, longbows, hand crossbows, rapiers, shortswords
Armor Light
Tools Thieves' tools 

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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.

___________________________________________________
CLASS FEATURES

Sneak Attack (2D6). 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 (80.5 lbs.)

Leather Armor - 10 lbs.

Rapier - 2 lbs.
2 x Daggers - 2 lbs.

Shortbow - 2 lbs.

20 x Arrows - 1 lb.


Pouch - 1 lb.

An iron holy symbol devoted to an unknown god --

Thieves' Tools - 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 (0.3 lbs.)
Platinum: 0
Gold: 15
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 80.8 lbs.

Spells

  

Elf Spells
___________________________________________________

Cantrips

Mage Hand (30 ft.)


 

 

Edited by yxanthymir (see edit history)
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Ingyrd Moondancer - Bearfolk Druidspacer.png



As the group took their leave of Konrad, Arik hung back to voice his opinion to Ingyrd. Elendris overheard and shared her own thoughts on the matter. The older bearkin was impressed by the shadow elf’s abilities of perception, and made a note of that for the future. In regards to hiring Jandar, Ingyrd really didn’t care one way or another, but she could admit it would be nice to have someone around who had been that way before. 
 

“That’s fine with me,” she said in response to Elendris and Arik. “As long as we strive to leave in the morning, I don’t care much who we hire. If my old bones rest too long, I’m not sure what it will take to get them going again. Let’s head back to the Inn, like Elendris suggested. We can ask for a recommendation, or hire Jandar, if there’s no one better.” 
 

As they were walking, a travel hardened elf addressed them, as if an answer to their wants. He certainly spoke better than Jandar. “How many times have you been out to the Citadel?” she asked without hesitation. She was curious about his abilities.



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

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

Character Sheet

 

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.

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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

 

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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

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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 (0.28 lbs.)
Platinum: 0
Gold: 12
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.28 lbs.


 

Edited by foxtrot636 (see edit history)
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