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Scarlet Citadel: Redtower


bwatford

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Sir Robin Hawkwood - Elfmarked Paladinspacer.png



Still embarrassed by the pear incident during the feast, Robin decided to remain silent for the time being.

When the man Hawk Swiftfoot approached the group to offer his services as a guide, the paladin couldn't help but think that he, at least, looked the part.

Unfortunately, the same could not be said about the pauper back at the inn.

Jandar has already received a good meal and a golden coin from us; let us see what this man has to offer. He, too, might be in need of a job.

 

 

So when Ingyrd asked Hawk how many times he had been to the Citadel, Robin looked him in the eyes, anxious to see if his voir dire interrogation would bode well for his case.

"Or anywhere else we prefer, for that matter..." he couldn't resist chiming in in a lower voice, with a smug smile on his face.



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 Leonidas1789 (see edit history)
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Estriel Ilyakrana - Elven Roguespacer.png



 

Estriel raised his hand in front of his face and started to count his fingers with careful consideration. Theatrically raising one finger at a time. One, two, three,... Humm... I believe I don't have enough fingers. And I don't know how to count more than I have fingers. Let's say many times. The Scarlet Citadel is the reason many come here after all. He moved around the group limping with every step. Pain showing in his face with each motion.

 

But let's get into practical matters. The path is a little dangerous, but nothing a good guide like myself can navigate effortless. A guide is a good deal, believe me. - he looked to sky contemplative  for a moment and then abruptly faced the group, specially the distrustful bearfolk.

 

I believe three coins at the start of the trip. And if you wish to pay for a return trip, that can be arranged too, if you pay one gold coin upfront, and specify a date. - he did a pause for effect and snapped his fingers like he was remembering something. - I wouldn't be a good guide if I didn't advise you. Go there, enjoy the sight, collect souvenirs, make drawings if you know how, but you should consider not entering the place. Few people return to tell the story. I, myself, am a victim of its dangers. He said pointing to his left leg and the scar on his face.

 

 Again do we have a deal? I have other business propositions to attend.

 



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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Scarlet Citadel Redtower

 

Negotiating with a new possible guide that had stopped our heroes on the way back to The Cage was no simple matter, especially as they found themselves doing so in front of one of Redtower's prominent landmarks in the town center; a disused temple of Khors. The octagonal walls of the temple remain strong, as do the stoic-faced knightly statues flanking the doors on the temple’s northwest face.

 

What an appropriate place for such matters.

 


OOC Scene Notes


 TorsdayWednesday, the 8th of Low SummerMay @ 2:40 pm

 

The group can continue to play out the scene with Estriel. When you are ready to skip to the next morning and the trip then please let me know in the Discord channel.

 


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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Ingyrd Moondancer - Bearfolk Druidspacer.png



Ingyrd listened to the elf with great attention. He certainly knew how to sell himself better than Jandar did. She had no idea what he was saying was true, but at the end of the day, it was another body in their group, which they needed, especially since that ratfolk, Bloodnut, seemed to disappear on them. "I can't promise you a return date," she started, hoping an inspiration to haggling would appear to her as she spoke, knowing full well it would not. She was the worst at haggling; she had absolutely zero patience for it. "Because we have no way of knowing how long we'll be there. But three gold pieces to get there seems reasonable to me. However, we'll give you half of your fee prior to the trip, and the other half once we make it to the Citadel... As long as its as 'effortless' as you claim it will be." There had to be some incentive for him to get the job done right. If they paid him all up front there was nothing holding him back from cutting and running. She looked at her new companions. "Sound fair to you lot? I'll cover his advance fee."



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 flinched when Elendris overheard. "Damn she's got good ears." He just nodded though. "She's also got a point. I probably should have thought of that. Stupid." He continued on in silence, face grim. He scowled as they made to return to the Cage. He had no intention of doing any talking to find a new guide. His resolution wasn't necessary though, as an elf came up to them and made his own pitch.

Arik didn't trust him (he didn't really trust anyone in his group aside from Moondancer, and her only just), but he his sales pitch was markedly better than Jandar's, he looked more capable, and didn't stink like a Catoblepas' backside. Moondancer gave her approval, and Arik nodded in consent. She hadn't led him astray yet, so he would continue to defer to her. He nonetheless gave the elf a wary look. As any negotiations played out, he stood nearby enough to listen in, but not so close that anyone would have the ridiculous notion he wanted to add to the conversation. If the others wanted to haggle, fine, but three gold was fine. He'd pay it all himself if they were too cheap. "Not like I'll likely live to spend it anyway." He mused inwardly, his thoughts as glum as his face.

Moondancer beat him to the punch. He nodded, not feeling like adding anything to the conversation aside from grumbling "I'll get my gear together." As he plodded past Moondancer to do exactly that, he mumbled "See you in the morning, Moondancer." in Northern as he passed the elder. He had half a mind to pick up another water skin while he was in town, provided he could find a vendor. Maybe he'd even find a few mice in the Cage.

 



Mechanics

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___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

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

Character Sheet

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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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Sir Robin Hawkwood - Elfmarked Paladinspacer.png



Robin started to like Ingyrd; she showed little interest in material possessions and displayed true generosity.

"It sounds fair, but we should only pay him the other half when we return here to tell the tale." he told her in a low voice.

This one really talks a lot. If he's half as effective as he claims to be, we will be on the safe side. 

 

 

The knight then took a few steps away from the party as the negotiations with the new guide continued; indeed, he had noted the nearby temple to Khors, as well as the statues of knights by the northwestern doors. Robin approached the statues, a look of genuine admiration on his face. He examined them for a moment, before walking up to the doors to check whether it was possible to visit the temple.



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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    Estriel Ilyakrana - Elven Roguespacer.png



     

Tough crowd to please. And too distrustful. Their barriers are tall and strong. But nothing Estriel could not deal. A challenge perhaps. And maybe a good deal to take the money now, and only half later. He would need some of it to bribe a worker of The Cage to plant the name, Hawk Swiftfoot, as a marvelous guide. He didn't think he got enough from the Dwarf, just a few copper coins, and he didn't plan to use his accumulated hard-earned money at the moment.

 

I believe, my dear bear lady, that we have a deal. - He said picking the coins from her hand and making a little bow. Tomorrow at sunrise. At the beginning of the road to The Scarlet Citadel, just outside the palisade. You cannot miss it.

 

And he left the place limping from his left leg. He had bribes to make under a different disguise. Ever attentive to his surroundings, he surveyed the temple with the corner of his eyes, probably planning to return later and sleep at the temple of Khors. A good place as any.

     



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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Scarlet Citadel Redtower

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Fade To Black........

 

This scene ends here but the story continues....

 

https://test.myth-weavers.com/index.php?/topic/743-scarlet-citadel-level-0-ruins-above/&do=getNewComment

 

We will come back to this thread once the characters return to Redtower.

 

 

 

 

 


OOC Scene Notes


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

 

Once everyone has had a chance to post in the new thread, I will lock this one until we return to it.

 


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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