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Scarlet Citadel: Level 0: Ruins Above


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Scarlet Citadel Level 0: Ruins Above

 

Estriel moved into the chamber, working his way past Arik to get on the north side of the bearfolk as he drew the thin blade from his belt. As soon as the creature turned toward Sir Robin he lunged out with the blade and pierced the creature in the back of the neck, the thin blade piercing through the soft flesh and then out the front on her throat.  It fell to the ground instantly.

 

Ingyrd meanwhile grabbed up her torch from the ground and ran into the chamber, seeing the creature had fallen the bearfolk tore out the creature's throat with her maw, just as a precautionary measure.

 


OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 1:35 pm

 

WE ARE OUT OF COMBAT

 

XP AWARD: 40 XP each.

 

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


Combat/Conditions Tracker

 
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Not in Use
 
 
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HARPY
Takes 15 hit points of piercing damage from Estriel's rapier.
Has taken a total of 44 hit points of damage.
IS DEAD!!!
 
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ESTRIEL
Has torch lit. (59 minutes remaining)
 
INGYRD
Has torch lit. (46 minutes remaining)
 
 
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Default Marching Order
Arik
Robin
Estriel
Elendris
Ingyrd
 

Characters Status

 

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ARIK LOSTCUB
Hit Points: 8/15
Hit Dice: 1/1
Special: Resistance (cold)

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

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

XP: 40/300
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)

XP: 40/300
DM Inspiration: 1/1

 


 

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

XP: 40/300
DM Inspiration: 1/1

 


INGYRD MOONDANCER
Hit Points: 5/10
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)

XP: 40/300
DM Inspiration: 0/1

 


 

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

XP: 40/300
DM Inspiration: 1/1

 

Active Maps

 

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Castle Ruins


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Ingyrd Moondancer - Bearfolk Druidspacer.png



As the Harpy's throat released from her body and flapped around Ingyrd's mouth, the elder Bearfolk felt a bit embarrassed that she allowed herself to be so... feral... in front of her new companions. Most non-Bearfolk didn't understand and she usually tried to restrain herself among mixed company. She spat out the flesh and wiped her mouth off quickly, before turning back to the others. "Thank you for your assistance. If I was left with that thing alone, I would not have survived that encounter," she said with a half bow of thanks. Now that the monster was defeated, this entry area could be the perfect staging ground for their group. "Should we take some time to cleanse and secure this area as a base camp of sorts for our expedition?" she asked the others, while looking around the nest room. 



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Torch

___________________________________________________

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

Free: 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 5/10 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 Athletics +5, 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 (0.36 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.36 lbs.


 

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Elendris Vessicari - Shadow Elf WarlockElendris.png



 

Elendris nodded. "Yes, let us inspect and secure this room, then tend to our wounds." She turned to the others. "That is, if that is agreeable to everyone."

 

She looked about the room, inspecting the walls and the ceilings, as well as the tall mounds of rubble that filled much of the room. Elendris frowned at the mess of dirt-covered rocks.

 

"I imagine there must be another path out if this creature was living here." She surely did not want to touch the rubble and get her hands and armor dirty, but to give up being thorough was unacceptable to her own pride. She turned toward the tallest of the group. "Arik, would you kindly boost me up so that I can see above these rubble?" 

 



Mechanics

 

___________________________________________________

Main Hand: Arcane Focus
Off Hand: Shield

___________________________________________________

Action: Inspect the room, and short rest.
Bonus Action: -
Move: Around the walls, and boost up with the help of Arik to see above the mounds of rubble.

Manipulate: -

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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Arik Lostcub - Bearfolk Barbarianspacer.png



Arik huffed in satisfaction as the harpy fell, then grinned and even chuckled a little as Moondancer tore out the corpse's throat. <"Hey, I wanted to do that!"> He said to his fellow Bearfolk in northern, his tone making it obvious he was joking (those who'd known him for long would have marked this as exceptionally jovial for him). He winced as his body flushed adrenaline out of his system and the damage he'd reminded him it was there. He just nodded at Moondancer's suggestion of rest. He didn't want to look weak by admitting he needed it but damn if he didn't feel like a wimp. One stupid harpy and he was already injured. "Not good enough. Never good enough." 

 

Arik spared a moment to recover his trap, carefully folding the nasty thing up. He was about to sit down and take a breather when Elendris asked for his help. He nodded and muttered assent, then helped her up. She wasn't as heavy as he expected, but then most races weren't as large and dense as Bearfolk were. Arik almost said as much but refrained.

 



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 8/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 13 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

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

___________________________________________________
WEAPONS

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

___________________________________________________
PROFICIENCIES

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

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

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

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

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

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

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

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

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

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

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

 

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

 

Equipment

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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.

 

 

Name
Spend HD
11
1d12+3 [[8]]
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Estriel Ilyakrana (Luke Hobbs) - Elven Roguespacer.png



 

Estriel killed the harpy with deadly precision. And he was just hoping to do a little prick with his rapier, more to infuriate the harpy than do any harm.

 

What have I done! I am indeed a murderer. He said shocked with his action. The smell of blood made him feel nauseous, and he almost vomited right there, barely holding his composure at the last minute. He leaned at the closest wall and collapsed seated there. The rapier and the torch escaping his hands and rolling over the ground. His body convulsing with sobs. Tears rolling from his eyes and slowly descending to his clothes.

 

A murderer...

 



Mechanics

 

___________________________________________________

Main Hand: Rapier
Off Hand: Torch

___________________________________________________

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

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 +6*, 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.)


 

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Scarlet Citadel Level 0: Ruins Above

 

Arik boosted Elendris up, but the rubble was from floor to ceiling, and it was not just rubble put a complete collapse of whatever else used to be down here, there were no other exits from the chamber that she could tell.  The two doors into this chamber had been stuck but not locked, so the creature had to come and go the same way.

 

Over the next hour the group cleared out the nesting material which turned out to be a lot like what one would find in a typical bird's nest. But the nest had contained little more than nesting material and bone scraps like the rest of the place, along with more of the creatures' feathers.

 


OOC Scene Notes


 MarksdayThursday, the 9th of Low SummerMay @ 2:39 pm

SHORT REST COMPLETED

Everyone can benefit from a short rest and use HD if you like.

 

TORCHES
The torches that Estriel and Ingyrd had lit would have burned out over the hour, so please remove one from your inventory, I will assume you are lighting another unless you say different.

 

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


Combat/Conditions Tracker

 
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Not in Use
 
 
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Not in Use
 
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ESTRIEL
Has torch lit. (60 minutes remaining)
 
INGYRD
Has torch lit. (60 minutes remaining)
 
 
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Default Marching Order
Arik
Robin
Estriel
Elendris
Ingyrd
 

Characters Status

 

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ARIK LOSTCUB
Hit Points: 8/15
Hit Dice: 1/1
Special: Resistance (cold)

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

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

XP: 40/300
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)

XP: 40/300
DM Inspiration: 1/1

 


 

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

XP: 40/300
DM Inspiration: 1/1

 


INGYRD MOONDANCER
Hit Points: 5/10
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)

XP: 40/300
DM Inspiration: 0/1

 


 

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

XP: 40/300
DM Inspiration: 1/1

 

Active Maps

 

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Castle Ruins


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Ingyrd Moondancer - Bearfolk Druidspacer.png



Ingyrd began patching her wounds. Hobbs seemed to have some sort of moral dilemma following his slaying of the Harpy. Ingyrd looked at him incredulously as he called himself a murderer and tears began to fall from his eyes. Ingyrd had dealt with some cubs that felt like Hobbs here after being driven to violence. Usually, this sort of regret coincided with those that were kind and compassion, which was not a detriment to a person in Ingryd's opinion. But the Scarlet Citadel was also not the place to sort out those feelings. "Defending one's self and companions against an evil creature such as that is hardly murder," she told him flatly. "What's more concerning is that you came to the Scarlet Citadel, alone, and unprepared to face violence, Priest. Is this something we need to worry about? " Ingryd was worried Hobbs would not be able to do what was needed to survive here. He could be more of a liability if they had to coddle his delicate sensibilities. In other situations, Ingyrd might feel bad for how she spoke to the young man, who was obviously hurting, but the Scarlet Citade was dangerous, and she was not one to mince words. 



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Torch

___________________________________________________

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

Free: 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 9/10 HD 0/1d8 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 Athletics +5, 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 (58.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 8 (8 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 (0.36 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 76.36 lbs.


 

Edited by foxtrot636 (see edit history)
Name
Hit die 1
4
1d8+2 [[2]]
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Estriel Ilyakrana (Luke Hobbs) - Elven Roguespacer.png



 

Estriel was hearing and noticing his companions moving around him, however he was not registering anything. The words of the bearfolk silenced by the inner noise of his own mind, locked in his thoughts. He was astonished how easyly he could take a life and how easy it was to do it. It didn't matter if it was a monster. It was a sentient being, it was humanoid, it wanted to live and procreate, and he killed it with precision and without any consideration. It brought back memories he didn't want to relive. Memories of a past he wished to forget, and bury under seven palms of dirt.

 

Eventually he was able to elf up. After some sobs and some tears, he quickly regained his composure. He collected the rapier and the torch, and just pretended his slip never happened. He collected some of the feathers, maybe he could sell them like they were from an owlbear, like in the stories.

 

How that thing entered this chamber? He proffered the word thing with obvious pain in his tone. Shall we proceed?

 



Mechanics

 

___________________________________________________

Main Hand: Rapier
Off Hand: Torch

___________________________________________________

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

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 +6*, 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

•  9 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



Ingyrd eased off the elf when she realized her words were not reaching him. His grief was so consuming that he couldn't even process external stimuli. Obviously he had some personal issues he was working through, and the old Bearfolk hoped he would be able to get through them quickly. Even more importantly, Ingyrd hoped that the next time they faced danger and violence that Hobbs wouldn't shy away. She reminded herself that everyone came from different walks of life, and perhaps not to judge too harshly. After all, they were now safe in the Harpy's room, tending to injuries, what better time to tend to injuries to the mind as well?
 

Ingyrd gave Hobbs his space and finished up tending to her own hurts. She tried to tidy up this room a bit, shoving nest parts and small bones into a far corner. When they were finished and ready to move on, she had one last task to complete. "<<Arik, care to help me move her body outside?>>" she asked her fellow Bearfolk in Northern, nodding towards the harpy corpse nearby. She spoke in a low voice, wanting to avoid bringing attention back to the creature for Hobbs' sake. "<<If we're to use this space as a safe haven going forward, I'd prefer not having this rotting pile of evil here.>>" If he agreed, they made quick work of dragging it out of the trap door hole into the ruins above and leaving it a small ways away. The animals of the forest should take care of it quickly. With that complete, she was ready to descend into the depths below. 



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Torch

___________________________________________________

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

Free: 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 9/10 HD 0/1d8 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 Athletics +5, 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 (58.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 8 (8 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 (0.36 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 76.36 lbs.


 

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