Baggage Train for Ancient Blood’s Due
A n c i e n t Blood – A Living World
storyline Set in the
Grand Duchy of Dunstrand of the [Fantasy]
Steel Realms.
Ancient Blood’s Due…
Baggage Train for Ancient Blood’s Due
Baggage Train formed on: Current Date: Common Year (CY) June 8th, 9169 @ Ancient Blood’s Due
Has the contents of Ancient Blood’s Due – Starting Treasury.
REMINDER – Dark-Spawn Loot/Goods: The selling of Orrish made goods/loot outside the Dark Lands has serious issues, and often the best value is 10% of normal.
People can play as drop-in characters. Third level. They are not designed to be equal to the party but just something that the PCS will trust implicitly and I don’t have to contrive to get in.
Currently NPCs
Aftermath of Gruxxand the Necromancer’s ascension to Lichdom: CY 9168/q3 > The Guild of Solars recorded everything they could about The Soul Scourge and the Dreams Leading Up To It and they and others used their skills to interpret the meaning or significance. All characters experience the dreams… and effects.
Baggage Train Camp Organizer “
Hylia” –
Bard 4 (College of Lore; Strength 12, Intelligence 14, Con 16, Charisma 15) Health/HP = 20+12 = 32 / human female age:34
– follower of Horse Goddess Epona (Conviction 1); dance 3, sing 3, influence 3, history: Dunstrand 5, law 2, occult phenomenology 3, divine phenomenology 3, animal handling 1 (horses +2), cooking 2, stealth 2, athletics 1
FEAT:
Tavern Brawler
> Soul Scourge: Rejected the memories…
> Bardic Inspiration (d6 2/Long Rest); Song of Rest (d6+sing level)/Short Rest
> Cantrips: Vicious Mockery, Mage Hand, Light
> Bard Spells: (7) Comprehend Languages, Disguise Self, Sleep, Longstrider, Enhance Ability, Healing Word, +1
> “Bellina” her white horse (INT 5-1) with a blue star looking mark on her face; has permanent “speak with animals” for her + can trigger one Bardic Inspiration/Long Rest for her
STUFF => {AC 12} studded leather armor (+1 resilience), spear & short sword (+3 attack; d6/4/7/13) +
Field Healing Satchel
———————–
>> 4pts salve/4pt burn balm, 2 poultices (+1 on Short Rest), smelly plaster (+1 short rest/allows new save vs natural disease), 4 air filters (
Advantage on poisons and disease in air)
} unaligned; she seems a bit hard and bitter when asked about her personal life
Behaviors/Mannerisms/etc.
1) There is no situation I cannot inject cheer into – sadness is contagious and must be stopped
– selected by De’Vosa, the holy knight of Whelm, for the assault on the Hawktail Hills
FEAR = being alone
MOTIVE = gathering stories, travel
> participated in Arvban Keep Strike and the initial exploration on the Mathien Plateau
Baggage Train Groomsman “Shelley” –
Rogue 3 (Thief; Intelligence 14/+2, Charisma 13/+1, Dexterity 16/+3) Health/HP = 22-1=21 / human female age:32 (she is an early
Steel Souled birth; Nails are steel-blue colored); blue-black hair, 5’6″, brown eyes, right handed
– has a limp/permanent wound (-5′ movement); animal handling 2 (+2 horses), stealth 5, History: Riverdans 3, History: Dunstrand 3, Athletics 1, Persuade 3, Sleight of Hand 2 (+2 fast hands),
Observant (+2 to all
Investigation and
Perception activities.)
> Cunning Action (bonus action to take the Dash, Disengage, or Hide action); Sneak Attack 2d6, Fast Hands (Sleight +2)
>
Soul Scourge: Prestidigitation (# times per day equal to Intelligence bonus – mind only, using any Action, Bonus, or Reaction) + 2 uses left of steel reserve (can turn a failed death save into success)
> {AC 15} studded leather (Res. 1), short bow (10 arrows; +5 attack – d6/6/9/15), short sword (+5 attack – d6/6/9/15) parrying dagger x2 (as Bonus action; 1 resilience = useless)
> quality saddle (+1 checks), a 40′ horsehair rope, footpads and stealth suit (+1 stealth)
} Lawful Neutral
Behaviors/Mannerisms/etc.
1) I connect everything that happens to me to a grand cosmic plan.
2) To me, starting a tavern brawl is a nice way to get to know a new city (and make some quick coin with Sleight of Hand during it!) – starting, not participating… people will show grudges, allies, and values in a fight that might reveal good information. Plus helping to stop it ingratiate to tavern and innkeepers.
– selected by De’Vosa, the holy knight of Whelm, for the assault on the Hawktail Hills
FEAR = direct lethal melee, already lost movement to an injury, likes to stay at a distance
MOTIVE = story-gathering, kind of likes making conspiracy theories
Baggage Train Teamster “Brandon” –
Fighter 3 (champion)
STR 16/+3, DEX 11, PER 12/+1 (+2 from observant), CON 14/+2, CHA 12/+1
Health/HP = 24 / human male, age:26, short brown hair, brown eyes, right handed, 5’11”
Skills/Traits: Athletics 2 (+3 str; climb +2; lifting +2 to lift/drag/shove), history: Dunstrand 1, history: Riverdans 2 (+2 merchants and trade), animal Handling 1, drive: cart/wagon 3, Observant (+2 investigate/perception), Influence 2 (+2 barter/haggle), Stealth 1
> Soul Scourge: Rejected the memories…
Second Wind (per short rest; heals 8 or 11 after a short rest) + Action Surge (extra action per short rest)
– head/eye wound (ranges are halved; no advantage with ranged over 30′);
– “critical” hit on an unadjusted attack roll of 19 or 20.
STUFF => {AC 15 – Fighting Style: Defensive} hide armor (1 resilience) + med. wooden shield (1 resilience), battle axe (d8;7/11/19 +5 attack), hand axe (thrown 10/20/30 d6;6/9/15 +5 attack)
} Lawful Neutral
Behaviors/Mannerisms/etc.
1) Nobody stays angry at me or around me for long, since I can defuse any amount of tension (humor).
> is willing to boisterously hug people.
2) I’m a hopeless romantic, always searching for that ‘special someone’… always saying flattering things to people
– selected by De’Vosa, the holy knight of Whelm, for the assault on the Hawktail Hills
FEAR = people not liking me (-1 saves against charm/suggestion)
MOTIVE = looking for love (usually in all the wrong places) – always trying to get to know women
> participated in the initial exploration on the Mathien Plateau, almost died @1hp