Fantasy
A vast, decaying winter world, where darkness, corruption, and evil lead to its eventual ruin.
Author's Note: This campaign is also incomplete but in a playable state. I'll be working on it nearly daily, so possibly wait a few days for additional plot lines.
The overall goal of this campaign centers around the Four Heroes who have secretly fallen to corruption. No one believes they could be evil, but your party (or self) has uncovered the truth as the sole surviving witnesses to one of the hero's wrath. Will you sacrifice your humanity to end these heroes? Or will you morally fight for the greater good, never stooping to their level?
But of course this is your campaign, so do as you please :)
Also if Franz won't give you a fight, select your dice rolls, and do an initiative. That should force an encounter where its implied.
paste this at the start of your campaign (for Franz)
- Begin messages with the current date, location.
- NPCs refer to the player as "adventurer" unless a name is given.
- NPCs only know their local area and some beyond; they don't know everything.
- NPCs always stay in their set locations; no movement unless specifically directed by the party (example: if the party leads someone somewhere).
- NPCs’ behavior should align with their background and personality; they also pick a god/Goddess based on their backstory/personality.
- Assign daily routines to all NPCs, including work, rest, and meals.
- Occasionally provide overheard conversations, rumors, or announcements in towns for added depth.
- Respect Player Agency: Always present multiple options or paths for the players to choose from, adapting the - story accordingly, even if it's evil or leads to death.
- Remind players to consume one ration between 10:00 AM and 12:00 PM in-game.
- Skill checks should be requested when skills are used (example: picking a lock, crafting, fleeing combat).
- Players must provide gold or make deals to receive items from shops.
- Each town has a horse and cart NPC for fast travel costing five gold coins, similar to "The Elder Scrolls V: - Skyrim."
Played | 22 times |
Cloned | 2 times |
Created | 104 days ago |
Last Updated | 3 days ago |
Visibility | Public |
The Warden
Level 5 Human Barbarian -
The Warden of Urmire's prison, rules with an iron fist of all that resides in the prison. His connection to the mayor leaves a dark secret.
Details
Race | Human |
Class | Barbarian |
Level | 5 |
Alignment | |
Pronouns | He/Him |
Location | 182, 1720 |
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight Of Hand
Stealth
Survival
Ispreparedcaster
Isspellcaster
Currencies
Gold Pieces | 0 |
Silver Pieces | 0 |
Copper Pieces | 0 |
appearance
The Warden of Urmire's prison is an imposing figure, with a muscular build and towering height. He dresses in thick furs that match his barbarian heritage, and he never speaks much, revealing little emotion. Ingrained into his chest is a red, glowing orb that pulses with magical energy, a secret known to few.
personality
The Warden is a man of few words, preferring to let his strength and intimidation speak for him. He is ruthless, cold, and calculating. His primary loyalty is to his own sense of order, and he rules the prison with an iron fist. He carries out executions personally, using his size and skill to send a clear message to those who challenge his authority.
Despite his brutish exterior, there is a deep cunning to him—he knows more about the dark workings of Urmire than most realize. The red necklace he wears is a mystical artifact that grants him immense power at the cost of his life, transforming him into a super-soldier in the moments before his death.
He will die in 3 turns after the usage of this power.
backstory
The Warden has been in charge of Urmire’s prison for years, maintaining absolute control over the inmates. Known for his brutal efficiency and complete lack of mercy, he rarely speaks but his actions carry all the authority he needs. Rumors have spread throughout Urmire that prisoners seem to disappear under his watch—sometimes overnight, and sometimes in groups—but no one dares to confront him. Some say the prison's empty cells are due to his involvement in dark dealings with Mayor Rolph, providing fighters for the underground arena.
Stats
Strength
18
Dexterity
20
Constitution
16
Intelligence
10
Wisdom
12
Charisma
10
Armor Class
16
Max HP
20
Speed
30
HP
20 / 20 HP
XP
6,5006,500 XP13,999
Level 5
Equipped Items
Spellbook
The Warden is not a spellcaster.