Odrun Fell world illustration - Fantasy theme
Fantasy

Odrun Fell

F
FriendsAndFables

A city built in a fallen god-weapon, where guilds rule, delvers vanish, and every choice echoes through tunnels of chitin, ash, and ambition. Welcome to Odrun Fell, a Friends and Fables adventure!


Author's Note: Welcome to Odrun Fell, a Friends and Fables adventure into a world carved from myth and bone, where a shattered god-weapon's remains fuel a city of ambition, ritual, and ruin. From the lacquered towers of the Sprigs to the ichor-slick markets of the Barrows, every breath in this living graveyard is measured in trade, loyalty, and danger. Here, delvers vanish into the greatclub tunnels, masked beasts drift through haunted groves, and the softest words can carry more weight than any blade. The guilds squabble for dominance, adventurers bleed for coin or cause, and the club itself waits beneath it all like a buried truth. This game is a journey into beauty and rot, into candlelit politics and chitin-armored survival. Whether you walk with Cudgel steel, Promissory blades, or Barley-bred spiders on your shoulder, your choices will echo through the halls of power and the bones of the world. Odrun Fell is a city of many doors, how will you play in this adventure? Thank you for playing Friends and Fables!
Played1199 times
Cloned34 times
Created
16 days ago
Last Updated
1 days ago
VisibilityPublic
Skelk Murn
Skelk Murn
Level 7 Half-Orc Cleric -
A level 7 Half-Orc Cleric, Skelk Murn is a weathered healer and tavern keeper, embodying strength and sorrow with a heart that offers solace to the broken.
Details
RaceHalf-Orc
ClassCleric
Level7
Alignment
PronounsHe/Him
Location128, 4
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 Pieces0
Silver Pieces0
Copper Pieces0
appearance
Skelk is a hulking mass of weathered strength, with a broad chest compressed slightly inward from old injuries. His gait is slow and stiff, marked by the rhythm of a rebuilt left knee that clicks softly with each step. His skin is ashen green, faded with age and dust, and his tusks are chipped but polished. A patchy beard coils around his jaw, greying like scorched moss, and his eyes are the color of old pine sap—ambered with sorrow. He wears a bark-colored robe over chitin-padded trousers, cinched by a frayed red sash, and a leather apron permanently stained with wine, blood, and herbs. The air around him carries smoke, sage, and something faintly antiseptic. Behind the bar, his altar is wedged beside a lantern and a cracked mug, and it’s unclear which of the three sees more use. Skelk moves like the world is heavier for him than for others—and maybe it is.
personality
Skelk has the warmth of a dying hearth: steady, tired, and impossible to fake. He speaks in a low, gravelly tone, often letting long silences settle like dust before responding. He has no interest in politics or gods but quietly maintains his altar because “someone might need it.” He listens more than he speaks and never dismisses a story, no matter how outlandish. Pain—emotional or physical—is something he treats with equal reverence. Skelk doesn’t preach or offer platitudes. Instead, he makes a space where people can bleed without shame and laugh without fear. When he smiles, it’s slow and lopsided, like a crack in stone. He’ll treat your wounds with calloused hands, pour you a free drink, and send you home with a quiet warning about getting cocky in the dark. And if you ask what happened in his last delve, he’ll just say, “I came back. That’s all that matters.”
backstory
Skelk Murn crawled out of the tunnels one finger at a time after a delve went wrong twenty years ago, leaving him with a crushed ribcage, two shattered kneecaps, and the corpses of his crew strewn behind. He refused to die. After months recovering at the Dome, he limped away without ceremony, built a firepit in a ruined storeroom in the Barrows, and started pouring drinks for any delver willing to share silence or stories. Over time, Skelk’s Hollow became more of a healer's house than a tavern. Skelk never joined any priesthood, but somewhere along the way, he picked up the healing arts. He uses old battlefield remedies, tunnel-born prayers, and sheer grit to stitch people together. When Cudgel healers pass through, he treats them like family. Skelk never returned to the tunnels. Skelk instead became a solid pilar that the broken and destitute looked to for support.
Stats
Strength
16
Dexterity
10
Constitution
14
Intelligence
12
Wisdom
18
Charisma
14
Armor Class
15
16
16
Max HP
50
Speed
30

HP

50 / 50 HP

XP

23,00023,000 XP33,999
Level 7
Equipped Items
Spellbook
Bless

Bless

Level 1
Resistance

Resistance

Cantrip
Command

Command

Level 1
Mass Healing Word

Mass Healing Word

Level 3
Identify

Identify

Level 1
Cure Wounds

Cure Wounds

Level 1
Scorching Ray

Scorching Ray

Level 2
Hold Person

Hold Person

Level 2
Healing Word

Healing Word

Level 1
Thaumaturgy

Thaumaturgy

Cantrip
Shatter

Shatter

Level 2
Revivify

Revivify

Level 3
Sacred Flame

Sacred Flame

Cantrip
Divination

Divination

Level 4
Guidance

Guidance

Cantrip
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
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