The 13th Age West Marches Adventurers' Guild Thread
The Town of Havenhold had been suffering greatly. Last harvest hadn't brought nearly enough to feed everyone and this year the farms had already had to start late due to a longer winter for the 5th year in a row. Knowing that Havenhold's only hope was to expand into the wilds, The Mayor, announced that they would open the Adventurer's Hall and start the Adventurers' Guild again. It had been longer than anyone could remember since such a thing had existed, but in these times of trouble, any plan was met with great approval.
It had taken a few months to get the old hall repaired. It had been used as a storage place for things that the town might have needed and didn't want to get rid of. Old tables, broken carts, weapons dulled and rusted, and things no one would ever find value in again. But the day had arrived... and you were late to the opening. Already you could hear the sounds of many voices coming from inside the Hall. The building, a round, two story stone building with a wooden roof didn't look fancy or special at all. But up the steps to the top of the mount it stand on, you come across a door that was made from one piece of dark oak. On it, stories of adventurers of days long gone were craved to weave a rich history of the Hall's pass. Of knights fighting dragons, of wizards burning hordes of undead, of paladins slaying demons, and more. Every inch was covered. "Maybe one day my story will be there." you allow yourself to think as you open the doors to the Adventurers' Guild Hall, and walk into the new chapter of your story...
Welcome to the 13th Age Adventurers' Guild Thread. This is an OOC thread for the 13th Age West Marches games I plan on running, along with many other DMs. Here you can make your characters, talk to other players about your adventurers, set up groups, and even drop rumors that you have heard. Occasionally I'll drop Requests off in the thread from the "Icons" which are adventures that groups can take if they want. So think of this like an bulletin board too. I, or any other DM, can take any group that's formed and discuss the whos, whats, wheres, and hows of the adventure then make another thread or whatever for that adventure. If you guys want to do IC talk, you can do that here too, just make sure we know that it's IC talk.
General Rules:
1. Be Nice to each other.
2. All Penny Arcade Forum rules still apply here. Don't get us shut down for because of something stupid.
3. If you are in an adventure already, you can't talk about that one here or join another adventure. Think of your character as not here or in town during that time. You also can't edit the map until you've returned from your adventures either. It wouldn't make sense if your group died out there and the map got updated with what you found.
4. Adventurers are first come, first served. I'll try to keep an update list on the second post of what adventures, rumors, and more have been discovered. Doesn't mean that players can go out and retrace the tracks of previous adventurers, but wait until someone comes back and tells the tale before you do.
5. I don't need to be listed in every PM between players, either IC or OOC purposes. If you think I or another DM needs to know whats going on, then do so, but I don't need to read about your characters' careless whispers to each other. :whistle:
So I'm never gonna dance again, The way I danced with yoooooou :whistle:
6. Maximum Group Size is 4 players unless stated by the DM, which then means it's a hard fight ahead...
7. Players can only go one two adventurers in a row with the same people before they must do one adventurer without those people. If there isn't enough people for this to be possible, the DM may wave this rule away, but players who haven't played get first pick to play.
Character Creation Rules:
1. Any class from the 13th Age Core Book and 13 True Ways, along with any race from those books but Forgeborn/Dwarf-forged, because I don't like them.
2. Stats are rolled 4d6 and keep the top 3 to make the ability score. You can then move them to which stat you want. Any stat below an 8 is pushed up to an 8. If you have 3 or more 8s, you get to reroll your stats again. Having that much of a handicap isn't fun.
3. One Unique Things aren't quite like in the book. Because of the setting, having a bunch of people who are the first, last, only, ect would be ridiculous. So One Unique Thing here is the defining thing about your character, basically if someone asked what your character was about in a nutshell, that would be your OUT. Now, that doesn't mean you can't be the first, the last, the only, ect. But don't feel as if you need to be The One in this kind of game.
4. If your character dies, you can start a new character at half the level of the old character. No magic items and gold will be level x (whatever the starting gold of your class is).
5. If you want to play a new character, you'll have to retire your old one. This is basically deleting a character. Your new character will start at level 1.
6. Any power that is connected to a core book Icon can just be reflavored to work with one of the new Icons. I'll work with you to find something that works for everyone.
The Icons:
Good Physical
The Captain- Head of the Town Guard, The Captain upholds the town laws and protects Havenhold from those who would attack the town. She views the The Banished and The Demoniac as the threats to her town. She also has no love for The Boss, but as long as he keeps his activities within the letter of the law (which he does) she must uphold the law... she just isn't quick to when it comes to him...
The Captain believes that the Expansion of Havenhold and her people will be problematic for her. She also believes that the Expansion will set her and the town against The Dryad... something she isn't looking forward to...
Neutral Physical
The Guide- Once a Legendary Hunter, The Guide lost his leg and an eye when he went after a dire bear that the Demoniac have corrupted with Abyssal energy. The Guide has perfect memory and a a fondness for drinks, and a few shared glasses of dwarven ale will let him to retelling his amazing adventurers of great hunts and dangerous creatures. Most hunters believe that The Guide can still out shoot any one in Havenhold, despite the fact he hasn't been on a hunt in years. The Guide and the Bar Keep seem to have some sort of rivalry, but no one can remember why. The two never speak to each other, but The Bar Keep serves him just the same.
The Guide wishes to return the the wild, which he hopes to do before the Expansion tames them. He also hopes to come across the Demoniac again, because rumor has it he has an arrow with a head made from one of the Great Gold Wyrm's scale.
Evil Physical
The Banished- Once, the leader of the exiled people was known as The Mayor. But his laws were harsh and the current Mayor and The Boss worked together to overthrow his power. Now exiled, The Banished has united many of the random tribes of others who has been kicked from Havenhold to create their own community, The Exiled, bent on seeking revenge on Havenhold. The People of Havenhold blame the Exiled and The Banished on everything bad that happens, wither they did it or not. The Banished hates The Mayor and The Boss, with equal passion. Since The Captain is their sword and shield, he finds himself clashing with her many times. It's believed that the Banished has made deals with The Demoniac to gain strength and power, although that's most likely a rumor spread by Havenhold people themselves.
The Banished has dedicated his full power to making sure that the Expansion fails, no matter the cost. He hopes that stopping Havenhold from succeeding with their plans will weaken The Mayor's and The Boss's power, allowing him to return to power.
Good Social
The Mayor- The leader of Havenhold, the continued survival of Havenhold is in his hands. After working with The Boss to usurp the the previous mayor, The Banished, he set up to create the Laws and make the decisions that barely hold the town together. With threats from The Demoniac, The Banished, The Runes, farms not making enough food for everyone, and now The Martyr and her religious group nearly killing themselves, he has his plate full. He listens to the council of The Boss, The Captain, and The Librarian on how to keep the town running and how to deal with it's problems.
The Mayor hopes that by expanding the people of Havenhold outwards, they can find new lands to farm, game to hunt, and maybe find other pockets of civilization to start trades with. But it's going to be hard to do with all the threats that seem to pop up against the town daily.
Neutral Social
The Bar Keep- Owner of The Hag and Slash, The Bar Keep is an old dwarf that has been old as long as people can remember. He seems to be always in the know of what's going on, but that information doesn't come free. Those who want to know what he knows needs to be able to provide coin or be willing to do something for him. He has some sort of rivalry with The Guide, from something that happened years ago that no one seems to be able to remember. Adventurers in The Bar Keep's good favor seem to get amazing adventurers and great information, those who aren't find that they are always set up to fail.
The Bar Keep has no opinions on the Expansion nor does he seem to have enemies. Lately, he's had some strange interest in The Runes, but what no one knows why...
Evil Social
The Boss- Owner of the local mine, The Boss is the richest man in Havenhold. Through deals, loans, and pure muscle of his men, The Boss has some share in most of the businesses in Havenhold. He uses the Law to enforce his will, which The Mayor can't do anything about because each law was made for certain reasons and undoing them could be problematic. The Boss almost flaunts his power in the face of the Captain, going farther than she is comfortable with his power but keeping it in the letter of the law so she can't touch him. His mine, which lies outside of town, is watched 24/7 against The Banished who try to raid it often. Most of the workers in the mine are people who owe The Boss money, which is also why the Mine is known as The Prison to many people in Havenhold.
The Boss sees the Expansion as a way to gain even more power in town. He hopes to lay claim to what the Adventurers find and will pay handsomely to any adventurer willing to work for him and protect his interests.
Good Magical
The Dryad- No one has ever actually confirmed she exists but several in the town will swear they owe their lives to her. The Dryad is described as wilting in autumn, vibrant as summer and vigorous in spring. A strange creature that seems to be neither fully plant nor person and who seems to watch over the villagers to an unknown end.
Those who have actually gotten close enough to her to have a conversation, however brief, know the full story: The dryad was an unfortunate hunter who died some three hundred years ago, gored by a boar. Left slumped and dying against a tree. Her spirit clung to life even as her body faded. Eventually rotting and merging with the mighty oak she found himself capable of moving yet again. Blessed with a connection to nature and seeming inability to be killed (part of her shifting appearance comes from the fact that, if killed, she merely re-animates. A new dryad tearing its body free from another tree in the forest). She spends her time attempting to prevent others suffering the same pain she did at the hands of the wild and considers the Demoniac's wanderings a grave offense to both nature and her desire to keep people safe.
None knows her thoughts on the Expansion but The Captain believes that it could upset The Dryad.
Neutral Magical
The Librarian- Keeper of Records and Ancient Knowledge, the Librarian is a noble whose book collection is open for public use. Not that many really need to look up the History of Kolbold Worship in the 5th Age or Mounted Fighting Maneuvers for Dragon Riders but the Librarian keeps these books anyhow, a heirloom collection pasted down from his family to the next. But any time someone seems to find something strange in the fields or deep in the mines, they do turn to him to help identify it, a job that the Librarian most certainly enjoys doing. The Adventurers' Guild was his idea in the first place, and seeing what artifacts they might uncover and what lost knowledge they will unearth was reason alone for him to suggest it. But... Some say that the Librarian might be more than he shows. It's not usually for there to be strange lights and sounds coming from the his home. At least that's what the rumors say. What other reasons might the Librarian want people to risk their lives for?
Evil Magical
The Runes- A strange symbol that started to appear first on trees in the forest outside town. Then on the town walls. Then on buildings inside town and on the ground. They glow faintly in a variety of colours and can never seem to be covered or removed from their specific location (even if you nail a plank over the symbol it will burn through to be visible again). When they first turned up the Librarian identified them as a symbol of an ancient magic no one has used in living memory. The symbol roughly translated into 'an interesting existence' though the Librarian insists it would be more accurate to call it 'misfortune'. The symbols did not have any issue living up to this reputation. Those that touch it usually lose a hand in the roaring death that spurts forth and locations in 'view' of the symbol seem to suffer accidents at an unseemly rate, often forcing people from their own homes.
More recently the rune has started appearing on people's bodies, causing huge uproar and multiple lynchings among the terrified population. Most townsfolk who awake to one are politely given the choice by the Captain between becoming an adventurer or risking murder. Both are viewed as death sentences by the condemned. The effected individuals can touch runes that are not their own and hear whispers in a tongue incomprehensible to them. The Librarian has being working with one afflicted individual to try and translate what it could mean.
Good Spiritual
The Martyr- The Pact of Suffering is the latest mutation of the town's religion. Brought about by the continual fear over resources running short. The Pact of Suffering believes in living on a minimum of nutrition and worldly goods, letting The Gods provide for things they truly need. The priestess, known as The Martyr, that holds the highest reverence of the Pact, is a young woman who before the Pact was once considered to be the most beautiful woman in Havenhold. Now she is a sickly thin person who speaks in hushed whispers and runs a soup kitchen for the poor of Havenhold and is believed to be living off of bread and water alone. Many people fear for her well being, but she believes that the suffering she has taken has brought her closer to the Gods. And many believe so, as the kitchen seems to be able to feed many, so far none of the Pact has died of starvation, and some even claim that The Martyr's divine prayers seem to be stronger than before.
Many adventurers seek a blessing from The Martyr, some have even claimed to have received visions of divide prophecies and locations.
Neutral Spiritual
The Desire- The Desire is no one person or collective. It flows through everyone in some way shape or form. In the same way gods grant miracles and demons offer dire deals the Desire is a force that pushes people to achieve their goals, to focus and push onward in spite of opposition. The Desire is not formally worshiped but is drawn upon any time a warrior clings to a trinket before battle, any time a beast tears down it's would be hunter and in every deep breath taken before a speech. People connected to the desire find themselves capable of great acts, both benevolent and terrible but almost always at some cost unforeseen.
Even among those who recognize the Desire's existence (a matter of scholarly debate among the few intellectuals in the town) none can even fathom if the acts it pulls people towards are for some overarching goal yet unknown or if it purely guides those it finds worthy. True doomsayers like to spout theories of how the Desire's existence robs man of agency over his own domain. How we are all just pawns for it's amusement.
Evil Spiritual
The Demoniac- A possessed madman who wanders the wilderness with demons spilling forth from a hole in his chest that links to the Abyss. If you're REALLY unlucky, you might find him out in the wilds. Those who seek him can often find that the Demoniac is willing to make deals with people, but those deals come at a huge price. There are cults dedicated to The Demoniac that exists out in the wilds, among The Exiled, and secretly in Havenhold. Those cults are outlawed in town but they exist still. It's believed that if one were to gather the right materials and bury them in certain places, one could summon a demon or even the Demoniac himself, although it may be that the Demoniac was watching the person the whole time...
The Demoniac doesn't seem to care about the Expansion, instead, it cares about chaos. Those who draw on his power can use it how they want, but must remember to pay the price or suffer the consequences.
The Story So Far...
At the end of the Time of Ages, something happened that ended civilization. This much is known to those who live in Havenhold. But what that event was is unknown to them. The people of Havenhold have lived in this town for generations. Beyond hunters who have tracked game in the nearby woods, most people never travel beyond the farmlands. They've never needed to, the farms, woods, and river gave them all they needed. But times have changed. The population of the town has grown more than the town can handle. The farms, suffering from a series of short growing seasons, haven't been able to feed everyone. The game that the hunters have provided have moved farther and farther from Havenhold, meaning that hunters have to travel farther and farther. Seeing that the situation was nearing a critical point, the Mayor needed to find a way to ease the tension and bring in resources to the town. The Librarian suggested that the Adventurers' Guild, an organization that once existed during the Time of Ages and was famously headquartered in Havenhold, be brought back. Through the Adventurers, the town could scout out the lands beyond Havenhold, map out the world beyond, gather resources, and help secure places that could serve as future outposts, villages, and more. Now, the halls of that once famous group has opened and people have come in hopes that they will one day have some grand adventurer that will immortalize them into legend!
Icon Relationship Rolls and Tokens
Session rolls - At the beginning of each session, players will roll all of their icon relationship dice. 5s and 6s become tokens for the players to spend as they see fit. They do not expire, but you can only hold a maximum number of tokens equal to the number of relationship dice you have. If a talent or feature grants you extra temporary icon relationship dice mid-session, you will be allowed to roll them when they're obtained.
The following is a list of the types of things you can get by spending your tokens.
If you spend a 6, you can:
• Succeed at a skill check.
• Re-roll an attack roll and take the better result.
• Let an ally re-roll an attack and take the better result.
• Force an opponent to re-roll and take the worse result. (does not apply to critical hits)
• Redistribute recoveries among the party.
• Restore two recoveries for yourself or an ally.
• (Spend 3 tokens) Gain a true magic item, you get to choose the type. (Limit one per adventuring tier).
• Influence the story, conjure a resource, etc. E.g.
If you spend a 5 token, you can do all of the above things except gain a true magic item. In addition, spending a 5 comes with a complication or cost. This is a sort of negotiation. You tell the GM what you want, they tell you what they think it'll cost, and you can suggest tweaks or changes and come to an agreement. There is one more use for 5 tokens and only 5 tokens, listed below:
• Save someone from death
○ A PC can spend a 5 token to save an ally from death(but cannot spend one for themselves)
○ A hard bargain will be offered, and the dying PC either chooses to accept it and live, or go on to die.
Posts
The Living Members of The Adventurers' Guild
Albino Bunny- Sagur Kirutah, 1st Level Half-Orc Fighter
Grunt's Ghosts- Yo'guard the Madden, 1st Level Gnome Chaos Mage
Joshmvii- Shield, 1st Level Human Cleric
QuantumTurk- Mortimer Suedem, 1st Level High Elf Bard/Necromancer
MagicPrime- August St. Cloud, 1st Level Human Ranger
Endless_Serpents- Valdo Sickleson, 1st Level Holy One Paladin
Carnarvon- Taneli, 1st Level Half-Elf Fighter/Wizard
Boozer- Varg Yagha, 1st Level Half-Orc Rogue
Discrider- Guile, 1st Level Holy One Commander/Paladin
Hellbore- Zariya, 1st Level Tiefling Paladin
Tinwhiskers- Bud, 1st Level Human Monk
Seljin468- Slypher, 1st Level Human Cleric/Necromancer
Doomybear- Garfer Bargarfensen, 1st Level Dwarf Druid
Lord_Asmodeus- Brónach Rootstone, 1st Level Barbarian Halfling
Our Fallen Brothers and Sisters in Arms
Rumors, Notices, Requests, and Jobs Listings
Hunters Missing!
A group of hunters have gone missing in the forest to the west of Havenhold. Will pay 40 gold to those who find them and let me know of their fates. More gold if you can return them home alive. - The Guide
EDIT -- I was hoping my stat roll would help me to decide what to play. And I have rolled one of the most generic array of stats I've seen in current memory.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
I think I will make a Human Cleric with this.
Geth roll 6#4d6k3
You have to ask for it. You have to MEAN it.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
EDIT: Boo yah
You have to ask Minion nicely, like so.
Minion roll 6#4d6k3
Fuck you, Minion. You will be beaten for this!
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Have fun everyone! I'd rather like to get involved but I don't know the system, so for now I'll just be enjoying the show.
I don't know it either for what it's worth. At least character gen is doable, and could be a LOT simpler than I'm making it. I honestly don't know about combat yet, have not looked. I'm in it for the flavor mannn.
Well, if you ever get curious, this place is always open. You can join any time!
Chaos Mage, stealing someone's idea of The Librarian is working with someone marked with a rune.
Definitely a very neutral character but hey, figured it'd be the right sort of grey for this campaign.
I guess that's 60 gold...
Fighter - Can play it tanky or for damage, flexible attacks are the main mechanic for fighters, which means when you attack, you look at your attack roll, and based on the natural attack roll, trigger maneuvers like a natural odd roll increasing your crit range by 1 until you crit, stacking until you score a crit that fight, do extra damage on a miss, increase your AC for one turn, etc.
Rogue - Less reliant on sneak attack than D&D rogues, but it's still there. Can also pump it up if you're into it with talents. They also have an on/off mechanic called momentum where you have it if you've hit an enemy with an attack, lose it if you get hit with an attack, you have some off-turn interrupt actions that require you to have momentum(but not usually spend it) to do things that usually revolve around mobility/taking less damage from an attack, etc. Rogue has more improvisational talents like Swashbuckle/Smooth Talker. I also love Shadow Walk for letting tankier characters set up while you disappear from the battlefield then pop back in and do double damage the next turn.
Yeah, that's a typo.
Shame though. Being near unkillable could be fun.
EDIT: We should probably expand on some of the vaguer icons (mainly the magic/spiritual side) in the OP. The Captain is pretty self explanatory. The Rune most certainly isn't.
Oh, and weird shit happens when they get hit with crits. They are insanity made into a class. If this guy makes it to level 10, I'll eat the character sheet.
The simple part of the chaos mage is that each battle they start with a bag that has 2 attack stones, 2 defense stones, 2 iconic stones. You pull one and you have to cast that type of spell on turn 1. At the end of turn 1, you pull another one, you cast that type of spell on turn 2. And so forth. You don't replace the stones until the fight is over or you've used them all, so eventually you will cast all the types of spells.
There is a lot of bookkeeping because once you've used your per battle spells, they're no longer available even if you roll a different type, you have to track which daily spells you've used, etc. Cool class though.
Also, if anybody rolls really bad scores and wants to not be ineffective, pick something that doesn't attack AC, as it's always the highest defense. Occultist is a great choice for a bad stat character because they only attack MD, and even have a talent that makes it so if the enemy's MD is higher than PD, you twist the spell and attack their PD, so you will always be attacking the lowest defense an enemy has.
Also, the occultist is just a great class.
15. Your gender changes. At your discretion, the shift could be permanent when the weirdness ends. Or as permanent as things get for you.
29–30: (Global effect) Space seriously twists, affecting the spells and ranged attacks of each creature in the battle: creatures that are nearby count as if they were far away, and creatures that are far away count as if they are nearby.
61–65: You and your allies gain small halos, or celestial light pours in, or a subtle glow illuminates each countenance. When one of your allies casts a divine spell this battle, it gains a small bonus effect chosen by the GM, something that suits the spell and the story.
98: If you and your allies flee RIGHT NOW (13th Age core rulebook, page 166), you don’t take a campaign loss for your discretion. This may take some
explaining. It’s all about the chaos magic.
Rad.
Basically you get to the turn the knob depending on whether your group and you want to deal with having all that insanity.
Character Sheet
1st Level Gnome Chaos Mage
STR 10 (0) CON 12 (+1) Dex 12 (+1) INT 14 (+2) Wis 10 (0) CHA 15 (+2)
HP 18
AC 12
PD 13
MD 14
Recoveries 8
Recovery Die 1d6+ CON
Initiative +2
Icon Relationship:
The Librarian +2
The Rune: ~1
Backgrounds
Mad Arcane Scientist +5
Son of the Butcher +3
OUT: The First Case of a Person Marked by the Rune, Yo'guard now works for the Librarian to discover the source of it's power.
Basic Melee Attack
Hit: d20+1
Damage: 1d6
Basic Ranged Attack
Hit: ~
Damage: ~
Racial Features
Confounding
Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
Small
Gnomes have a +2 AC bonus against opportunity attacks.
Minor Illusions
As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.
Class Features
Arcane Implements
As a chaos mage, you use wands and staffs to improve your attacks.
Common Spell Roster
Chaos Magic Categories
Roll a d6 to deterime spell type. If Iconic, roll d12 to link it to an Icon
1-2: Attack 3-4: Defense 5-6: Iconic
1.The Captain 2. The Guide 3. The Banished
4. The Mayor 5. The Bar Keep 6. The Boss
7. The Dryad 8. The Librarian 9. The Rune
10. The Martyr 11. The Desire 12. The Demoniac
Not a Ritual Caster
Not only do chaos mages not know how to cast rituals, they aren’t allowed to take the Ritual Casting feat. That’s not how chaos magic rolls.
High Weirdness
BE DOCTOR STRANGE ON ACID!
Get critted, roll high weirdness. Standard action to roll a new high weirdness effect.
Adventurer Feat: If you have one or more Warp talents, whenever you make a d6 roll for one, also roll for a new high weirdness effect. The new effect replaces the weirdness effect currently active, if any. If you have no Warp talents, roll for a new high weirdness effect whenever you draw an iconic spell.
Attacking Warp
Your magic provides you with a random warp effect when the next spell you cast will be an attack spell. This talent works best for chaos mages with a high Dexterity. When your random spell choice indicates an attack spell, roll a d6 to determine the effect you’ll gain from the elemental warp. Even though you can’t cast the spell until your next turn, the warp effect applies now.
Touch of Wizardry
You gain a random spell from the wizard class. Whenever you take a full heal-up, randomly choose a wizard spell of the highest level you can cast. For the rest of the day, you know this wizard spell and can cast it according to its normal usage pattern—at will, cyclic, once per battle, recharge, or daily—when that option comes up during your chaos mage spellcasting sequence. If the wizard spell refers to Intelligence, you can replace that ability score with references to Charisma.
Whiff of Sorcery
You gain a random spell from the sorcerer class. Whenever you take a full heal-up, randomly choose a sorcerer spell of the highest level you can cast. For the rest of the day, you know this sorcerer spell and can cast it according to its normal usage pattern—at will, once per battle, recharge, or daily—when that option comes up during your chaos mage spellcasting sequence.
Gear
Oak Staff
Standard traveling gear
-5 days worth of rations
Extra Rations- 10 days worth total
Clothes, Good
Cloak
Book, Blank
Charcoal for writing
Torch
50 Gold
She's one of few remaining worshippers of a god called the Bulwark, and she carries a large wooden cross that requires both her hands to haul it around as her holy symbol.
Shield
Anything less than an 8 is boosted to an 8 on stat rolls.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)