
Sir Alaric of Ironmere
Knight
The day
Day 183·summer
The air
an hour the watch changes for the day-shift second time.
The body
Purse: 12977g 7s
Water
10d
Stamina
86/86
Morale
92/100
Health
124/124
Pell
There are pieces of an older story scattered across this realm — in books, in margins, on signposts, in the things old men say in taverns when they think no one is listening. You will find some of them. You may find all of them. Either way, the chronicle holds what you bring it.
Attributes
- Strength18(+4)Strength
Melee damage, intimidation, lifting, breaking obstacles, armor capacity.
Rolls: Strike, lift, intimidate, break.
Heroic ≥17. Adequate 12–16. Weak ≤9.
Score 18 (+4) — when a STRcheck is called for, you roll 1d20 + 4. - Agility14(+2)Agility
Speed, precision, lockpicking, traps, evasion, sleight.
Rolls: Dodge, sneak, climb, quick draw.
Heroic ≥17. Adequate 12–16. Slow ≤9.
Score 14 (+2) — when a AGIcheck is called for, you roll 1d20 + 2. - Endurance17(+3)Endurance
Hit points, day-travel range, resistance to conditions, recovery rate.
Rolls: Hold the line, march longer, resist poison.
Heroic ≥17. Adequate 12–16. Frail ≤9.
Score 17 (+3) — when a ENDcheck is called for, you roll 1d20 + 3. - Intelligence13(+1)Intelligence
Riddles, navigation, lore, spell research, planning, manual comprehension.
Rolls: Translate, decipher, riddles, library reading.
Heroic ≥17. Adequate 12–16. Untrained ≤9.
Score 13 (+1) — when a INTcheck is called for, you roll 1d20 + 1. - Wisdom15(+2)Wisdom
Perception, judgment, reading people, finding third options.
Rolls: Spot lies, read sky/road, judge sellers.
Heroic ≥17. Adequate 12–16. Naive ≤9.
Score 15 (+2) — when a WIScheck is called for, you roll 1d20 + 2. - Charisma12(+1)Charisma
Parley, trade prices, recruiting mercenaries, dragon-negotiation.
Rolls: Parley, bribe, persuade, perform.
Heroic ≥17. Adequate 12–16. Awkward ≤9.
Score 12 (+1) — when a CHAcheck is called for, you roll 1d20 + 1. - Arcana8(-1)Arcana
Spell power, magical defense, item enchantment, dragon-fire resistance.
Rolls: Cast spells, read scrolls, identify magic.
Heroic ≥17. Adequate 12–16. Mundane ≤9.
Score 8 (+-1) — when a ARCcheck is called for, you roll 1d20 + -1. - Leadership16(+3)Leadership
Companion morale, party effectiveness, command rolls, recruit ceiling.
Rolls: Rally companions, command, hire well.
Heroic ≥17. Adequate 12–16. Solitary ≤9.
Score 16 (+3) — when a LEADcheck is called for, you roll 1d20 + 3. - Resolve17(+3)Resolve
Fear resistance, will saves, withstanding intimidation, holding the line.
Rolls: Resist fear, illusion, charm, despair.
Heroic ≥17. Adequate 12–16. Frail ≤9.
Score 17 (+3) — when a REScheck is called for, you roll 1d20 + 3. - Luck11(±0)Luck
A modifier on close rolls. Rare. Felt, not allocated.
Rolls: Quiet thumb on every other roll.
Lucky ≥15. Even 10–14. Unlucky ≤9.
Score 11 (+0) — when a LUCKcheck is called for, you roll 1d20 + 0.
Current Objective
The Ashen Tyrant
Gather intelligence, prepare your forces, and journey to the volcanic wastes to challenge Vorthul, the Ashen Tyrant.
- Gather 3 Pieces of Dragon Intelligence3/3
- Acquire Cinderbane Weapon or Spell1/1
- Recruit 2 Additional Companions1/2
- Reach the Obsidian Spire0/1
Selected Opponent
Vorthul, The Ashen Tyrant
Ancient Red Dragon
Ancient Red Dragon
- Vulnerable to Cold Iron
- Eclipses Disrupt His Power
- Prideful -- Susceptible to Flattery
- Fire, Magma, Fear
- Magic (High Resistance)
- Physical Attacks (High)
Upcoming Journey

- Destination
- Obsidian Spire
- Distance
- 18 days travel
- Route
- The Crimson Wastes
The Pack▸ open
Resources
Gold12,845
Silver1,327
Copper0
Gems43
Food18 days
Water10 days
Inventory
Equipment
Companions
News & Rumors
A merchant claims Vorthul's caldera went silent for three nights running last month. Eclipse? Sleep? Or something else?
— Tavern hearsay
An old smith offers cold-iron lessons in the Ironhold yards. Says he taught the same to the last knight who survived the Spire.
— Posted notice
Caravan attacked by bandits in the Western Pass.
— Posted notice
The Free Cities seek heroes for a dangerous mission.
— Town crier
Strange lights seen near the Blackmarsh.
— Tavern rumor
what to do next · an hour the watch changes for the day-shift second time
Meet Pell. He's at his desk.
He keeps the chronicle. He will hand you his guide before you go anywhere else. This is how the road begins.
Find Pell ▸The Chronicler's Briefing
Day 183an hour the watch changes for the day-shift second time.
Day 183 in Hearthhold. The bell at the temple is still ringing the morning hour. The Square smells of new bread.
A town day. Walk the shops. Read at the Library. Ask around. Postings on the Crier's Board change with the season, but the Iron Veil opens at first light and the Tavern keeps its fire low until evening. You have what you have; you may have more by sundown if you work for it.
Tonight, the Inn keeps three rooms ready. Or sleep at the Tavern for less.
— Old Pell, the Chronicler
The Chronicle▸ open
Active Effects
- 3 daysBlessing of Valor+2 to Attack and Morale
- 5 daysIron Skin+15% Damage Resistance
- 2 daysEagle's Focus+10 Perception
Recent Events
- Day 183:You completed 'The Lost Patrol' and earned 450 gold.
- Day 182:You discovered a hidden path to the Crimson Wastes.
- Day 181:You successfully negotiated with the Stoneback Clan.
- Day 180:Your scout returned with new intelligence on Vorthul.
Town Status


