The Crimson Consortium
Description
The Crimson Consortium are a research group based in Shawcross dedicated to the deployment and application of hemocraft, blood magic. The group was founded by Raphael Nightwing, a powerful wizard and alumni of the college of Witherbloom at Faerndaar, Phrontistry of Arcana. Its clerics and mages research the powers of hemocraft how how it can be used for the betterment of society, though the ethicises surrounding this magic are often brought into question. The group is most famous for the elite warriors within its ranks, the Blood Hunters, who use this magic to seek out and destroy terrifying monsters, which can then be further research by scholars. While many in Shawcross feel ill at ease around members of the consortium, none can argue against the significance of the work they have undertaken in the time they have been formed and stories of their exploits and discoveries have reached far across the continent to many other repositories of knowledge, both improving and damning their reputation depending on who is asked.Structure
- Accommodations. Lodging and access to communal facilities within the Nightwing Manor as well as various safehouses across Concordia which the consortium operates out of when outside the city.
- Magical Services. The aid of arcane and clerical figures within the consortium who can cast spells and cover the costs for any components (up to 5th-level).
- Research. The ability to gain assistance in research tasks made during downtime activities by another member of the consortium. Such help either halves the time required to conduct the desired research, or provide advantage on any ability check related to the undertaken research.
- Resources. Access to mundane equipment, horses and carts, and minor magic items.
- Training. You are able to undertake training in Alchemist's Supplies and Herbalism Kit. In addition, you can gain proficiency in Arcana, History, Insight, Investigation, Religion or Survival in the same manner.
- Accommodations. Lodging and access to communal facilities within the Nightwing Manor as well as various safehouses across Concordia which the consortium operates out of when outside the city.
- Divine Services. The aid of clerical figures within the consortium who can cast spells and cover the costs for any components (up to 5th-level).
- Research. The ability to gain assistance in research tasks made during downtime activities by another member of the consortium. Such help either halves the time required to conduct the desired research, or provide advantage on any ability check related to the undertaken research.
- Resources. Access to mundane equipment, horses and carts, minor magic items, and argent oak weapons.
- Training. You are able to undertake training in any simple or martial weapons. In addition, you can gain proficiency in Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion or Survival in the same manner.
- Accommodations. Lodging and access to communal facilities within the Nightwing Manor.
- Resources. Access to mundane equipment and horses and carts.
- Divine Services. The aid of clerical figures within the consortium who can cast spells and cover the costs for any components (up to 2nd-level).
Additional Perks
Compensation. The consortium pays for the work its members complete. The nature of the compensation depends on the work, Gore Guard earn 2GP per day, while Blood Hunters and Hemocrafters earn compensation for each quest they complete. The nature of the compensation varies based on the nature of the work, however amounts starts at a minimum of 100GP. Quests may involve slaying monsters, seeking out lost artifacts or researching a certain topics. Documentation. Each member possesses identification denoting their affiliation with the group. This association carries clout in other scholarly circles and can be used to help gain access to these areas, however there are those who view the research of the consortium as unethical and such documentation may negatively impact such endeavors.Culture
History
Military
Gore Guard CR: 3
STR
16 +3
DEX
11 +0
CON
14 +2
INT
11 +0
WIS
11 +0
CHA
15 +2
Brave. The Gore Guard has advantage on saving throws against being frightened.
Actions
Multiattack. The Gore Guard makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 2D6+3 slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 1D10 piercing damage. BOUS ACTIONS Vital Sacrifice. The Gore Guard can chose to take 1D6 necrotic damage to gain a blood boon. This boon lasts 1 hour, or until expended. The Gore Guard can expend its blood Boon to gain one of the following benefits:
- When the Gore Guard makes an attack roll, it rolls 1D6 and adds it to the total.
- When the Gore Guard hits with an attack, it deals an additional 2D6 necrotic damage.
- When the Gore Guard causes a creature to make a Strength, Dexterity or Constitution saving throw, it rolls a D4 and reduces their result by the amount rolled.
Reactions
Parry. The Gore Guard adds 2 to its AC against one melee attack that would hit it. To do so, the Gore Guard must see the attacker and be wielding a melee weapon.
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