The player would need to find an accommodating blacksmith who could measure and fit the armor to the respective animal. The armor would be equivalent to leather, chain,or splint (the armor would connect with straps so not to impede movement or actions). The Dungeon Master can decide on the cost and practicality of the requested armor. The armor would give a +1 to +3 to the AC of the animal it is attached to, and would take 1-3 minutes to don and remove when not in combat.
A merchant shop would appear in various and strange places based on the need of the plot or players. Starting off he/she can be stumbled upon by a player and once they enter, it would be connected to a pocket dimension that looked like a humble but well stocked store with a shopkeeper who seems welcoming and very polite. Shelves of armor, weapons, dusty tome of forgotten lore and other accessories can be made available to the players.
*With the stipulation of once the player(s) leave the store it disappears only to pop up later in a different location of its own accord. It is recommended not using this too often because the players could become reliant on it . A possible solution could be that after each time someone purchase something the next time the price or “payment” would increase.
This can be implemented as a one-time ordeal or it can be a running occurrence.
Several years ago, you and your party were a tight-knit band of adventurers that had accomplished many things in your time together. You had no idea that this last encounter would leave you swearing an oath of vengeance against the former group. Although seemly well prepared for this fight and somewhat cocky with their own skills, your party's bravado soon melted away into fear and chaos. Through unseen bribes, torture, and lies a line of misinformation was fed to the party that left them woefully outmatched. Gathering themselves and escaping they left you for dead to regroup at a safe haven to nurse their wounds. The last thing you heard from the de-facto leader was "Acceptable Losses" as you lost consciousness.
Now holding the secret of your survival close to you, the hatred and rage of betrayal fuels the search for your ex-comrades to exact revenge as only you see fit. You will align yourself cautiously to this new group of adventurers, because trust must be earned , and can be easily forsaken. Tracking down the former party members is your obsession and all means will be used to accomplish your hunt.
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