[RG] The Storm Coast

Mark Chance

Boingy! Boingy!
Part 1: Storm Peace
NPCs: Oswald, male human monk mercenary; Morgav, male human who employed Oswald and two hobgoblins. Oswald left the scene. Both hobgoblins were killed. Morgav's status is unknown. 75 XP each!
 
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Isóriand Aethirius



[sblock=Character Sheet]
Description
A tall, muscular elf with long, flowing black hair and emerald green eyes, Isóriand has many of the same features of his fellow wood elves. He dresses in the greens and browns of the forest, his chain shirt concealed beneath his clothing.

Personality & Background



Isóriand Aethirius
Chaotic Good Wood Elf Male
Ranger 1

XPs:

Stats
Str 15 (+2) (+2 race)
Dex 17 (+3) (+2 race)
Con 12 (+1) (-2 race)
Int 10 (+0) (-2 race)
Wis 10 (+0)
Cha 08 (-1)

General
HP: 09 (8 [1st level] + 1 [con])
AC: 15 (10 base, + 3 dex, +1 shield, +1 BAB)
--- Touch AC 14
--- Flatfooted 12

Armor Rating 4 (Lethal to Non-Lethal)
Initiative: +3 (+3 dex)
Move: 30’ (30’ base)

Combat
BAB: +1
Melee: +3
---
Ranged: +4/+5 within 30'
--- Composite Longbow +4/+5 within 30' (1d8+2/x3)


Saves:
Fort: +3 (2 base, + 1 con)
Ref: +5 (2 base, + 3 dex)
Wil: +0 (0 base, + 0 wis)


Skills:
- (24 total) -
Climb +1 (2 ranks, +2 str, -3 ACP)
Heal +1 (1 rank, +0 wis)
Hide +3 (3 ranks, +3 dex, -3 ACP)
Jump +1 (2 ranks, +2 str, -3 ACP)
Knowledge (Geogrpahy) +1 (1 rank, +0 int)
Knowledge (Nature) +1 (1 rank, +0 int)
Listen +4 (2 ranks, +0 wis, +2 racial)
Move Silently +3 (3 ranks, +3 dex, -3 ACP)
Search +4 (2 ranks, +0 int, +2 racial)
Spot +4 (2 ranks, +0 wis, +2 racial)
Survival +3 (3 ranks, +0 wis)
Swim +1 (2 ranks, +2 str, -3 ACP)


Languages:
- Common
- Elven


Feats:
- Point Blank Shot


Class Features:
- Favored Enemy (Humanoid: Goblinoids)
- Track
- Wild Empathy


Racial Features:
- +2 Dexterity, -2 Constitution, +2 Strength, -2 Intelligence
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- Elf base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Ranger. This trait replaces the high elf’s favored class.


Arms, Armor and Equipment:
- Chain shirt (100gp, 10lb)
- Buckler (15gp, 5lb)
- Composite Longbow, mighty (300gp, 3lb)
- Longsword (15gp, 4lb)

- Traveler’s Outfit (1gp, 5lb [worn])
- Backpack (2gp, 2lb)
--- Bedroll (1sp, 5lb)
--- Torches, 6 (6cp, 6lb)
--- Rope, 50’ hemp (1gp, 10lb)
--- Trail rations, 3 days (15sp, 4lb)
--- Waterskin (1gp, 4lb)
- Beltpouch (1gp, 0.5lb)
--- Chalk, 1 piece (1cp, ---)
--- Flint & Steel (1gp, ---)
--- Flask, (3cp, 1.5lb)
--- Coin []
[/sblock]
 
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The Once Almighty Raggart, now just a rag

[sblock=Ragg]
Code:
Name: Raggart Travandices
Class: Wizard
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Mystra (if she isn't dead)
 
Str:  8 -1      Level: 1        XP: 575
Dex: 13 +1      BAB: +0         HP:  7 (1d4+3)
Con: 10 +0      Grapple: -1     Dmg Red: na
Int: 15 +2      Speed: 30'      Spell Res: na
Wis: 12 +1      Init: +1        Spell Save: 12+ spell lvl
Cha: 14 +2      ACP:  0         Spell Fail: na
 
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10                +1                    11
Touch: 11              Flatfooted: 10
 
                         Base   Mod  Misc  Total
Fort:                      0    +0          +0
Ref:                       0    +1          +1
Will:                      2    +1          +3
 
Weapon                  Attack   Damage         Critical   Range
Dagger(melee)                -1     1d4-1       19-20x2    --
Dagger(thrown)               +1     1d4-1       19-20x2    10'
Quarterstaff(1-attack)       -1     1d6-1            x2    --
Quarterstaff(2-attacks)    -5/-9  1d6-1/1d6-1        x2    --
 
Languages: Common, Chondathan, and True Tongue(elven)
 
Abilities: Human traits: Bonus feat at 1st lvl, +4 skill points at 1st lvl,
           +1 skill point per lvl after 1st; Summon Familiar(none), Spells,
 
Feats: Toughness(lvl1), Combat Casting(human bonus), Scrbe Scroll (wiz1),
       Weapon Proficienies: club, dagger, heavy crossbow, light crossbow,
       and quarterstaff
 
Skill Points: 20       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Knowledge(arcana)          4     +2         +6
Knowledge(local)           4     +2         +6
Concentration              4     +0   (+4)  +4(+8)
Decipher Script            4     +2         +6    
Spellcraft                 4     +2         +6
Spells per Day: 0lvl-3; 1lvl-2
Spells Prepared: 
0lvl- Detect Magic, Read Magic, Disrupt Undead
1lvl- Burning Hands, Detect Undead
Spellbook:   0LvL- ALL
           1stLVL- Burning Hands, Sleep, Magic Missile, Mage Armor,
                   Detect Undead
Equipment:                  Cost  Weight
Peasant's Outfit(robe)      free    0lb
Quarterstaff                 --     4lb
Dagger                       2gp    1lb
Bedroll                      1sp    5lb
Belt Pouch                   1gp   .5lb
   -fishhook                 1sp     --
   -sewing needle            5sp     --
   -flint&steel              1gp     --
   -thunderstone            30gp    1lb
   -potion(A)               50gp   .5lb
Backpack                     2gp    2gp
   -sack                     1sp   .5lb
   -bread(1 loaf)            2cp   .5lb
   -cheese(1 hunk)           1sp   .5lb
   -waterskin                1gp    4lb
   -spellbook               15gp    3lb
Spell Component Pouch        5gp    2lb
Scroll Case                  1gp   .5lb
   -scroll(A)              125gp    ---
   -scroll(B)              200gp    ---
Magical Items:
potion(A)- cure light wounds(1d8+1)
scroll(A)- mage armor(lvl1)(x2), magic missle(lvl1)(x2),
sleep
scroll(B)- comprehend languages(lvl1), magic weapon(lvl1),
invisiblity(lvl3)
 
Total Weight:25lb      Money: 16gp 8cp
                           Lgt   Med   Hvy   Lift   Push
Max Weight:               26    53    80    80/160   400
 
Age: 63
Height: 5'-10"
Weight: 130lb
Eyes: brown
Hair: white
Skin: light complexted
[/sblock]

[sblock=Appearance] Playing the part of a typical wizard know throughout the Realms, Raggart has been in hiding these past two years. So to help with this disguise he dresses in a typical dirt colored robe and wears a pointed wizard hat. The crows feet around his dull eyes should hint at wizened old man and the long grey beard should hint at power but Raggart has niether of these.[/sblock]
 

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[sblock]
Theopholis
Male Human Fighter 1
Exp: 500
Chaotic Good
Representing Sphyh

Strength 15(+2)
Dexterity 13(+1)
Constitution 14(+2)
Intelligence 12(+1)
Wisdom 10(+0)
Charisma 8(-1)

Size: Medium
Height: 5' 9" Weight: 190 lb
Skin: Tan
Eyes: Hazel
Hair: Light Brown; Wavy; Average Beard

Total Hit Points: 12
Speed: 20 feet [armr]
Armor Class: 13 = 10 +1 [buckler] +1 [dexterity] +1 BAB Dodge Bonus
Touch AC: 12
Flat-footed: 11
Lethal to Nonlethal: 6 points

Initiative modifier:...+1 = +1 [dexterity]
Fortitude save:.......+4 = 2 [base] +2 [constitution]
Reflex save:...........+1 = 0 [base] +1 [dexterity]
Will save:...............+0 = 0 [base]
Attack (handheld):..+3 = 1 [base] +2 [strength]
Attack (unarmed):...+3 = 1 [base] +2 [strength]
Attack (missile):.....+2 = 1 [base] +1 [dexterity]
Grapple check:.......+3 = 1 [base] +2 [strength]

Light load: 66 lb. or less
Medium load: 67-133 lb.
Heavy load: 134-200 lb.
Lift over head: 200 lb.
Lift off ground: 400 lb.
Push or drag: 1000 lb.

Languages: Common, Goblin

ATTACKS:
Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]
+1 (BAB) +2 (STR) +1 (Weapon Focus) -1 (Buckler) = +3 TOTAL
Longbow [1d8, crit x3, 3lb., two-handed, piercing]
+1 (BAB) +1 (DEX) = +2 TOTAL

Banded mail [heavy; +6 AC; max dex +1; check penalty -6; 35 lb.]
Buckler [+1 AC; check penalty -1; hardness 10; hp 5; 5 lb.]

Feats:
Power Attack
Cleave
Weapon Focus x1Weapon(s): Greatsword

Skills
Appraise Int 1 = +1
Balance Dex* 1 = +1
Bluff Cha -1 = -1
Climb Str* 4 = +2 +2
Concentration Con 2 = +2
CRAFT - Blacksmith Int 5 = +1 +4
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* 1 = +1
Forgery Int 1 = +1
Gather Information Cha -1 = -1
Heal Wis 0 = +0
Hide Dex* 1 = +1
Intimidate Cha 1 = -1 +2
Jump Str* 0 = +2 +4 -6 [speed 20]
Listen Wis 0 = +0
Move Silently Dex* 1 = +1
Ride Dex 1 = +1
Search Int 1 = +1
Sense Motive Wis 0 = +0
Spot Wis 0 = +0
Survival Wis 0 = +0
Swim Str** 6 = +2 +4
Use Rope Dex 1 = +1
* = check penalty for wearing armor

Theopholis' Equipment:
48 lb Weapons / Armor / Shield (from above)
3 lb Longbow
3 lb Arrows
2 lb Backpack
5 lb Bedroll
- lb Flint and Steel
1 lb Lamp (common)
2 lb Oil flasks x2
6 lb Rations x6
10 lb Rope (50', hempen) x1
5 lb Travelers Outfit
1 lb Torches x1
4 lb Waterskins x1
1 lb Whetstone
_____
86 lb Total

Gold: 50
Silver: 1
Copper: 7

-----
Background: Theopholis is difficult to understand. Born among the ranks of lower aristocrats he was raised in comfort. Never in need of anything. He spent his early years getting an education and training to become a Paladin. One day after Theopholis witnessed one of the men in his order abusing his power to gain wealth and leverage over a family that worked for his parents. His father told him it was best to turn a blind eye to somethings. He was raised to herald good and promote the law. That no one was above the law. So he took the law into his own hands. Theopholis was able to "acquire" the means for the family to move away from the abusive situation thanks to an unwilling donor. After seeing how deep the corruption ran within his order and his own family he packed his bag and left. That was 3 years ago. Theopholis disdain for law and the corruption that so easily plagues has kept him on the move. To stay settled is to become noticed by those who might abuse their power. He has worked for a caravan company as a guard but even within the ranks of the guards corruption leaks in. He's left the caravan company in search of something greater. He's headed to Seawall in hopes of something better... whatever that might be.
[/sblock]
 
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Lyryc Medylyn

giant-boy-albums-giant-boy-s-pictures-picture871-lyryc.jpg



[sblock=Character Sheet]
Race Aasimar; Class Divine Bard; Level 1; XP 575

Alignment & Type CG Medium Outsider (Native)

Diety Kord

Init +3; Senses darkvision 60 ft.; Listen +3 ; Spot +3

Language Common, Celestial, Sylvan
-----
AC 9 (-1 Dex), touch 9, flat-footed 9

L2NL 4 points (chain shirt)

hp 7 (1 HD)

Resist acid 5, cold 5, electricity 5

Fort +1, Ref +0, Will +5
-----
Speed 30 ft.

Melee rapier +0 (1d6, crit 18-20/x2 piercing)

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp +0

Atk Options daylight (1/day, spell-like ability), fascinate (Will 13 negates), countersong
-----
Bard Spells Known:
0-level (2/day): daze (Will 13 negates), detect magic, lullaby (Will 13 negates), read magic
-----
Abilities Str 10 (+0), Dex 8 (-1), Con 13 (+1), Int 12 (+1), Wis 16 (+3), Cha 17 (+3)


SQ bardic knowledge +2, bardic music (1/day), inspire courage +1

Feats Improved Initiative

Skills (Ranks) Bluff +7 (4), Concentration +5 (4), Disguise +7 (4), Gather Information +7 (4), Knowledge (history) +5 (4), Perform (harp) +7 (4), Spellcraft +5 (4)
-----
Possessions chainshirt, rapier, common musical instument (harp), disguise kit, backpack, waterskin, trail rations (4/day), bedroll, sack, flint and steel, spell componet pouch (x2), healer's kit (x2), map scroll, winter blanket, silver holy symbol of kord, belt pouch (x2), sunrod (x10), hourglass, antitoxin (vial).

46 gp, 8 sp
[/sblock]
 

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The Story So Far...

Four adventurers who met on the road to while en route to Seawall sought refuge in the ancient Hightower from a powerful thunderstorm. In the tower, they met Oswald, a monk of the Recondite Order famed for its mercenaries. Although "storm peace" was pronounced, the adventurers were betrayed by Oswald. His martial skill and his two hobgoblin allies defeated the adventurers, three of whom awoke equipment-less and bound in another chamber.

They listened to Oswald argue with his employer, a man named Morgav who was convinced that the adventurers were sent by his enemies. Oswald returned to guarding the entry chamber. Morgav ventured deeper in the hill atop which Hightower was built decades ago, leaving the adventurers guarded by the hobgoblins.

Thanks to the quick thinking of Lyryc, the aasimar divine bard, and the muscles of Isóriand, the wood elf ranger, and Theophilus, the human fighter, the three conscious heroes escaped their bonds and defeated the hobgoblins while listening to horrifying noises from the passage down which Morgav had vanished.

While Theophilus attended to the unconscious and badly injured Ragg, the human wizard, Lyryc and Isóriand confronted Oswald. The mercenary monk congratulated them on their escape, noted the storm was passing, and then exited Hightower.

The four adventurers are now alone in the tower with two dead hobgoblins plus whoever -- or whatever -- made those horrifying noises.
 

Berm McKaffe, Human Rogue 1

Work in progress:

Code:
Personal Information
[B]Name:[/B] Berm McKaffe
[B]Class:[/B]  Rogue 1
[B]Race:[/B]   Human
[B]Size:[/B]   Medium
[B]Gender:[/B] male
[B]Align:[/B]  Chaotic Good
[B]Deity:[/B] 

[B]Str:[/B] 13 +1   [B]Level:[/B] 1       [B]XP:[/B] 500
[B]Dex:[/B] 15 +2   [B]BAB:[/B] +0        [B]HP:[/B] 1d6: [color=green]6/6[/color] 
[B]Con:[/B] 10 +0   [B]Grapple:[/B] +1    [B]Dmg Red:[/B] -
[B]Int:[/B] 14 +2   [B]Speed:[/B] 30'     [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1   [B]Init:[/B] +2 (dex: +2)        
[B]Cha:[/B] 8  -1 
  
[size=6][b]Combat: [/b][/size]
[B]defense: [/B]
      
[B] Base Armor           Dex BAB Misc. Total[/B]
 Studded leather, Mwk +2  +0   +1     +2
 Damage conversion: 2 points (Lethel to Non-lethel)
[B]Armor Class:[/B] 13
[B]Touch:[/B] 13
[B]Flatfooted:[/B] 10 
[B]ACP:[/B]   +/- 0
dex: +2; 2 wpn def +1; BAB +0; 

[B]Saves [/B]
          [B]Base  Mod   Misc Total[/B]
[B]Fort:[/B]      +0    +0    +0    +0
[B]Ref:[/B]       +2    +2    +0    +4
[B]Will:[/B]      +0    +1    +0    +1

[B]Offense[/B]

[B]Weapons:    Attack  Damage    Critical  type[/b]
Rapier        +1    1d6+1     18-20/x2    p
Dagger        +1    1d4+1     19-20/X2    p/S
Short Bow     +2    1d6           X3      P
Club          +1    1d6+1         X2      B
dagger thrown +3    1d4+1     19-20/X2    p/s

two weapon fighting (Rapier and Dagger or club)
[B]Weapon Att     Dam      Crit      Type[/B]
Rapier  -1     1d6+1    18-20/X2    P
with
Dagger  -1     1d4+1    19-20/X2    p/s
or 
club    -1     1d6+1       X2       B

[B]build stuff: [/B]

[Size=6][b]Feats and Skills:[/b][/size]
[B]Languages:[/B] 

[B]class features:[/b]
[U]Sneak Attack, +1d6[/U]: (class feature)
[U]Trap Finding[/U]: (class feature)
[U]Evasion[/U]: (class feature)

[B]Feats:[/B] 
[U]2 weapon fighting[/U]: (Human bonus feat)
[U]2 wpn def[/U]: (character level 1)


[B]SKILLS:[/B]
[B]Skill Points:[/B] (8+2) X 4 (rogue lv 1) + 4
(human race bonus) = 44
lv 2 plus: 8+2+1

total at level 2: 
[B]Max Ranks (class/crossclass):[/B] 

[B]Skills:        Ranks   Mod  Misc/acp Total[/B]   
Appraise         +1     +2             +3
Balence          +1     +2             +3        
Bluff            +1     +0             +1
Climb            +4     +1             +5        
Decipher Script  +1     +2             +3
Disable Device   +4     +2     +2      +8 (mwk pics & tools)
Diplomacy        +0     +0             +0
Escape Artist    +1     +2             +3        
Gather Info      +1     +0             +1
Hide             +3     +2             +5        
Jump             +2     +1             +3        
Knowledge Local  +1     +2             +3
Listen           +3     +1             +4
Move Silent      +4     +2             +6        
Open locks       +4     +2      +2     +8 (mwk pics & tools)
search           +3     +2             +5
sense motive     +1     +1             +2
Spot             +4     +1             +5
Swim             +1     +1             +2        
tumble           +2     +2             +4        
Use rope         +2     +2             +4

start gold: 450
[B]Equipment:              Cost     Weight  [/B]
Explorer's Outfit        0.0 gp     0.0 lb
studded leather, Mwk   175.0 gp    20.0 lb	     
short sword             10.0 gp     2.0 lb   
dagger X 2               4.0 gp     2.0 lb
Short bow               30.0 gp     2.0 lb   
arrows, 20               1.0 gp     3.0 lb
back pack                2.0 gp     2.0 lb
trail rations X5         2.5 gp     5.0 lb
Sun Rod X 3              6.0 gp     3.0 lb
Tinder Twig X 20        20.0 gp     --- lb
cure light potion X1    50.0 gp     --- lb
Thief’s tools, mwk     100.0 Gp     2.0 lb
belt pouch x2            2.0 Gp     1.0 lb 
waterskin                1.0 GP     4.0 lb
vial holy water         25.0 GP     --- lb
flint and steel          1.0 GP     --- lb	        
club                    ---- GP     3.0 lb
[u]whet stone              0.02 GP     1.0 lb[/u]
Total:                423.52 GP        50 Lb
[B]Total Weight:[/B]     50 lb                  
[B]Money:[/B]  26gp  4sp      8cp  

              Lgt   Med   Hvy  Lift   Push
[b]Max Weight:[/b]    50   100   150   450   750

[sblock= Background]
Berm was always a bit of a rebel. He ran away from home and joined a gypsey band when he was 10, something is to be said to a girl with dark y\features that stirs the hearts of the young. He learned a few 'tricks of the trade until he was 14, then was put to a test. The test went poorly: the known guard routs had just been changed, the guard patrols also went under a change.

Even evading them was not the only challenge. The arrival at a mark's house led to problems from the start when they were were 2 hours late.. that meant the house guard schedules were not the same and the bribes were for not. He was with the dark eyed girl, the two of them had started to get serious as of late, and they had just arrived at the 'treasure room' where there were items of gold and silver on display that had been the object of their attention.

the room itself was a trick and a trap. entering the room set off a magical alarm, the displays were nothing more then figments of magic, illusions. when sounds of armored feet approached, she ordered Berm to run one way and she would go the other. the one who gets to the camp first tells what happened to the patriarc.

Appearently he was the first to arrive as he got to the camp ... only the camp was empty. No sign of any one. he waited for two hours and she never arrived. Grabbing some supplies in the wanning darkness, he doused the camp fire and sneaked back into the city, looking for 'work'.

He had removed what he could find in coin from the small family of gypsies, leaving about a quarter of the coin there, just in case. Arriving at a tavern/inn he stayed a few days, keeping his ears open for potential work. He was in luck, as he heard some folks talking about a job they needed someone with his set of skills to get in.

It was a were house job where they were looking for a paticular box. they set up the whole thing. and the whole thing was a trap to catch this group of people. The guard was waiting for them. He ran, hiding where and when he could. he stole out of the city with what he was gussing the guard hot on his heals and he left for a safe city. the city of seawall being his prefered destination ....
[/sblock]

[sblock=personal information]
Phisical Description
Age: 16
Height: 5' 8"
Weight: 120 Lb (54.6 Kg)
Eyes: green
Hair: red
Skin: pale/freckled
[/sblock]


Appearence

[sblock= feat info]
Two-Weapon Defense [General]
Prerequisites
Dex 15, Two-Weapon Fighting.

Benefit
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Special
A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

Two-Weapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite
Dex 15.

Benefit
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.

Normal
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Special
A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.

A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.
[/sblock]
 
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