Festival of Halina (Orsal Judging)





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  1. #1
    Supressive Overlord
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    Festival of Halina (Orsal Judging)

    This is the thread for the Festival of Halina.

    Before we begin, I'd like to ask that players either have a link to their character in their sig, or post a link to their character in their first post here.

    I'm also going to ask that players put in their first post their current HP, any spells they have memorised, and any other current status information (PSPs, active spells, etc). This will help me not have to bounce back to the character thread constantly, and hopefully will make it easier for you as well (you can edit your post here when you need to update HP, Spells, or anything else.)

    So, once I get a post from everyone with that info, we can begin.

    Playing:
    Two - Sunny Perrywinkle
    Rystil Arden - Lasair Alant
    LogicsFate - Elise Ellom
    Kishwa Dogteeth
    El Jefe - Oirhandir
    Gnomeworks - Troi Delmontes

    Judging:Orsal

    Thanks,
    Bront, GM

 

  • #2
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    Ignore orsal

    Judge

    I can judge this one.

  • #3
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    Might as well get to it

    Sunny Perriwinkle, is living at: http://www.enworld.org/showpost.php?...&postcount=187

    At least, I think that will work.

    I'm new to all this, so...

    As for: "current HP, any spells they have memorised, and any other current status information (PSPs, active spells, etc)."

    That would be as follows:

    Sunny Perriwinkle

    Initiative: +2
    Hit Points: 7
    AC: 15
    To Hit: -3 with Glaive, -5 with oversized bastard sword
    Damage: 1d10+3/x3 (Glaive), 2d8+3/19-20x2 (BSword)
    Disarm: +1 with Glaive (due to 2-handed weapon bonus)

    Ranged: +2 with light crossbow.

    Spells Active: Nada, nil, zippo
    Spells memorized: True Strike, True Strike, Summon Monster I (Celestial Badger variety)




    For my convenience:

    Augmented Celestial badger

    Hit Dice=1d8+4 (8 hit points)
    Speed=30/10
    AC=15
    SR=6
    Full Attack: 2 claws +5 (1d2+1) & bite -1 (1d3)

    Special:

    Smite (+1 damage to one attack vs. evil)

    Rage (Ex)
    A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.


    Attached Thumbnails Attached Thumbnails Ceslestial_badger.jpg  
    Last edited by two; Thursday, 9th June, 2005 at 01:42 PM.

  • #4
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    Troi - Init: +3; AC: 18; HP: 26/26; Wield: Whip +6 (1d4+2) and Shortsword +6 (1d6+1)

    I have a link to Troi in my sig, so that's already done. I'll shortly add his list of prepared spells to my sig, as well.

    I also note most pertinent combat info in the title of each post I make when we are in a combat situation. The title includes initiative, AC, HP, and weapon(s) wielded with attack bonuses and damage.

    I should also note that Troi has the first feat of the Delmontes Technique feat chain, meaning that his whip deals 1d4 lethal damage instead of 1d3 nonlethal, and can be used to strike opponents with up to +4 armor bonus and/or +6 natural armor bonus.

    Troi Delmontes
    Human Ranger 4
    HP: 26
    AC: 18
    Spells Active: None

    Spells Prepared (1/-/-/-)
    (1st): Longstrider
    Last edited by GnomeWorks; Wednesday, 1st June, 2005 at 07:14 PM.
    While I play D&D, it is not my game of choice, regardless of edition.
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  • #5
    Here's Fang- http://www.enworld.org/showpost.php?...&postcount=193

    And here is some key info:
    Init: +2
    AC: 16 (T12/FF14)
    HP: 14
    Attacks: Greatsword +7 (2d6+7)
    Ranged: Javelin +3 (1d6+5)
    Other: 40 foot move, Darkvision 60"

    Pumped about starting!
    Last edited by Kishwa Dogteeth; Wednesday, 1st June, 2005 at 07:47 PM.

  • #6
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    Lasair has Init +0, AC 15 (T10/FF15) HP 6, PsP 3.

    Alyria has Init +2, AC 16 (T16/FF14) HP 3

    Latiaran I will have to look up her stats, but she is unlikely to matter in combat unless the bad guys like to kill donkeys.
    "That's so far over the line between genius and madness, it passed all the way through Cthulhuville and normalcy and all the way back to brilliance!"--MoogleEmpMog

  • #7
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    Ignore LogicsFate
    06 HP
    12 AC(Touch12, FF10)
    +2 Init
    +2 Fort
    +2 Ref
    +2 Will

    Spells prepped
    0- Detect magic, Ray of Frost, Light, Mending
    1- Color Spray x2 , Mage Armor

    Ligeia
    03HP
    15AC(Touch14, FF13)

    Link To my characther sheet
    Last edited by LogicsFate; Thursday, 2nd June, 2005 at 08:02 PM.
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  • #8
    Sorry for being so late, I was hoping Pbartender would post the Exp for my last adventure.

    Anyway:

    Oirhandir, High Elven Bard 3
    15 Hp
    18 Ac (when using shield) (Touch 12, FF16)
    16 Ac (when not) (FF14)
    +2 Init
    +1 Fort
    +5 Ref
    +5 Will

    Spells per day: 3/2
    Spells known:
    0 - Detect Magic, Mending, Message, Prestidigitation, Read Magic, Resistance
    1 - Cure Light Wounds, Feather Fall, Identify

    Attacks:
    Longsword +3 (1d8+1)
    Whip +3 (1d3+1)
    Quarterstaff +3 (1d6+1)

    Ranged:
    Longbow, composite +4 (1d8)

    Other:
    Immune to sleep, +2 vs. Enchantment, Low-Light Vision, +2 to Listen, Search, Spot (Detect Secret Doors)
    Bardic abilities include Bardic Knowledge +4, Counterspell, Fascination, Inspire Courage +1, Inspire Competance
    Last edited by El Jefe; Friday, 7th October, 2005 at 05:13 PM.
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  • #9
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    Cool. Thanks for the info everyone. It will make things a lot easier.

    Glad to have you aboard Orsal.

    El Jefe, if he posts, you can update yourself easily. I understand that occasionally things go slow.

    And now that we're all ready, you're all dead let us begin.

    The rising sun chases away the mists of cool night, as you meet in the town square. Ingus Stonebender is there, going through checklists and discussing things with three other men (a dwarf, a human, and a gnome). His caravan consists of two carts filled with bags, chests, and barrels. The third wagon looks more like a large coach, and could easily be big enough to sleep a few people comfortably. Two stout horses are attached to each wagon. He sees you all approach and says a few final words to the other men, who then finish loading up the carts and cover them with a tarp. He moves to great you.

    Greetings. Glad you could make it. He takes sniffs the air and lets out a deep breath Ahh, tis a fine morning for a journey, dont you agree?

    Now, since youve been hired to guard my caravan, Im going to trust you to know how to keep it safe. Lenny (he points to the gnome) and Karl (he points towards the human) drive the two carts, and my apprentice Grimel (he points to the dwarf) will drive my wagon. I will ride in my wagon, as I have some work still to me sure its in order. Im going to trust you as guards to determine how we proceed on the road.

    Ingus reaches into a bag, pulls out a wand and hands it to Troi I trust you know how to use this. Cant have my guards dying on me now. I expect it back when we get to Covington, so I can get it recharged.

    OOC:
    Spoiler:
    Ill need some sort of marching order for you and the caravans. Ingus will answer any questions you may have. One you have an official marching order hacked out, let Ingus know, and hell order the caravan to start moving.

    Troi, youve been handed a wand of Cure Light Wounds, fully charged.

  • #10
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    "Hi Lenny! Hi Karl! Hi Grimel!" Lasair calls out, "My name is Lasair!"

    OOC:
    Spoiler:

    I didn't know that LEW allows recharging of wands.

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