Rhun's Greyhawk ALPHA Campaign - ToEE


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Rhun

First Post
MAP POST 2

The stone wall around the Temple compound are mostly broken and thrown down, but enough intact to take cover behind, though they would not effectively impede someone trying to come through it.

There is a grove of Usk trees immediately north of the Temple Proper.

A broken, shattered tower is at the northeast end of the compound, where your company previously slew many bandits in service to the Temple.

A completely ruined stone building sits northwest of the Temple Proper, just past the Usk grove.


---Temple Proper Compound Map (1 sqaure=30 feet)---
 

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Rhun

First Post
Updated to Level 6 by Rhun

Name: Ragnok Drakeforge, Quester of the Soul Forger
Class: Fighter
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Moradin

Str: 19 +4 (15*)Level: 6 XP: 15000
Dex: 12 +1 (04) BAB: +6 HP: 58 (5d10+15, ie 10+5x6+6x3)
Con: 16 +3 (06) Grapple:+10 Dmg Red: nil
Int: 13 +1 (05) Speed: 20'** Spell Res: nil
Wis: 12 +1 (04) Init: +1 Spell Save: n/a
Cha: 08 -1 (02) ACP: -5 Spell Fail: n/a

* added 4th level attribute bump to Strength
** heavy armour encumbrance – full plate +1

Armor Class: 20 (10 base, +8 armor, +1 dex, +1 dodge)
Touch AC: 12
Flatfooted AC: 18

Saves: Base Mod Misc Total
Fort: +5 +3 +1* +9
Ref: +2 +1 +1* +4
Will: +2 +1 +1*(+2) +4 (+5)**
* +1 Cloak of Resistance
** +1 competence bonus vs mind-affecting spells & abilities from least crystal of mindcloaking

Weapon Attack Damage Critical Range
- Norryjar* (2h) +12/+7 1d10+9+1d6 x3
- Throwing hammer +10/+5 1d4+4 x2 20 ft
*+1 Shock Dwarven waraxe

Languages:
- Common
- Dwarven
- Gnome

Abilities:
- Stonecunning
- Darkvision 60 ft
- Automatic languages – Common, Dwarven
- Favoured class: Fighter
- +2 save vs. poisons, spells, and spell-like effects
- Stability +4 vs bull rushed or tripped
- Base move stays 20'
- +1 to attack vs orcs and goblinoids
- +4 dodge bonus vs giants
- +2 bonus on Appraise & Craft checks re stone/metal
- Weapon familiarity - Dwarven waraxe and urgrosh

Feats:
- Brutal Throw
- Power Attack
- Power Throw
- Weapon Focus (Dwarven waraxe)
- Weapon Specialization (Dwarven waraxe)
- Martial Study: Iron Heart Surge
- Dodge

Skills
- Balance -3 (1 rank, +1 dex, -5 ACP)
- Climb +6 (7 ranks, +4 str, -5 ACP)
- Craft (Weaponsmith) +6 (5 ranks, +1 int)
- Intimidate +5 (6 ranks, -1 cha)
- Jump +6 (7 ranks, +4 str, -5 ACP)
- Swim -5 (1 rank, +4 str, -10 ACP)

Equipment: Cost Weight
- Full plate, +1 50lb
- Cloak of Resistance, +1 1000gp -lb
- Norryjar Priceless 8lb
(+1 Shocking Dwarven Waraxe)
- Crystal of mindcloaking, least* 500gp -lb
- Hammer, light (throwing) x8 8gp 16lb

- Otto’s Wine Chiller -gp 4lb
- Potion, Aid -gp -lb
- Potion, Barkskin (+2) -gp -lb
- Potion, Cure Light Wounds x2 -gp -lb

- Backpack 2gp 2lb
- Bandolier, MW 5gp .5lb
- Bedroll 1sp 5lb
- Crowbar 2gp 5lb
- Flint & steel 1gp -lb
- Grappling hook 1gp 4lb
- Outfit, traveller’s -gp -lb
- Rope, silk (50’) 10gp 5lb
- Sack 2sp 1lb
- Shovel 2gp 8lb
- Troll spirits, handkeg
- Waterskin 1gp 4lb

* This crystal is black as a clouded night sky. A crystal of mind cloaking protects you against mental infiltration. Least: This augment crystal grants you a +1 competence bonus on saving throws against mind-affecting spells and abilities.

Total Weight: 112.5lb
Money: 9pp 6gp 4sp 8cp

Light Med Heavy Lift Push
Max Weight: 116 233 350 700 1750

Age: 61
Height: 4’9”
Weight: 235lb
Eyes: Dark emerald
Hair: Raven black (short beard and moustache)
Skin: Pale, with tattoo of anvil on left arm & hammer on right

Appearance: Those who meet Ragnok for the first time are struck by the fact that this rather tall dwarf keeps his beard and moustache trimmed very short. Curious.

[sblock=Background (WIP)]Five hundred years ago the hero Korim Drakeforge founded a settlement on the slopes of the Yatil Mountains, fighting off orc raiders and a ravening dragon. Thus was Clan Drakeforge established.

Four generations on, the Clan, though respected, is still "new", and so marriages have been few. As a result the Clan remains small, numbering only twenty-two members. But now, its number has been reduced by one. The Patriarch's eldest son is feared dead.

When Ragnok heard of his brother’s disappearance near Hommlet, he decided to go there, to take vengeance on his brother’s slayers - if, indeed, he was dead - and, if possible, to find his remains and return them to the Drakeforge halls.

But his father wouldn’t hear of it!

Ragnok wasn't yet of age to take leave. He didn't want to lose another son. Small enough were the Drakeforge's numbers. In such manner the Patriarch forbade Ragnok’s quest.

After dialogue, discussion, and argument, showing the strength of character (or "stubborness") typical to the dwurfolk, Ragnok cut his own beard (symbol of dishonour) and didn't deign to speak with his father until he was spoken to. So passed a month...

The month over, his father didn't speak to him, but one day, early in the morning when the msts still ed, he came to his -now- eldest son. With an expression halfway between severity and grief, he gave Ragnok his axe, the same one he had carried during his time as a warrior. Now as patriarch of the clan, the axe served only symbollic purpose, now it will serve to protect the family once more. On the masterwork's handle the father's name is carved in dwarven besides Ragnok's, both flanked by the clan's mark: a flaming shield.

The track was already cold, too much time had passed, and most innkeepers have the memory span of their guest's stay. But Ragnok carried on, until he arrived at Chendil. The same day he arrived to the city, some men approached him with a proposition he couldn't refuse, he was to depart towards Hommlet with a group of people, with the purpose of investigating certain rumours of evil in the area. Actually, Ragnok would have refused in a first stance, considering it a clan-only affair that he was in. But upon a second thought, he remembered his brother's combat mastery and wariness... and yet he is no more among the living. On the spot he kneeled, raised a loud prayer of gratitude for this help sent to him by The All Father, and accepted the quest without further doubting.

If this evil was the same to take his brother, be it warned that Ragnok Drakeforge will uproot it and haul its body to the Forge!
[/sblock][sblock=Treasure gained]
Brought forward:
0 pp, 399 gp, 36 sp, 10 cp
Cash & Goods
388 pp, 1829 gp, 365 sp, 228 cp
Waraxe, Dwarven, MW
Potion of Aid
Potion of Cure Light Wounds
Potion Cure Moderate Wounds
Potion of Barkskin (+2)[/sblock] [sblock=Brutal Throw / Power Throw]BRUTAL THROW (General)
Complete Adventurer
You have learned how to hurl weapons to deadly effect.
Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.
Special: A fighter may select Brutal Throw as one of his fighter bonus feats.
Normal: A character attacking with a ranged weapon adds his Dexterity modifier to the attack roll.
POWER THROW (General)
Complete Adventurer
You have learned how to hurl weapons to deadly effect.
Prerequisite: Str 13, Brutal Throw, Power Attack.
Benefit: On your turn, before making any attack rolls, you can choose to subtract a number from all thrown weapon attack rolls and add the same number to all thrown weapon damage rolls. This number may not exceed your base attack bonus. The penalty on attack rolls and the bonus on damage rolls applies until your next turn.
Special: A fighter may select Power Throw as one of his fighter bonus feats.[/sblock]
 
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Rhun

First Post
Updated to Level 6 by Rhun

Coraine 'Jerivan' Vagrius CR 6 (15000 xp)
Male human (Oeridian) paladin 2/knight 4
LG Medium humanoid
Init +1; Senses Listen +1, Spot +1
Aura good (faint)
Languages Common
-----------------------------------------------------------------
AC 24, touch 15, flat footed 23; +9 armor, +4 shield, +1 Dex; Shield Specialization, Shield Ward
hp 56 (6 HD)
Fort +9, Ref +5, Will +8
-----------------------------------------------------------------
Spd 20 ft.
Melee +1 longsword +11/+6 (1d8+4/19-20) or
Melee warhammer +9/+4 (1d8+3/x3) or
Melee dagger +9/+4 (1d4+3/19-20) or
Ranged longbow +7/+2 (1d8/x3)
Base Atk +6/+1; Grp +9
Attack Options Power Attack, smite evil 1/d (+3 attack, +2 damage)
Special Actions knight's challenge 5/d (fighting challenge +1, test of mettle Will DC 15)
Combat Possessions 3 sunrods, 2 vials of holy water
Spell-like Abiities CL 1
- At will—detect evil
-----------------------------------------------------------------
Abilities Str 16, Dex 12, Con 15, Int 10, Wis 13, Cha 16
SQ knight's code
Feats Mounted Combat, Power Attack, Shield Specialization (heavy), Shield Ward, Weapon Focus (Longsword)
Skills Diplomacy +11, Handle Animal +5, Heal +3, Knowledge (religion) +5, Knowledge (nobility) +2, Ride +4 (-4 with armor), Sense Motive +7
Possessions combat possessions plus +1 longsword, warhammer, dagger, longbow with 40 arrows, +1 full plate, +1 heavy steel shield; backpack, belt pouch, flint and steel, healer's kit, 50' silk rope with grappling hook, silver holy symbol, waterskin, whetstone; 114.7lbs; 1903gp, 3sp, 8cp
-----------------------------------------------------------------
Armor Mastery (Ex) Coraine ignores the movement penalty from medium armor.
Aura of Good (Ex) As a 1st level cleric.
Bulwark of Defense (Ex) Any opponent that begins its turn in Coraine's threatened area treats all threatened squares as difficult terrain.
Knight's Challenge Coraine uses the force of his fighting spirit to manipulate foes. Even if Coraine lacks a shared language with the foe, the challenge can be issues. The following challenges can be issued:
- Fighting Challenge +1 (Ex): As a swift action, Coraine can issue this challenge against a single opponent. If the opponent has a Int of 5 or more, a language of some sort, and a CR greater than or equal to Coraine's level -2, he gains a +1 morale bonus on Will saves and attack and damage rolls against the target. The ability lasts 8 rounds. If applied against a non-valid target, the ability is wasted. If the opponent drops Coraine to 0 or fewer hit points, Coraine losses 2 uses of his knight's challenge. If the duration expires, Coraine can choose another target only if the first is inactive.
- Test of Mettle (Ex): As a swift action, Coraine can issue this challenge against all opponents with 100 ft within line of sight and line effect. If the opponent has a Int of 5 or more, a language of some sort, a CR greater than or equal to Coraine's level -2, and fails a DC 15 Will save, they must attack Coraine with a ranged or melee attack (or include in the effect of any ability) in preference to any other target if the opponent chooses to attack. Affected opponents do not attack mindlessly. If anyone else attacks an affected opponent, the effect ends for that opponent. If dropped to 0 or less hit points by an affected target, Coraine gains an extra use of knight's challenge (he can only gain one use this way).
Shield Block (Ex) Coraine may designate a single opponent during his turn; his shield bonus increases by +1 against that opponent.
Shield Specialization (heavy) +1 AC with heavy shields.
Shield Ward Adds shield bonus to touch AC and bull rush defenses.
Smite evil (Su) As part of melee attack, Coraine may add his Charisma bonus to the attack roll and deals 1 extra damage per paladin level.
Divine Grace(Su) Charisma bonus (+3) to all saving throws
Lay on Hands(Su) Heal 6 hit points of damage w/ Lay on Hands

[sblock=Advancement]L1->Paladin 1 HP: 12 (1d10+2) SP: +12 (2x4+1x4)
Diplomacy +4, Knowledge (religion) +4, Sense Motive +4
Abilities: Str 16 (10pts), Dex 12 (4pts), Con 15 (8pts), Int 10 (2pts), Wis 13 (5pts), Cha 15 (8pts)
Feats: Shield Specialization (heavy), Shield Ward (human bonus)
Other: aura of good, detect evil, smite evil 1/d

L2->Knight 1 HP: 9 (1d12+2) SP: +3 (2+1)
Diplomacy +1cc, Knowledge (religion) +1cc, Sense Motive +1cc
Other: knight's challenge (fighting challenge +1), knight's code

L3->Knight 2 HP: 9 (1d12+2) SP: +3 (2+1)
Diplomacy +1cc, Knowledge (religion) +1cc, Sense Motive +1cc
Feats: Power Attack, Mounted Combat (class bonus)
Other: shield block +1

L4->Knight 3 HP: 9 (1d12+2) SP: +3 (2+1)
Handle Animal +1, Knowledge (nobility) +1, Ride +1
Abilities: Cha +1
Other: bulwark of defense

L5->Knight 4 HP: 9 (1d12+2) SP: +3 (2+1)
Handle Animal +1, Knowledge (nobility) +1, Ride +1
Other: armor mastery (medium), test of mettle[/sblock][sblock=Light Horse]Unnamed
Male light horse
N Large animal
Init +1; Senses low-light vision, scent; Listen +4, Spot +4
-----------------------------------------------------------------
AC 13 touch 10, flat-footed 12; -1 size, +1 Dex, +3 natural
hp 19 (3 HD)
Fort +5, Ref +4, Will +2
-----------------------------------------------------------------
Spd 60 ft.
Melee hoof -2 melee (1d4+1) or
Melee 2 hooves -2 melee (1d4+1)
Base Atk +2; Grp +8
-----------------------------------------------------------------
Abilities Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Feats Endurance, Run
Skills Listen +4, Spot +4
Possessions bit and bridle, saddle[/sblock]Appearance
Coraine is tall, tanned, square-jawed, and intense. His honey-blonde hair is cut short and his beard well-trimmed. He has grey eyes, stands six feet tall, is is roughly 185lbs. He is 17 years old.

Background
Coraine is the son of a hero. He knows it is true because no less a personage than the king himself told him so. Bralen Vagrius was a paladin of the Invincible One who led a vital attack against the forces of Iuz early in the history of conflict between the two countries. He and a small force of Heironean warriors broke the siege of a small but vital outpost town, at the cost of their own lives. The action enabled a major victory in the ongoing hostilities against Iuz. Belvor IV, touring the battlefield, came across Coraine and his mother Tilina as they mourned Bralen’s loss. Tilina had had a premonition of disaster, which drove her, against all advice and importuning to the contrary, onto the battlefield, dragging her four year old son with her.

It was here that Belvor found them – the woman keening and rocking the dead knight in her arms, the boy wide-eyed and with tears streaming down his face. The king knelt in front of the boy and told him to dry his eyes, for his father had died a great hero and was surely enrolled in the ranks of the Invincible in heaven.

“Be brave, and faithful, and serve our God, just as your father did, and he will be proud of you – and you, too, will be a hero.” And that is just what Coraine has sought to do ever since.
 
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[sblock=current status]
Lay on Hands: 0/6
Smite Evil: 0/1
[/sblock]
[sblock=character sheet]
Human Male, Paladin of Kord 3 / Arena Fighter 3


Abilities
Str:16
Dex:12
Con:16
Int:10
Wis:14
Cha:14

Age:25 ; Height:1.84(meter) ; weight:135Kg ; Skin: Tan ; Eyes: Light Brown
Hair: Blond; long Wavy; Thick Beard / Hirsute


Total Hit Points: 57
Speed: 30 feet

Armor Class: 20 = 10 +9 [Magical Full plate] +1 [dexterity]
Touch AC: 11 ; Flat-footed: 13
BAB: +6

Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +11 = 6 [base] +3 [constitution] +2 [Divine Grace]
Reflex save: +5 = 2 [base] +1 [dexterity] +2 [Divine Grace]
Will save: +6 = 2 [base] +2 [wisdom] +2 [Divine Grace]
Attack (handheld): +9 = 6 [base] +3 [strength]
Attack (unarmed): +9 = 6 [base] +3 [strength]
Attack (missile): +7 = 6 [base] +1 [dexterity]
Grapple check: +9 = 6 [base] +3 [strength]

Magical MW Spiked Chain +1 [attack:+13/+8, Dmg:2d4+8, crit x2, 10 lb., two-handed, piercing, Feat]
Gnollish designed short bow [attack:+7/+2, Dmg:1d6, crit x3, 60ft. range, piercing]
Long Sword [attack:+9/+4, Dmg:1d8+3, crit 19/20 x3, 4 lb., two-handed, Slashing]
Holy Water [attack +7, dmg:2d4, ranged touch attack , Vs. Evil outsiders and Undeads]

Light load: 76 lb. or less
Medium load:77-153 lb.
Heavy load:154-230 lb.
Lift over head:230 lb.
Lift off ground:460 lb.
Push or drag:1150 lb.

Languages: Common.

Feats:
Exotic Weapon Proficiency Weapon: Spiked Chain.
Weapon Focus [Spiked Chain]
Power Attack.
Improved Overrun.
Weapon Specialization [Spiked Chain]
Greater Weapon Focus [Spiked Chain]

Skills:

Balance Dex* -5 = +1 -6
Bluff Cha 2 = +2
Climb Str* -1 = +3 +2 -6
Concentration Con 3 = +3
Diplomacy Cha 2 = +2
Escape Artist Dex* -4 = +1 +1 -6
Gather Information Cha 2 = +2
Heal Wis 3 = +2 +1
Hide Dex* -5 = +1 -6
Intimidate Cha 5 = +2 +3
Jump Str* +1 = +3 +4 -6
Listen Wis 2 = +2
Move Silently Dex* -5 = +1 -6
Ride Dex 1 = +1
Search Int 0 = 0
Sense Motive Wis 2 = +2
Spot Wis 2 = +2
Survival Wis 2 = +2
Swim Str** 3 = +3
Tumble Dex* -3 = +1 +2 -6
Use Rope Dex 1 = +1

* = check penalty for wearing armor

[sblock=Paladin Traits]
Aura of Good
Detect Evil (Free action at will)
Smite Evil (1x/day; add +3 attack roll +2 to Dmg)
Divine Grace (Cha bonus to saves)
Lay on Hands (Cha bonus X lvl.)
Aura of Courage (immune to Fear, ally within 10 feet gains +4 To save vs. fear)
Divine Health (immunity to all diseases)
[/sblock]


Zirat Igruf's Equipment:
Riding Horse + saddle
MW Spiked Chain (+1).
Magical Full Plate (+1)
Long sword.
spiked Gauntlet.
Flask of Holy water.
Gnollish design Short bow
Arrows - 20.
Traveler’s outfit
10 Torches + Flint & Steel
Cold weather outfit.
Rope, hempen (50 ft.)
bag of Caltrops
Potions:
1 CLW, 1 protection from evil, 1 enlarge, 1 bull's strength.
Wealth:
433 gp 6 sp 6 cp

[/sblock]
[sblock=background]
Behooooo
Cries the announcer, the crowd roars from the stands as the champion stands in the middle of the arena, one hand tightly closed up in the air, his other hand hold his blood covered spiked chain, one foot step on top the lifeless body of a leopard, around him lies 2 dead hyenas
Zirat Igruf, Champion of Kord!
The announcer continues as the fans throw flowers into the arena.

Zirat, champion from the arenas of Chendl for the last 2 years and loved by all, the one who killed lions, wolves and slave goblin chiefs.
Now it's time to leave the fame of the arenas and the fans, and receive the fame and glory from leaders and kings, Zirat decided to retire from the games and dedicate himself to the "church" of Kord.
[/sblock]
 
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