Strahd's "The lost Caverns of Tsojcanth" - [Recruiting thread Closed]

In the Yatil Mountains south of Perrenland, there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojcanth and you may gain the hidden wealth of the long dead arch-mage - if you live!

The recruitment will end around 25June (2 days from now)
Ability to post at least four times per week is required
Post your characters over here, when the day come I'll post the chosen ones.
Greyhawk knowledge is not necessary but will help you to come up with detailed background of your characters, here and there I will use "terms", names and places from Oerth.
Helpful information can be taken from my webpage if you want - Greyhawk page Check out races, history and misc. for valuable information

Starting point – Chendl, Kingdom of Furyondy capital city.
serving as agents of the royalty in Furyondy.

House Rules:
I'm looking for 6 players + 2 Alts
starting level will be 6.
max LA allowed is LA+1 (Aasimar and etc.)
34 points for abilities
Max HP at 1st level. Average HP per level.
Book allowed - core books, The complete series, Manual of the planes, deities and demigods, libris mortis.
-- For the 3.0 sources, get the 3.5 update
No psionics - I don't have those books
No evil characters
14000 gold for equipment (no more than 4000 gold on any one item)
Players will use invisible castle for die rolling

New Rules:
New Skill - Wrestle
Trained only (Str)- Useful for Barbarians and Gladiators.
Cross class for: All except Barbarians , Fighters.
bonus will calculated when using grapple , Bull rash and Trip combat modes
.
Spontaneous Casting:
Instead of converting spells to cure/cause wounds .
the cleric can convert is "regular spells" only to domain spells
in the same level power . This rule show the spiritual connection
Between the cleric and his god.


Chosen:
1. wmasters- Turo Beremwocket, Rock Gnome Cleric 6
2. Steve Gorak- Keldar the Shrike, Oeridian Human Rouge 4/Fighter 2
3. Saracor - Garon Shieldsforth, Oeridian Human Furyondy soldier 6
4. Yair - Maor, Aasimar favored soul 5
5. Devrimk - Atesh Yakhar, Baklunish Human Sorcerer 6
6. Thanee - Allyra.


Alts:
1. Charberus - Poe Brittlebeard
2. InVinoVeritas -
 
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Steve Gorak

Adventurer
Hey there,

I have a weird concept I've been wanting to play. Would you accept a LN bladeling monk with the mageslayer feat. He was summoned by an unscrupulous mage to the prime material plane. The mage did not live long enough to take control of him, and he spent some time trying to get back to his home plane of Archeron. Unfortunately, mages tended to stay away from him, so he was unable to get ack, initially. As time passed, he started enjoying the prime, with its comparatively weak inhabitants. He now adventures to sharpen his skills and for glory.

What do you think?
Cheers,

SG
 



Rhun

First Post
If I can get the free time to throw together a character, I would be interested in this. You know how I like the old Greyhawk stuff!
 

InVinoVeritas

Adventurer
I'd like to join. I've got an idea for a dwarf Ranger/Fighter axe throwing specialist and spelunker. Yeah, it's not much of an idea right now, but I'll build on it to make it something interesting.
 

Welcome Rhun, do your best and free some time, I'm a huge Greyhawk fan ... despite the name I picked over here.

InVinoVeritas - Sounds good, I'm looking forward to see your dwarf, check out the web I recommended in the first post, you'll find some dwarvish information in Greyhawk
 


wmasters

First Post
I'm tempted by this since one of my other games has died off. There's two main ideas that I'd like to play, either a human bard, with the aim of guiding people on the 'right path' with his words and song. Focussing on enchantment magic primarily.

The other tempting option is either a fighter/Pious Templar (can't remember if you can qualify for pious templar at 6th, but aiming for it if you can't), or a cleric, of Nerull (neutral though, of course) in either case, with some specialism of fighting with a scythe. Almost a paladin of Nerull, or more of a holy warrior with a less evil interpretation of his ideals, bringing his blessings to those deserving and dispensing Nerulls justice. Also, he'd be involved with local communities doing funerals etc and looking at death as a natural part of life, rather than the 'kill them all' philosophy.
 
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Steve Gorak

Adventurer
Allright, here is my submission.
I'll finish the equipment by tomorrow.

Kosch the Shrike
Bladeling Barbarian 3/Warrior 2[sblock]

Str: 17 (+3)
+1 LEVEL 4
Dex: 18 (+4)
Con: 14 (+2)
Wis: 10 (+0)
Int: 14 (+2)
Cha: 8 (-1)

AC: 26*
10 Base +5 armor +4 natural +1 deflection (ring) +2 Shield +4 dex
Touch AC: 15*
Flat footed: 22*
*Note: Uncanny dodge & trap sense +1, barbarian level 3
ACP: 0

Dmg Red: 5/+1 (slashing and piercing weapons only)
HP: 46
[12 + 6.5*2 + 5.5*2 + 10 con]

BAB: +5
Grapple: +8
Init: + 4
Speed: 40
30 base +10 barbarian in light or medium armor

Saves
Fort: +9
(6 [Base] + 2 [Con] + 1 [Resistance (cloak)]
Ref: +6*
(1 [Base] + 4 [Dex] + 1 [Resistance (cloak)])
Will: +2
(1 [Base] + 0 [Wis] + 1 [Resistance (cloak)])
*Note: Uncanny dodge & trap sense +1, barbarian level 3

Spells & effects usually active[sblock]
• Darkvision up to 60 feet.
• Immunities: acid & rust attacks (Bladeling)
• Cold and fire resistance 5.
• DR 5/+1 (slashing and piercing weapons only)
• Uncanny dodge
• Trap sense +1

[/sblock]Skills:
[skillpoints: (4+2)*6 barbarian +(2+2)*2 fighter = 44]
[sblock]
Climb (Ftr,Bar): +10 [7 ranks + 3 str]
Jump (Ftr,Bar): +14 [7 ranks + 3 str +4 speed 40]

Listen (Bar): +6 [6 ranks + 0 wis]
Ride (Ftr,Bar): +11 [7 ranks + 4 dex]

Survival (Bar): +6 [6 ranks + 0 wis]
Spell craft: +4 [2 cross class ranks +2 int]

Swim (Ftr,Bar): +10 [7 ranks + 3 str][/sblock]
Attacks:
Melee, Two-weapon:

• Main hand: +1 Small Spike chain (viper): +7 to hit, 1d6+4 damage, x2, P, 10 ft reach
(can strike adjacent foes)
to hit: +5 bab +3 str +1 magic -2 2-handed (Medium weapon, offhand weapon is light); Damage: +1 magic +3 str
• Off-hand: +1 Small Steel shield (reaper): +7 to hit, 1d4+2 damage, x2, P/B
to hit: +5 bab +3 str +1 magic -2 2-handed (light offhand weapon); Damage: +1 magic +(3 str)/2 rounded down

Other weapons: [sblock]
Melee, Two-weapon:

• Main hand: +1 long sword: +7 to hit, 1d8+4 damage, 19-20/x2, S
to hit: +5 bab +3 str +1 magic -2 2-handed (Medium weapon, offhand weapon is light); Damage: +1 magic +3 str
• Main hand: Claw: +6 to hit, 1d6+3 damage, x2, S
to hit: +5 bab +3 str -2 2-handed (Light weapon, offhand weapon is light); Damage: +3 str
• Main hand: Morningstar: +6 to hit, 1d8+3 damage, x2, P/B
to hit: +5 bab +3 str -2 2-handed (Medium weapon, offhand weapon is light); Damage: +3 str
• Off-hand: Claw: +6 to hit, 1d6+1 damage, x2, S
to hit: +5 bab +3 str -2 2-handed (Light weapon, offhand weapon is light); Damage: +(3 str)/2 rounded down

Melee, 1 handed:

• +1 Small Spike chain (viper): +9 to hit, 1d6+4 damage, x2, P, 10 ft reach
(can strike adjacent foes)
to hit: +5 bab +3 str +1 magic; Damage: +1 magic +3 str
• +1 Small Steel shield (reaper): +9 to hit, 1d4+4 damage, x2, P/B
to hit: +5 bab +3 str +1 magic; Damage: +1 magic +3 str
• +1 long sword: +9 to hit, 1d8+4 damage, 19-20/x2, S
to hit: +5 bab +3 str +1 magic; Damage: +3 magic +1 str
• Claw: +8 to hit, 1d6+3 damage, x2, S
to hit: +5 bab +3 str; Damage: +3 str
• Morningstar: +8 to hit, 1d8+3 damage, x2, P/B
to hit: +5 bab +3 str; Damage: +3 str
[/sblock]
Ranged:

• dagger: +9 to hit, 1d4+3 damage, 19-20/x2, P/S, 10 ft range
to hit: +5 bab +4 dex; Damage: 3 str
• +1 composite longbow (+3 Str): +10 to hit, 1d8+4 damage, x3, P, 110ft range
to hit: +5 bab +1 magic +4 dex; Damage: +1 magic +3
Special Abilities: [sblock]
Racial
• +2 Dexterity: Bladelings have a natural agility that makes them deadly warriors.
• Medium-size humanoid.
• Bladeling base speed is 30 feet.
• Darkvision up to 60 feet.
• Bladelings have a +4 natural armor bonus.
• Natural Weapons: All bladelings automatically have a claw attack that deals 1d6 + Strength modifier points of slashing damage.
• Razor Storm (Ex): Once per day, a bladeling can expel shrapnel-like bits of its skin in a 15-foot cone, dealing 2d6 points of piercing damage to any creature in the area. A Reflex save (DC 10 + Constitution modifier) halves the damage. After this attack, the bladeling’s natural armor bonus drops to +2 for 24 hours.
• Immunities (Ex): A bladeling takes no damage from acid, and it is immune to rust attacks despite its metallic hide.
• Cold and fire resistance 5.
• DR 5/+1 (slashing and piercing weapons only)
• Metal Hide: Certain spells that affect armor, such as heat metal, treat the bladeling as though wearing armor that cannot be taken off. In addition, the spikes on the bladeling’s body make it impossible for a bladeling to wear medium or heavy armor.
• Automatic Languages: Infernal, Planar Trade, home region. Bonus Languages: Giant, Goblin, Orc.
• Plane of Origin: Usually Acheron.
• Favored Class: Fighter.
• Level Adjustment +1: Bladelings are slightly more powerful and gain levels more slowly than most other races.

Barbarian:
Fast movement
rage 1/day
Uncanny dodge
Trap sense +1

Fighter:
Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields) [/sblock]
Feats:
• level 1 feat: Exotic weapon: spiked chain
• level 3 feat: Mage slayer
• fighter level 1 bonus feat: Two weapon fighting
• fighter level 2 bonus feat: Improved shield bash


Equipment: [sblock]
+1 mythral chain shirt with spikes 2150 gp, 15 lb, attached on belt on left side
ACP=0 (mythril); cost: 1100gp mythril shirt +1000 gp +1-enchantement +50gp spikes; weight =10lb armor + 10/2 lb for mythral spikes

+1 spiked light metal shield (enchanted twice: +1 to hit & +1 to damage) 3469 gp, 11 lb, strapped to back
ACP=0 (masterwork); cost: 1159gp for AC & 2310gp for spikes enchantment; weight =6lb for shield + 5 lb for spikes

+1 longsword 2315 gp, 4 lb, attached on belt on right side
ACP=0 (masterwork); cost: 1159gp for AC & 2310gp for spikes enchantment; weight =6lb for shield + 5 lb for spikes

ring of protection +1 2000 gp, lb, worn on left hand

cloak of resistance +1 1000 gp, 1 lb, worn

2 Daggers 4 gp, 2 lb, strapped on each thigh

Morningstar 8 gp, 6 lb, attached on belt on backside

+1 composite longbow (+3 str) 2700 gp, 3 lb, strapped on back
Arrows (20) 1 gp, 3 lb, in quiver on back

Cure moderate wounds potion 300 gp, 0 lb, Hung around neck

Belt Pouch 1 gp, 0.5 lb, worn on left side
2 Sewing Needles 1 gp, 0 lb, belt pouch, pinned to a cork

Backpack 2 gp, 2 lb, worn on back
Arrows 2x20 2 gp, 6 lb, in backpack
Waterskin (water) 1 gp, 2 lb, in backpack
Trail rations (4 day) 2 gp, 2 lb, in backpack
Bedroll 1 gp, 5 lb, in backpack
Winter Blanket 1 gp, 3 lb, in backpack
Flint & Steel 1 gp, 0 lb, in backpack
2 large sacks 2 gp, 1 lb, in backpack
Whetstone 0.02 gp, 1 lb, in backpack



Money= 38.98 gp, in belt pouch

[/sblock]
Total weight = 67.5 lb

Max Weight: 86 lb Light, 173 lb medium, 260 lb heavy, 520 lb lift, 1300 lb drag
[/sblock]

History:[sblock]As a teenager, Kosch was summoned by an unscrupulous mage to the prime material plane. The Mage was well prepared, and the young bladeling quickly fell under the wizard’s mental control. The mage was one of the three leaders of a covenant scheming to secretly take control of the Furyondy kingdom.
The following years were tough: enslaved by the wizard, Kosch obeyed his every whim. He served as a body guard and executioner, allowing the covenant to carry out its plans.

About six months ago, an elite squad of the royal Furyondy army penetrated the covenant’s stronghold. The covenant was prepared and quickly decimated most of the fighters. A few of the more experienced warriors had successfully cornered the three wizard, but almost all hope was lost. As a last stand, an old dwarf warrior charged Kosch’s master, and knocked the wizard unconscious.

Immediately, the bladeling felt something he hadn’t felt in many years: control over his own thoughts. He acted quickly, and turned on the two remaining wizards, preventing them from casting. He slew one, and the dwarf finished off the other.

The dwarf then faced the bladeling, threatening him with his axe: “Do you yield, beast?”

Kosch, overwhelmed with emotion, fell to his knees, and threw his spiked chain on the ground. Looking at the sky, he muttered “I am finally free!”

The dwarf signaled a robed figure in the hall: “Does the beast speak true?”, the dwarf asked. Keeping a suspicious eye on the bladeling, the elven cleric invoked eldritch words and nodded to the dwarf. “The creature can be trusted”.

Taking a step back, the dwarf withdrew his axe: “Beast, you have caused harm to this Kingdom, albeit not by choice. I offer you the chance to redeem yourself and pay your debt to Furyondy.”

Since then, Kosch has been serving as an agent of the royalty in Furyondy and has earned the trust of his peers.

He has briefly returned to his home plane of Archeron to visit his family. There, he felt as an outsider (no pun intended!) and returned to the full time service of the Kingdoom of Furyondy.
[/sblock]

Appearance: [sblock]
Kosch is 6 feet tall, with purple eyes, metallic grey skin and is covered with patches of metallic spines. These spines, combined with his armor spikes and his spiked equipment, give him a fiendish allure. He wears a black cloak and has several weapons strapped to his body. Most noticeable are his spiked chain and his spiked shield.
[/sblock]
Cheers,

SG
 
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