AD&D 1st Edition [AD&D 1e]Temple of Elemental Evil RG




+ Log in or register to post
Results 1 to 7 of 7
  1. #1
    Registered User
    Acolyte (Lvl 2)

    mazzoli's Avatar

    Join Date
    Jan 2012
    Location
    Tulsa, OK
    Posts
    247

    ø Ignore mazzoli

    [AD&D 1e]Temple of Elemental Evil RG

    Helpful Links
    OOC

    Loot
    None yet.

    XP
    None yet.

    Supplements
    Attached below are a list of greater and lesser deities and a broad overview map of the area. More to come, possibly. Also, I think what I'm attaching so far should be fair use. Please don't come after me for this. I didn't mean it, I swear!
    Attached Files Attached Files
    Last edited by mazzoli; Sunday, 1st July, 2012 at 06:07 AM.

 

  • #2
    Registered User
    Acolyte (Lvl 2)

    mazzoli's Avatar

    Join Date
    Jan 2012
    Location
    Tulsa, OK
    Posts
    247

    ø Ignore mazzoli
    Mazzoli's Character Post
    Tolorisa - Half-elf Cleric/Magic-User
    Status - Alive and unused
    Vital Stats
    Armor Class: 4
    Hit Points: 6

    Neutral Good
    Follower of Beory
    48 year old female
    4' 8" 106 lbs
    Languages: Common, Elvish, Gnome, Halfling, Goblin, Hobgoblin, Orcish, Gnoll, Neutral Good

    Ability Scores
    STR: 8 - Hit Prob: norm, Dam Adj: norm, Bend/Lift 1%, Wgt Allow: 350, Open Door: 1-2
    INT: 13 - Max Lang: - , Know Spell: 55%, Min Spells: 6, Max Spells: 9
    WIS: 12 - Mag Atk Adj: - , Spell Bonus: - , Spell Failure: 5%
    DEX: 8 - React/Missile Adj: - , Defense Adj: -
    CON: 10 - Hit Point Adj: - , System Shock: 70%, Resurrect Survival: 75%
    CHA: 12 - Max Hench: 5, Loyalty Base: - , Reaction Adj: -

    Saving Throws
    Paralyze, Poison, Death Magic: 10
    Petrification, Polymorph: 13
    Rod, Staff, Wand: 11
    Breath Weapon: 15
    Spell: 12

    Wealth
    120 gp Starting
    - 75 Chain Armor
    - 15 Large Shield
    - 8 Footman's Mace
    - 1.5 Dart x 10
    - 0.35 Wooden Holy Symbol
    - 2 Iron Holy Symbol
    18 gp 3 sp

    Weapons
    Footman's Mace - 100 wgt - S/M 2-7 - L 1-6 - Speed 7 - +1 +1 0 0 0 0 0 +1 +1


    Known Spells
    Level 1: Read Magic, Charm Person, Comprehend Languages, Dancing Lights

    Ferannic - Elf Magic-User
    Status - Alive and currently in play
    Vital Stats
    Armor Class: 10
    Hit Points: 4

    Neutral
    Follower of Boccob
    169 year old male
    5' 0" 100 lbs
    Languages: Common, Elvish, Gnome, Halfling, Goblin, Hobgoblin, Orcish, Gnoll, Neutral

    Ability Scores
    STR: 9 - Hit Prob: norm, Dam Adj: norm, Bend/Lift 1%, Wgt Allow: 350, Open Door: 1-2
    INT: 14 - Max Lang: - , Know Spell: 55%, Min Spells: 6, Max Spells: 9
    WIS: 13 - Mag Atk Adj: - , Spell Bonus: 1/0/0/0 , Spell Failure: 0%
    DEX: 12 - React/Missile Adj: - , Defense Adj: -
    CON: 8 - Hit Point Adj: - , System Shock: 60%, Resurrect Survival: 65%
    CHA: 8 - Max Hench: 3, Loyalty Base: -5% , Reaction Adj: -

    Saving Throws
    Paralyze, Poison, Death Magic: 14
    Petrification, Polymorph: 13
    Rod, Staff, Wand: 11
    Breath Weapon: 15
    Spell: 12

    Wealth
    80 gp Starting
    - 5 Dart x20
    - 2 Clothing
    73 gp

    Weapons
    Dart x20 - 100 wgt - S/M 1-3 - L 1-2 - Fire Rate 3 - -5 -4 -3 -2 -1 0 +1 0 +1 - S 1.5 M 3 L 4.5

    Known Spells
    Level 1: Read Magic, Identify, Magic Missile, Affect Normal Fires

    Sainn - Human Cleric
    Status - Alive and unused
    Vital Stats
    Armor Class: 5
    Hit Points: 1

    Lawful Neutral
    Follower of Lender
    19 year old male
    6' 0" 210 lbs
    Languages: Common, Lawful Neutral

    Ability Scores
    STR: 9 - Hit Prob: norm, Dam Adj: norm, Bend/Lift 1%, Wgt Allow: 350, Open Door: 1-2
    INT: 12 - Max Lang: - , Know Spell: 45%, Min Spells: 5, Max Spells: 7
    WIS: 11 - Mag Atk Adj: - , Spell Bonus: - , Spell Failure: 10%
    DEX: 9 - React/Missile Adj: - , Defense Adj: -
    CON: 13 - Hit Point Adj: - , System Shock: 85%, Resurrect Survival: 90%
    CHA: 8 - Max Hench: 3, Loyalty Base: -5% , Reaction Adj: -

    Saving Throws
    Paralyze, Poison, Death Magic: 10
    Petrification, Polymorph: 13
    Rod, Staff, Wand: 14
    Breath Weapon: 16
    Spell: 15

    Wealth
    90 gp Starting
    - 45 Scale Armor
    - 15 Large Shield
    - 2 Iron Holy Symbol
    - 0.35 Wooden Holy Symbol
    27 gp 13 sp

    Weapons
    Quarterstaff - 50 wgt - S/M 1-6 - L 1-6 - Speed 4 - -7 -5 -3 -1 0 0 +1 +1 +1
    Last edited by mazzoli; Thursday, 5th July, 2012 at 08:44 PM.

  • #3
    Registered User
    Grandfather of Assassins (Lvl 19)

    Scott DeWar's Avatar

    Join Date
    Feb 2007
    Location
    Miscatonic U. professor of supernatural studies-Emeritus [Nolensville, Tenn.]
    Posts
    18,591
    EN Publishing Pathfinder Circvs Maximvs Gygax Memorial Fund The Perturbed Dragon

    ø Ignore Scott DeWar
    2: Good possibility here; dwarvin fighter/thief?
    Code:
    Name: Veerdunn Glootneir - gambler and expert consumer of ale
    Status - Alive and unused
    Vital Stats
    Armor Class: 5
    Studded 20 lbs 90 ft -3 ac adj
    Hit Points: 13  [1d10 + 1d6] /2 
    Move 90 feet
    Exp: Fighter 0/1900 [no bonus] ; thief 0/1250 [10%  bonus]
    
    Neutral Good
    Follower of Ulaa (godess of Hills, mountains, gemstones) additionally 
     venerates Fortubo (god of Stone, metals, mountains) and Xan Yae 
     (goddess of Twilight, shadows, stealth)
    82 year old male
    4' 3"  129.5 cm  173 lbs  78.6 kg
    stout in stature; 
    Languages: Common, ......
    
    Ability Scores
    STR: 14 - Hit Prob: norm, Dam Adj: norm, Bend/Lift 7%, Wgt Allow: 200, 
              Open Door: 1-2
    INT: 11 - Max Lang: 2
    WIS: 10 - Mag Atk Adj: -
    DEX: 16 - React/Missile Adj: +1 , Defense Adj: -2
    CON: 14 - Hit Point Adj: - , System Shock: 92%, Resurrect Survival: 88%
    CHA: 09 - Max Hench: 4
    
    Summary of dwarfish Racial abilities:
    * +1 constitution, -1 charisma (with respect to all but dwarfs)
    * +1 to hit against goblins, half-orcs, hobgoblins, and orcs
    * +1 bonus per 3.5 points of Con to saves against magic and poison
    * -4 penalty to any attacks made against the dwarf by giants, ogres, 
         ogre magi, titans  and trolls.
    languages: Dwarfish, gnomish, goblin, kobold, and orcish, and the 
         common tongue
    * Infravision*: 60 ft
    
    
    dwarvish detection
    Within ten ft, a dwarf can detect certain facts concerning engineering, stonework, etc. Although no significant time is required, the character must deliberately observe his or her surroundings (i.e., the player must state that the dwarf is using this particular talent in order to gain information). • Detect the existence of slopes or grades: 75% • Detect the existence of new construction: 75% • Detect sliding or shifting rooms or walls: 66% • Detect traps involving stonework: 50% • Determine depth underground: 50%
    class features [Fighter/thief] Fighter Hit Die Type: d10 (max 9 hit dice) Armour/Shield Permitted: Any Weapons Permitted: Any Weapon Proficiencies: 4 + 1 every 2 levels Penalty to hit for non proficiency: -2 Weapon Specialization: Optional
    Att/rnd
    Bonus attacks: Fighters with melee weapons attack once per round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack thrice every two rounds (3/2 attacks); and at 13th or higher levels they attack twice per round (2/1 attacks). A partial additional attack (e.g. 3/2 attacks) means that the extra attack is taken on odd-numbered rounds in the combat sequence, hence two attacks on the first round, one on the second, two on the third and one on the fourth, if applicable. fighting the Unskilled: When the fighter is attacking creatures with less than a full hit die (i.e. less than 1d8 hit points), the fighter receives one attack for each of his or her levels of experience, e.g. a 4th-level fighter attacking goblins would receive 4 attacks per round. nB: A fighter exercising multiple attacks departs from the normal initiative procedure. The fighter will automatically attack first in the round unless fighting an opponent with multiple attacks of its own (in which case initiative should be rolled as normal). The fighter’s second attack in any given melee round will come last in the sequence. Weapon Specialization (optional): With the permission of the GM, weapon specialization may be selected during character generation. If weapon specialization is not selected during character generation, it remains forever unavailable to the character, barring some magical or divine intervention. If weapon specialization is in play, fighters may take a second proficiency in the same weapon as the first, granting them one extra attack every 2 rounds with the weapon (hence 3/2 attacks with a melee weapon at 1st level, 2/1 at 7th and 5/2 at 13th), +1 to hit and +2 damage owing to their skill. Specialization costs one proficiency “slot” for melee weapons and crossbows, and two “slots” for missile weapons other than crossbows. double Specialization (optional): For melee weapons that are not polearms or two-handed swords, a third weapon proficiency may be used to specialize further; this increases combat bonuses to +3 to hit and +3 damage with the weapon.
    Thief Hit Die Type: d6 Experience bonus: Dex 16+ Thieves’ Cant: Thieves have their own language. Backstab: +4 att; X 2 dam Saving Throws Rod, Staff, Wand: 16 Breath Weapon: 17 Paralyze, Poison, Death Magic: 14 Petrification, Polymorph: 15 Spell: 17 +4 vs magic and poison [dwarf] Combat THACO : 20 Dam Dam weapon thac0 s-m lg range gnotes Dagger 19 1d4+2 1d3 ~~~ specialized att/rnd 3/2 Xbow, lt 19 1d4+1 1d4+1 60 ft Dagger 19 1d4 1d4 10 ft Bolt Qty: 00000 00000 00000 0000 Thief skills SKILL BASE DEX RACE MISC TOTAL GNOTES CLIMB 80 % --- - 10% --- 70% TRAPS 25 % --- + 15% --- 40% NOISE 10 % --- --- --- 10% HIDE 20 % --- --- --- 20% MOVE 20 % --- - 5% --- 15% LOCKS 30 % + 5% + 15% --- 50% POCKETS 35 % --- --- --- 35% LANG 1 % --- - 5% --- -4% Wealth 120 gp Starting Backpack 10 2.00 gp Bedroll 5 0.20 gp Blanket, woolen 2 0.05 gp Cloak 2 0.03 gp Pin (cloak) - 0.40 gp Gloves, kidskin, pair ½ 3.00 gp Boots, soft 3 1.00 gp Belt - 0.50 gp Tunic, woollen 1 0.05 gp Flint and steel - 1.00 gp Iron spikes, X 12 5 1.00 gp Hammer (tool, not war) 2 0.50 gp Rope, silk (/50 ft) 5 10.00 gp Lantern, hooded 2 7.00 gp Oil (lamp) 4 pts 4 0.40 gp Candle, beeswax X 10 - 0.10 gp Pouch, belt, large 2 0.40 gp Quiver (24 bolts) 2 3.00 gp Rations, iron X 7 Days 7 5.00 gp Thieves’ Tools 1 30.00 gp Twine, linen (per 100 ft) ½ 0.08 gp Scrollcase, bone ½ 4.00 gp Vellum (/sheet) X 20 - 6.00 gp Quill (pen) - 0.10 gp Chalk, piece X 5 - 0.05 gp Waterskin (3 pint) 1 1.00 gp Whetstone ½ 0.02 gp Studded 20 15.00 gp Crossbow, light 4 12.00 gp Bolt, light crossbow X 24 4 4.00 gp Dagger X 3 3 6.00 gp 113.98 gp weight carried: 87 lbs encumberence adj +20 lb cash: gp 5 sp 9 cp 12
    Last edited by Scott DeWar; Thursday, 20th September, 2012 at 04:54 AM.
    Check out Living Pathfinder! 76 83 92 102 109 115 members and counting!!

  • #4
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    Location
    hagerstown md
    Posts
    12,363

    ø Ignore HolyMan
    Character A

    Cornelius Ray
    Status - Alive (current character)

    Combat Stats
    Armor Class: 5 (scale & lg. shield)
    Hit Points: 9
    Movement 12" (may run quickly)

    Neutral Good
    Follower of St Cuthbert
    19 year old male
    5'-11" 167 lbs
    Languages: Common, Hobgoblin, Dwarf, Neutral Good

    Ability Scores
    STR: 15 - Hit Prob: norm, Dam Adj: none, Bend/Lift 7%, Wgt Allow: +200(550), Open Door: 1-2
    INT: 11 - Max Lang: 2
    WIS: 9 - Mag Atk Adj: -
    DEX: 10 - React/Missile Adj: +0 , Defense Adj: +0
    CON: 12 - Hit Point Adj: +0 , System Shock: 80%, Resurrect Survival: 85%
    CHA: 9 - Max Hench: 4, Loyalty Base: normal, Reaction Adj: normal

    Saving Throws
    Paralyze, Poison, Death Magic:
    Petrification, Polymorph:
    Rod, Staff, Wand:
    Breath Weapon:
    Spell:

    Equipment
    90gp Starting
    Code:
    scale armor                45gp
    lg. shield                 15gp
    morning star                5gp (GPW: 125)
    light crossbow             12gp
    quiver(2 score bolt cap)    1gp
    - bolts(light)x10          10sp (GPW: 10)
    clothing:
    - belt                      3sp
    - boots, low hard           1gp
    - breeches                  ?sp
    - shirt                     ?sp
    backpack                    2gp
    - rope 50'                  4sp
    - small sack               10cp
    - waterskin                15sp
    - torches x3                3cp
    - rations; iron, 1 week     5gp
    - iron spikes x3            3cp
    belt pouch, small          15sp
    - tinderbox                 1gp
    - wolvesbane, sprig        10sp
    - loose coins               ?gp
     
                       Encumbrance: 220GPW(22#)
    Treasure:
    GP: 0
    SP: 5
    EP: 0
    CP: 4
    PP: 0
    gems: none
    jewerlry: none
    art objects: none

    Weapon Statistics:
    Code:
    Weapon          Damage     SF    Armor Class Adjustment    ROF  Range
                   S/M :   L        2  3  4  5  6  7  8  9  10      S  M  L
    morning star   1d8*: 1d6+1  7   0 +1 +1 +1 +1 +1 +1 +2  +2
    light crossbow 1d4 : 1d4    ?  -2 -1  0  0 +1 +2 +3 +3  +3  1   6 12 18
    
    * reroll a roll of 1

    Weapon Proficiencies:

    morning star
    battle axe
    halberd
    light crossbow

    Background

    A young impressional lad Cornelius grew up in Hommlet on stories of the Battle of Emridy Meadows. He would sit in the corner quietly of The Welcome Wench and listen as the towns folk told travelers accounts of the great battle verses the evil cult and it's monstrous forces.

    Then his dad would spot him and send him off to his room above the inn's stables, where he and his father lived and worked. Mucking out stalls he would daydream that those who just left where heading out to find an evil cult of their own to destroy. And he wished he were going too.

    The day Otis (Elmo's brother) left to seek his fortune became a turning point in the boys life. Now fourteen and coming into his own he sought out people who could teach him to fight and battle evil. He knew he didn't wish to spend his life as a stable hand.

    He sought out a few of Burne's Badgers and asked to join. But was laughed at do to his age and small stature. Instead of being allowed to join he was allowed to train with the town militia and it is there he learned to fight.

    Spending so much time away from his work his father had to find a new helper to replace him. This suited Cornelius just fine and he gave up his old life for a new one centered around practice yards and target ranges.
    Attached Thumbnails Attached Thumbnails Cornelius.jpg  
    Last edited by HolyMan; Thursday, 5th July, 2012 at 08:59 PM.
    My UPDATED Signature is here

    And come join in the creation of a new living world here: Living Pathfinder

  • #5
    Registered User
    Myrmidon (Lvl 10)

    Deuce Traveler's Avatar

    Join Date
    Aug 2005
    Location
    Hampton, VA
    Posts
    5,809

    ø Ignore Deuce Traveler

    Garrick the Unready

    Name: Garrick the Unready

    Race: Human
    Class: Fighter
    Armor Class: 4
    Hit Points: 10
    THACO: 20
    Languages: Common

    Abilities:
    Strength: 13
    Intelligence: 6
    Wisdom: 6
    Dexterity: 8
    Constitution: 13
    Charisma: 10

    Saving Throws:
    Rods/Staffs/Wands: 16
    Breath Weapons: 17
    Death Ray or Paralysis: 14
    Petrification/Polymorph: 15
    Spells: 17 (18 for Mental due to Wisdom)

    Inventory:
    Banded Mail (90gp)
    Two-Handed Sword, 1d10 (30gp)
    Backpack (2gp)
    7x Iron Rations (5gp)
    Waterskin (1gp)
    Flint and Steel (1gp)
    2x Daggers, 1d4 (4gp)
    High, Soft Boots (1gp)
    Bedroll (2sp)
    Belt (3sp)
    Large Sack (16cp)
    Wool Tunic (5cp)
    Pants (5cp)
    6x Torches (6cp)
    Chalk (1cp)
    Cloak (5sp)

    Gold Left (Starting Gold was 140gp): 4gp, 6sp 7cp

    Occupation: Farmer

    Garrick was asked to take the cows to the Hommlet Village animal handler to get looked over for worms. But he had an epiphany upon hearing a local band of men discuss adventuring to the nearby moat house for lost gold. He realized that he could make a lot more money and have a lot more fun doing what he really liked to do (hit stuff). So he sold his Pa's cows, purchased some loose-fitting armor and a slightly used sword, and volunteered for duty. He is anxious for the party to get going before Pa finds out about his selling of Percy, MooMoo and Rusty.
    Last edited by Deuce Traveler; Monday, 24th September, 2012 at 04:45 PM. Reason: Added secondary skill occupation from p.12 DMG
    My Involvement:
    Spoiler:

    Player of Doral Kinsman the Beguiler in Who Wants to Be a Wayfinder
    IC

    DM for my v3.5 homebrew campaign, Last Stand of the Dorinthians
    OOC//Chapter 1- Homeless (Closed)//Chapter 2- Illusions (Closed)//Chapter 3 - The Imperials (Closed)//Chapter 4- The Second Invasion (closed)//The Final Chapter(closed)//Dead Secrets(closed)//Rogue's Gallery//Story Hour

    DM for his Sword and Sorcery Campaign; City-State of the Invincible Overlord w/BECMI rules
    Out of Character thread
    ---

    My works:
    Dog Soul Publishing's The Books of Faith: Jainism
    Dog Soul Publishing's Sahasra - Items of Magic and War
    Various articles and editing projects for Silven Trumpeter
    LPJ Design's The True Psionic Story: Amulet of Catapsi

  • #6
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

    Join Date
    Feb 2002
    Location
    Houston, TX
    Posts
    5,026
    Blog Entries
    91

    ø Ignore Mark Chance

    Sasho Gavril




    Character Sheet

    Sasho Gavril, Gnome Thief

    Gnome Thief Starting Gold: 2d6=6

    That's 8 hit points and 60 gold pieces to start with.

    STR 9 (+0 hit, +0 damage, +0 weight, 1-2 OD, 1% BB/LG)
    INT 12 (2 additional languages*)
    WIS 9 (+0 magical adjustment)
    DEX 11 (+0 react/attack, +0 def)
    CON 16 (+2 hp, 95% ss, 96% rs)
    CHA 15 (7 max. henchmen, +15% loyalty, +15% reaction)

    * Limited to 2 additional languages because he's a gnome.

    XP 90; Monies 60 gp, 30 gp in gems

    DEX Adjustments for Thieves -5% PP, -5% F/RT, -10% MS

    Gnome +4 saving throws vs. magic wands, staves, rods, and spells. Languages Known: common, dwarvish, gnome, halfling, goblin, kobold, burrowing mammal. Racial Abilities: Infravision 60 ft. Detect grade/slope 80%, detect unsafe 70%, detect approx. depth 60%, determine underground direction 50%. +1 to hit kobolds and goblins. -4 opponent to hit against gnolls, bugbears, ogres, trolls, ogre magi, giants, and/or titans.

    Thief PP 25%, OL 30%, F/RT 25%, MS 10%, HS 15%, HN 20%, CW 70%. Backstab x2.


    Equipment
    Weapons: dagger (1d4/1d3), sling, sling bullets (x12) (1d4+1/1d6+1), short sword (1d6/1d8); Armor: leather (-2 AC); Equipment: backpack, chalk pieces (x5), crowbar, leather flasks (x2), soft boots, small belt pouches (x3), waterskin

    Monies Spent: gp 22, sp 11, cp 11
    Last edited by Mark Chance; Thursday, 3rd January, 2013 at 10:17 PM.
    Grab those dice! Gird your loins! Tonight, evil loses! | Buy Spes Magna Games PDFs | Be a Spes Magna fan | Do you know Quid Novi?

  • #7
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    Location
    hagerstown md
    Posts
    12,363

    ø Ignore HolyMan
    Experience Tracker:

    Helping Farmer Percy 50xp each
    gem gp/xp 30xp each

    Veerdunn: fighter(40xp)/thief(44xp)
    Sasho: thief(80xp)
    Garrick: fighter(80xp)

    Rumors/Gossip:

    Farmer Percy and his brother Filliken aren't getting along.
    Last edited by HolyMan; Thursday, 8th November, 2012 at 03:39 AM.
    My UPDATED Signature is here

    And come join in the creation of a new living world here: Living Pathfinder

  • + Log in or register to post

    Similar Threads

    1. temple of elemental evil
      By Rakusia in forum D&D and Pathfinder
      Replies: 11
      Last Post: Wednesday, 31st July, 2013, 04:41 PM
    2. [AD&D 1e] Temple of Elemental Evil OOC
      By mazzoli in forum Talking the Talk
      Replies: 153
      Last Post: Wednesday, 6th February, 2013, 03:48 AM
    3. HM's Temple of Elemental Evil (1e) - IC
      By HolyMan in forum Playing the Game
      Replies: 122
      Last Post: Monday, 4th February, 2013, 04:33 PM
    4. Temple of Elemental Evil 4E
      By Raunalyn in forum D&D and Pathfinder
      Replies: 3
      Last Post: Saturday, 29th October, 2011, 04:53 PM
    5. Temple of Elemental Evil for PC
      By Hobo in forum RPGs & Tabletop Gaming Discussion
      Replies: 5
      Last Post: Friday, 12th September, 2003, 03:36 PM

    Posting Permissions

    • You may not post new threads
    • You may not post replies
    • You may not post attachments
    • You may not edit your posts
    •