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

mazzoli

First Post
[sblock=Helpful Links]OOC[/sblock]
[sblock=Loot]None yet.[/sblock]
[sblock=XP]None yet.[/sblock]
[sblock=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![/sblock]
 

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mazzoli

First Post
Mazzoli's Character Post
[sblock=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[/sblock]
[sblock=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[/sblock]
[sblock=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
[/sblock]
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
2: Good possibility here; dwarvin fighter/thief?
Code:
Name: Veerdunn Glootneir - gambler and expert consumer of ale
[B][U]Status - Alive and unused[/U][/B]
[B][U]Vital Stats[/U][/B]
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, ......

[B][U]Ability Scores[/U][/B]
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

[B][U]Summary of dwarfish Racial abilities:[/U][/B]
* +1 constitution, -1 charisma (with respect to all but dwarfs)
* +1 to hit against [U]goblins, half-orcs, hobgoblins, and orcs[/U]
* +1 bonus per 3.5 points of Con to saves against magic and poison
* -4 penalty to any attacks made against the dwarf by [U]giants, ogres, 
     ogre magi, titans  and trolls.[/U]
languages: Dwarfish, gnomish, goblin, kobold, and orcish, and the 
     common tongue
* Infravision*: 60 ft

[sblock=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%
[/sblock]

[B][U]class features [Fighter/thief][/U][/B]
[U]Fighter[/U]
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

[sblock=Att/rnd]
[U]Bonus attacks:[/U] 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.

[U]fighting the Unskilled:[/U] 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.

[U]Weapon Specialization (optional):[/U] 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.

[U]double Specialization (optional):[/U] 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.
[/sblock]

[U]Thief[/U]
Hit Die Type: d6
Experience bonus: Dex 16+
Thieves’ Cant: Thieves have their own language.
Backstab: +4 att; X 2 dam


[U][B]Saving Throws[/B][/U]

Rod, Staff, Wand:              16
Breath Weapon:                 17
Paralyze, Poison, Death Magic: 14
Petrification, Polymorph:      15
Spell:                         17

+4 vs magic and poison [dwarf]

[U][B]Combat[/B][/U]
THACO :  20
[B]                  Dam   Dam
[U]weapon     thac0  s-m   lg   range gnotes[/U][/B]
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 
 [U]Bolt Qty[/U]: 00000 00000 00000 0000




[B][U]Thief skills[/U][/B]
[U]SKILL     BASE    DEX    RACE   MISC  TOTAL  GNOTES[/U]
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
[U]Dagger X 3                 3     6.00 gp[/U]
                                      113.98 gp

weight carried:   87 lbs  encumberence adj +20 lb
cash:
gp  5
sp  9
cp  12
 
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HolyMan

Thy wounds are healed!
[sblock=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

[sblock=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.[/sblock][/sblock]
 

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Deuce Traveler

Adventurer
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.
 
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Mark Chance

Boingy! Boingy!
Sasho Gavril


[sblock=Initial Sets of Stats]
A: STR 15, DEX 8, CON 4, INT 13, WIS 11, CHA 11 | B: STR 10, DEX 10, CON 9, INT 13, WIS 10, CHA 8 | C: STR 9, DEX 11, CON 16, INT 12, WIS 9, CHA 15[/sblock]

[sblock=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.
[/sblock]

[sblock=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
[/sblock]
 
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HolyMan

Thy wounds are healed!
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.
 
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