Beneath the Ice! Eberron Dungeon Crawl {Full}

Sorrow The Man Bear said:
Hey, how do you do that cool Character Sheet post... thing? The scroll box. I haven't seen anything that tells me how to do that, although there is the possibility I'm just blind ;).

Hi Sorrow,
use a {code} .. {/code} tags, replace { with [ and } with ] :)
 

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Just wanted to get this posted. Description and background will follow, along with a few potential additions to the equipment list.

Code:
[B]Name:[/B] Norderil "Smarttounge" Pitiken
[B]Class:[/B] Rogue
[B]Race:[/B] Gnome
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Aureon

[B]Str:[/B] 10 +0 	     [B]Level:[/B] 5        [B]XP:[/B] 12,500
[B]Dex:[/B] 16 +3 	     [B]BAB:[/B] +3         [B]HP:[/B] 40 (5d6+10)
[B]Con:[/B] 14 +2  	     [B]Grapple:[/B] -1     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 15 +2  	     [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1  	     [B]Init:[/B] +3        [B]Spell Save:[/B] +0
[B]Cha:[/B] 12 +1 	     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 10%
			     [B]Action points[/B]:7  	

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]            10    +1    +0    +3    +1    +0    +0    15
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                  1    +2          +3
[B]Ref:[/B]                   4    +3          +7
[B]Will:[/B]                  1    +1          +2

[B]Weapon                     Attack   Damage     Critical     Range[/B]
Calculus, Gnomish               +2       1d4         x2         50ft
MW Byshek Light Mace            +7      1d4+1        x2          -
Throw Grenade Weapon		+7	 -            -		10ft	

[B]Languages:[/B] Common, Dwarven, Elven, Gnome, Goblin, Halfling, Orcish, Terran

[B]Abilities:[/B] 1/day-Comprehend Languages 1/day—Dancing Lights, Ghost Sound, 
Prestidigitation; 1/day-Speak With Animals (burrowing mammals only, 1 minute)

[B]Racial Traits[/B] Low-Light Vision; +2 on Illusion Saves; +1 Illusion DC; 
+1 ATK vs Goblinoids/Kobolds; +4AC vs Giants; +2 Listen, Craft (Alchemy); 

[B]Feats:[/B] Least Dragonmark of Sivis (Comprehend Languages 1/day), Weapon Finesse

[B]Skill Points:[/B] 80       [B]Max Ranks:[/B] 8/4
[B]Skills             Ranks  Mod  Misc  Total[/B]
Bluff			5    +1          +6
Decipher Script		6    +2          +8
Diplomacy		5    +1    +2    +8
Disable Device		5    +2          +7
Forgery			6    +2          +8
Heal			4    +1          +5
Hide			4    +3    +4    +11
Knowledge: History(cc)	8    +2          +6
Move Silently		4    +3          +7
Open Lock		5    +3          +8
Proffession: Translator	4    +2          +6
Search			4    +2          +6
Speak Language(cc)	8     -           -
Spot			4    +1          +5
Use Magic Device	8    +1          +9(11 on scrolls)

[B]Equipment:                  Cost  Weight[/B]
Calculus, Gnomish               50gp  2.5lbs
Mw Byshek Light Mace          1805gp    2lbs
Sling bullets (10)		 1sp    5lbs
Leather Armour                  15gp  7.5lbs
MW Thieves' Tools              100gp    2lbs
*Traveler's outfit               -gp  2.5lbs
Cold Weather outfit              8gp  3.5lbs
Ring of Sustenance            2500gp    -lbs
Heward's Handy Haversack      2000gp    5lbs
*Winter blanket 		 5sp  1.5lbs
*Everburning torch	       110gp    1lb
*Hooded lantern 		 7gp    2lbs
*Oil flask 		x2 	 2sp    2lbs
*Acid flask 		x2      20gp    2lbs
*Alchemist's Fire 	x2      40gp    2lbs
*Alchemist's Spark 	x2	50gp    2lbs
*Tanglefootbag   	x2     100gp    4lbs
*Thunderstone 		x2  	60gp    2lbs
*Parchment 		x5 	 1gp    -lbs
*Inkpen		 	x2 	 1sp    -lbs
*Ink 				 8gp    -lbs
*Mapcase 			 1gp   .5lb
*Sack 				 1sp   .5lb

(*=In Haversack)

[B]Total Weight:[/B]27.5lb      [B]Money:[/B] 644gp 0sp 0cp

                           [B]Lgt    Med     Hvy     Lft/OH   Push/pull[/B]
[B]Max Weight:[/B]           0-33   34-66   67-100   200/100    500

[B]Age:[/B] 64
[B]Height:[/B] 3'6"
[B]Weight:[/B] 39lb
[B]Eyes:[/B] Warm hazel
[B]Hair:[/B] Black/blonde highlights
[B]Skin:[/B] Light caucasian

Oh, and thanks for the info guys. :)
 
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nonamazing said:
Speed-Stick, I have looked over Karthak, and he seems like a well-rounded character. Only one thing: Shouldn't he have a -1 to his Will save due to his Wisdom?

I have the cloak of restiance +1, so that cancels out the -1 from wisdom. Thanks for the backround suggestions, I will work on finishing him up tonight.
 

Code:
[B]Name:[/B] Toshanharath
[B]Class:[/B] Psychic Warrior
[B]Race:[/B] Kalashtar
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] The Path of Light

[B]Str:[/B] 14 +2 (6p.)                 [B]Level:[/B] 5        [B]XP:[/B] 13,000
[B]Dex:[/B] 14 +2 (6p.)                 [B]BAB:[/B] +3         [B]HP:[/B] 40 (5d8)
[B]Con:[/B] 12 +1 (4p.)                 [B]Grapple:[/B] +5     [B]Dmg Red:[/B] --
[B]Int:[/B] 14 +2 (6p.)                 [B]Speed:[/B] 40'      [B]Spell Res:[/B] --
[B]Wis:[/B] 16 +3 (8p.) (+1 for levels) [B]Init:[/B] -4        [B]Spell Save:[/B] +2 vs. mind-affecting abilities & possession
[B]Cha:[/B] 10 +0 (2p.)                 [B]ACP:[/B] -0         [B]Spell Fail:[/B] --
                                 [B]Action Points:[/B] 7

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +3    +2    +0    +0    +0    19
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 17

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +1   +2     +7
[B]Ref:[/B]                       1    +2   -1     +2
[B]Will:[/B]                      1    +3   +1     +5

[B]Weapon                       Attack   Damage     Critical[/B]
Scimitar                       +6     1d6+2      18-20/x2
Longbow                        +6     1d8+2      x3
Dagger                         +6     1d4+2      19-20/x2

[B]Languages:[/B] Common, Quor, Riedran, Draconic

[B]Abilities:[/B] [i]Mind Link[/i] 1/day, Dream Immunity, +2 Disguise to imitate humans

[B]Feats:[/B] Dodge, Expanded Knowledge (Energy Ray), Mobility, Psicrystal Affinity, 
    Psicrystal Containment, Psionic Weapon

[B]Traits:[/B] Detached, Quick

[B]Flaws:[/B] Unreactive

[B]Power Points:[/B] 19
[B]Powers Known:[/B] 1st - Empty Mind, Energy Ray, Offensive Precognition, Vigor
             2nd - Dissolving Weapon, Wall Walker

[B]Skill Points:[/B] 32       [B]Max Ranks:[/B] 8/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Autohypnosis               8    +3    +2    +13
Bluff                      0     0    +2    +2
Concentration              8    +1          +9
Diplomacy                  0     0    +2    +2
Intimidate                 0     0    +2    +2
Jump                       8    +2          +10
Listen                     0    +3    +2    +5
Spot                       0    +3    +2    +5
Survival                   4.0  +3          +7

[B]Equipment:                                    Cost  Weight[/B]
Masterwork Deep Crystal Scimitar           1,315gp   2 lb
Masterwork Composite Longbow, Mighty (+2)    600gp   3 lb
Masterwork Dagger                            301gp   1 lb
40 Arrows                                      2gp   6 lb
Mithral Shirt                              1,100gp   10lb
Mithral +1 Heavy Steel Shield              2,170gp  7.5lb
Cannith Ring                                   ?gp   0 lb
3 Power Stones of Body Adjustment            450gp   0 lb
2 Potions of Cure Light Wounds               100gp   0 lb
2 Power Stones of Body Purification          300gp   0 lb
Power Stone of Psionic Darkvision            150gp   0 lb
Cold Weather Outfit                            8gp   7 lb
Belt Pouch                                     1gp  .5 lb
Everburning Torch                            110gp   1 lb
Flint and Steel                                1gp   0 lb
50 ft. silk rope                              10gp   5 lb
Signet Ring                                    5gp   0 lb
Waterskin                                      1gp   4 lb
Caltrops                                       1gp   2 lb
Flask                                          3cp  1.5lb


Equipment on sled:
     Bedroll                                   1sp   5 lb
     Winter Blanket                            5sp   3 lb
     Traveler's Outfit                         1gp   5 lb
     Tent                                     10gp   20lb
     Whetstone                                 2cp   1 lb
     2 Map/Scroll Cases                        2gp   1 lb
     2 days' firewood                          2cp   40lb
     2 oz. ink                                16gp   0 lb
     Inkpen                                    1sp   0 lb
     40 sheets paper                          80sp   0 lb
     Iron Pot                                  5sp   10lb
     4 days' trail rations                     5sp   5 lb
     Sealing Wax                               1gp   1 lb 
     Signal Whistle                            8sp   0 lb
     Soap                                      5sp   1 lb
     Shovel                                    2gp   8 lb
     4 Torches                                 4cp   4 lb
     
     
[B]Total Weight:[/B] 50.5 lb      [B]Money:[/B] 841gp 10sp 39cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   350   875

[B]Age:[/B] 43
[B]Height:[/B] 5'10"
[B]Weight:[/B] 153
[B]Eyes:[/B] Green
[B]Hair:[/B] Brown

Psicrystal (Hero personality): +2 natural armor, +2 Int, Alertness, improved 
    evasion, self-propulsion, share powers, sighted, telepathic link, deliver 
    touch powers, telepathic speech

Background: Toshanharath is a native to the monastic fortresses of Adar, where he received his mental and physical training. Once he finished his training, he left Adar, unable to deal with the continual siege and the strict life of the Kalashtar there. He traveled to Khorvaire in the final years of the Last War, earning his passage as a guard or messenger. He tries to keep it hidden, but those close to him realize that something in the young Kalashtar's past troubles him. He rarely speaks of his home or exactly why he left.
Toshanharath has traveled extensively in Karrnath and the Bitter Sea, and also participated in two previous forays into the Frostfell (a hunting expedition and a search for another party which had become lost; both successful). He frequently sailed with a Captain Wassen, a House Lyrandar noble on an elemental galleon, and the two became friends. Toshanharath learned of Quentin through Captain Wassen, and gladly accepted the job, eager for both the adventure and the chance to get away from civilization for a while.

Personality: Although Toshanharath has something painful hidden away deep inside of him, the rest of him is actually very cheerful. The psychic warrior has an irrepressible sense of humor, making jokes and smiling even in the worst of situations, or in the middle of a fight (a practice which sometimes infuriates his comrades). That's not to say he can't be serious; he can and often is very serious, but he doesn't show it outwardly very much.
Perhaps Toshanharath's greatest failing is his lack of courage - the young man wishes he were a hero, but when push comes to shove, he often finds he doesn't want to go through with it after all. This might be because he transferred all of his bravery to his psicrystal; which continually drives him to do the right thing, regardless of how much he doesn't want to.
Although he is actually in his forties, Toshanharath is barely an adult by Kalashtar standards. He displays great maturity most of the time, although between his troubled past and his lack of self-motivation, the remnants of his "teenage" years are still present.

Appearance: Toshanharath is tall and attractive, a lopsided smile usually spanning his face. His brown hair is usually cropped close, and he wears slightly eccentric clothing. Usually perched on his right shoulder is his psicrystal, which takes the form of a tiny emerald lion that acts as his conscience. On his belt hangs a scimitar of violet crystal, which he calls Mongamathor - which, depending on how it is pronounced, is Draconic for "Dragon's Claw" or Quor for "One Hit Wonder".
 
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Take 2:

Code:
[B]Name:[/B]  Mong
[B]Class:[/B] Ranger3/Fighter2
[B]Race:[/B]  Shifter
[B]Size:[/B]  Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] Neutral 
[B]Deity:[/B] Traveler

[B]Str:[/B] 14       [B]Level:[/B] 5        [B]XP:[/B] 12,500
[B]Dex:[/B] 19/21    [B]BAB:[/B] +5         [B]HP:[/B] 8+2d8+2d10+5 = 33
[B]Con:[/B] 12       [B]Grapple:[/B] +7     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12       [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12       [B]Init:[/B] +4        [B]Spell Save:[/B] - 
[B]Cha:[/B] 8        [B]ACP:[/B] 7          [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]                 +5    +0    +5    0    +0    +0    +0    20
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +1        +6
[B]Ref:[/B]                       4    +5        +9
[B]Will:[/B]                      1    +1        +2

[b]Armor                  Bonus   Dex   ACP   ASF  Weight    Cost[/b]
Chainshirt, Mithral +1      +5     6    0     10%  12.5lb    2100gp

[B]Weapon                  Attack   Damage     Critical   Range     Weight  Cost[/B]
Longbow +1, Composite       +12      1d8+3      20x3/Pie    100ft     3lb  2700gp
Efficient Quiver                                                      2lb  1800gp
--Arrows (56)                                                         8lb     2gp
--Sleep Arrows (4)                                                    1lb   528gp
Longsword, MW                +8      1d8+3   19-20x2/Pie    -         4lb   315gp
Dagger                       +7      1d4+2   19-20x2/Pie     10ft     1lb     2gp
Blackrock Hammer (see below)                                          2lb

[B]Languages:[/B] Common, Sylvan

[B]Abilities:[/B] Shifting 1/day: Wildhunt (+2 Con, Scent ability), Track, Wild Empathy, Low 

light vision, Favored Enemy: Undead, Traits - Uncivilized (+1 bonus to Handle Animal and 

Wild Empathy, -1 on Bluff/Diplomacy/Gather Information)

[B]Feats:[/B] Point Blank Shot (1st), Rapid Shot (Ranger 2nd), Precise Shot (3rd), Weapon 

Focus (Longbow) (Ftr1), Manyshot (Ftr2), Endurance (Ranger 3rd)

[B]Skill Points:[/B] -  42+6=48    [B]Max Ranks:[/B] 7
[B]Skills                  Abil Ranks  Mod  Misc  Total[/B]
Balance                   Dex  2      +4  +2     +8
Climb                     Str  2      +2  +2     +6
Craft (Bowmaking)         Int  5      +0         +5
Handle Animal             Cha  6      -1  +1     +6
Hide                      Dex  4      +4         +8
Jump                      Str  1      +2  +2     +5
Knowledge (Religion)      Int  2      +0         +2
Knowledge (Nature)        Int  5      +0         +5
Listen                    Wis  3      +1         +4
Move Silently             Dex  4      +4         +8
Ride                      Dex  1      +4         +5
Search                    Int  2      +0         +2
Spot                      Wis  2      +1         +3
Survival                  Int  6      +0  +2     +8
Swim                      Str  1      +2         +3
Use Rope                  Dex  2      +4         +6

[B]Equipment:                Cost  Weight[/B]
Backpack                   2gp    2lb
Gloves of Dexterity     4000gp    1lb
Traveler's Outfit          1gp    5lb
Rations (4 days)           2gp    2lb
Waterskin                  1gp    4lb
Winter Blanket             5sp    3lb
Potion CMW (2)           600gp    0lb
Potion Invisibility      300gp    0lb


[B]Total Weight:[/B] 46.5lb                 [B]Money:[/B] 12pp 22gp

                           [B]Lgt   Med   Hvy  Lift[/B]
[B]Max Weight:[/B]       58lb 116lb 175lb 350lb 

[B]Age:[/B] 23 years
[B]Height:[/B] 5'10"
[B]Weight:[/B] 250 lbs
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] Brown

Background: Not all Dwarves need be surrounded by fellow Dwarves for war. Grak BlackRock was a wealthy dwarf merchant, based in Mror, who enjoyed having a retinue of bodyguards composed of different types, believing that they adorned him as well as his gaudy clothes. One of his bodyguards was the archer Mong, a Shifter ranger marked with the serpent's sign; a curiousity and an aberration, even for her kind. She was trained to slay undead creatures. But it wasn't to rid evil as much as to get rid of these creatures that other dwarven merchants used to protect their banks, mines or warehouses.

Mong's parents didn't survive past her fourth birthday. Her father was slain by prejudicial farmhands, and her mother died of a wasting disease contracted during a plague. She was abandoned until Grak saw her and took pity on her, though of course, the dwarf saw a 'potential investment' (in terms of training and gold) for his own ends.

Mong served Grak long days, accompanying the merchant's caravans that bought back silk, steel and salt from other lands. However, one day, Grak was slain by an unknown assassin, and the empire he built disintegrated within a month after. Mong was left with nowhere to go. She had spent many a night listening to the dwarf, especially on their long caravan trips, about the ancient dwarven home Etevalkim. The dwarf was the last of his tribe, and he wished for the Blackrock hammer to be returned there one day when his days were done.

Mong managed to unearth the hammer, and carried it with her even as she struggled to cope with the outside world. She learnt bowcraft, spent her days travelling from town as a mercenary and biding her time. She fought many of the servants of Vol, aiding a human priest of the Traveler who was more earnest than skillful. He taught her about religion, his beliefs and from him she learnt of the Order of the Bow, who were highly skilled (and deadly) in archery.

She left his service soon after to wander even more, as she could not bear the looks of those she saved and their disdain for her.

She heard about the gnomes' quest for Etevalkim while wandering the Frostfell, and now she wants to join the group and return her former master's hammer to its proper place of rest.

Only then will the Blackrocks be at piece once more with the world.

She has volunteered to be a guide for the group, and to help them in their treacherous
journey in the cold wastes.

Description: Unlike other Shifters, Mong is slightly scaly and has intense eyes.

Her tongue constantly flicks out to feel the air around it. She is dressed modestly in robes with a hooded cowl, where one can hear the chinks of mail underneath. Mong keeps a small snake, Rast, that hides in the folds of her clothes. She enjoys the feel of the creature's slimy skin against her own.

Behaviour: Mong looks at other Shifters as weak. She does not favor their shifting into other forms vainly. She is uncomfortable around other races, particularly humans. She finds them a judgemental race, and having a snake crawl around your body doesn't help much either. ;)
 



Character Notes

Wow--you guys sure did get your characters finished and posted quickly. Thank you, all of you! It looks like we'll be able to get this game started rather soon. I thought I'd take this opportunity to give everyone a little feedback. In alphabetical order by name of character:

Barandurr: Quite the quintessential dwarf, Barandurr is as tough as he is stubborn. His search for his missing father will provide a strong subplot for the adventure. The character is well-written and unique, but since Barkey had a little help from me, I can't award as many experience points as I'd like to. So...please add 250 experience points to the character's total. In addition, add the following to Barandurr's equipment: Krosklinn's Journal (Description: This heavy, metal-bound book was obviously designed to survive under the harshest of conditions. The cover is dwarven forged steel, the binding is made of very fine mithrial chains, and the pages are Zilargo-created resilient parchment, far strong than ordinary paper. Most of the journal entries are in Dwarven, but there are a few, scattered throughout the book, that are written in some sort of complex code. The book has about 100 pages, only half of which are filled. It weighs about 5 pounds, and is surprisingly cumbersome.)

Karthak Lyrandar: Karthak is an absent-minded but powerful Wizard from a globally influential family. His twin loves of the sea and of magic provide his driving motivation. Speed-Stick, I think that your concept is original and quite good, but I did feel that Karthak could have used a little more depth. Nevertheless, an excellent character: +450 bonus experience points. I'm going to add a few elements to your character's backstory, if you don't mind (and if you disagree with any of it, just let me know and we'll change it). First of all, since his parents are often away on House business, Karthak has been raised by his uncle, Lord Wassen d'Lyrandar. Lord Wassen commands a small fleet that patrols around Eldeen Bay, his quick vessels acting as an early warning system for Stormhome's navy. Karthak spent quite a bit of time out in the Bay with Lord Wassen--it was on one such trip that Karthak managed to defend his uncle's damaged flagship against a group of deadly Lhazaar pirates. Karthak's uncle has encouraged him to be part of this expedition. Although he's never said so openly, Lord Wassen appears to be grooming Karthak to some day take command of his fleet.
Finally, I would like to replace Karthak's boots of the winterlands with the following: Boots of the Voyage (Description: these amazingly comfortable soft leather boots were created nearly three hundred years ago to celebrate a marriage between the Dragonmarked Houses of Lyrandar and Cannith. Although the marriage fell apart surprisingly quickly, the boots remained within the Lyrander family. Boots of the Voyage act much like the common boots of the winterlands, except that their benefits apply to all forms of terrain, not just ice and snow. Thus, the wearer of the boots is equally comfortable in a burning desert as he would be in the harshest frozen tundra. The boots have an extra few powers that make them of value to the seafaring traveller. A character wearing the boots will never become seasick, and always has a +4 bonus to Balance checks made at sea. The boots will only work if their wearer is a Dragonmarked member of House Lyrandar. Weight: 1 lb. Value: 2500 gp).

Mong: Like the viper with which she shares many physical characteristics, Mong is quick, efficient, and deadly--a master hunter. Like Barandurr, Mong has a very personal reason for wishing to be part of this quest; another rich subplot that will help add depth and feeling to this adventure. I found Mong to be a very unconventional character with an interesting past and a good motivation. I especially liked the originality of a more reptilian form of Shifter. Please add 500 bonus experience points to your total.
I did have one small problem, however. It seems you may have spent more than your allotted amount on Mong's equipment. I had set the starting resources at 7,500. I know that's is less than the average for a 5th level character, but I had intended to make up for it with some special equipment to be delivered pre-game (the special equipment will be mentioned in my next post, actually).
I also wanted to suggest one (minor) change to your backstory. I'd like for the dwarven clan name to be Blackice instead of Blackrock. If Grak's clan originated in the Frostfell, than his clan name would probably have been ice related rather than stone related (given the relative dearth of stone in the far frozen reaches). The Blackice hammer is going to be an ancestral weapon, one that has powers related to cold. In fact, the hammer radiates intense cold, requiring Mong to keep it wrapped in thick furs at all times. Let me know if you're okay with these changes.

Norderill "Smarttounge" Pitiken: We don't know much about Norderill at this point, except that he is a member of House Sivis and has a remarkable talent for languages. It would seem that he has been asked to join the expedition to aid not only in communication with any natives encountered but also to decipher any ancient runes the exploratory party may come across during their search of the Dwarven city. I'm looking forward to seeing Norderill's background, but in the meantime, I'd like to mention that I'm making Speak Language a class skill for this character, to represent both his family's area of expertise and his own natural talent. That should free up a few of Norderill's skill points.

Toshanharath: An exceptional individual, Toshanharath's casual demeanor belies his uncanny prowess. Given time to focus his mind, Toshanharath can unleash devastating strikes that can fell the strongest of opponents with a single blow. But his unique martial knowledge has not come to him without a price, one that lies heavy upon his very soul. I really liked the character of Toshanharath. He has a developed personality that allows for a broad range of role-playing, and a background that is both well written and well thought out. I particularly liked the original idea for the psycrystal as a tiny emerald lion. And I laughed out loud when I read about the "One Hit Wonder" (yeah, I'd say that up to +9d6 extra damage will take out most opponents with a single hit). Your bonus experience award is 500.
I think you may have also gone above the allotted resources--double check your numbers and see. Your character may have a hard time bringing his horse onto the ship, although the gear on the horse could be loaded onto one of the sleds. Out of concern for the horse's safety, however, you might want to leave him at home.

Whew! That was a long post. Sorry about that. In my next post, I'll tell you all about the special equipment that Quentin has set aside for you.
 

Nonamazing: No problem. I had mixed up the starting gold with XP. Thanks for pointing that out.

Code:
[B]Name:[/B]  Mong
[B]Class:[/B] Ranger3/Fighter2
[B]Race:[/B]  Shifter
[B]Size:[/B]  Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] Neutral 
[B]Deity:[/B] Traveler

[B]Str:[/B] 14       [B]Level:[/B] 5        [B]XP:[/B] 13,000
[B]Dex:[/B] 19       [B]BAB:[/B] +5         [B]HP:[/B] 8+2d8+2d10+5 = 33
[B]Con:[/B] 12       [B]Grapple:[/B] +7     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12       [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12       [B]Init:[/B] +4        [B]Spell Save:[/B] - 
[B]Cha:[/B] 8        [B]ACP:[/B] 7          [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]                 +4    +0    +4    0    +0    +0    +0    18
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +1        +6
[B]Ref:[/B]                       4    +4        +8
[B]Will:[/B]                      1    +1        +2

[b]Armor                  Bonus   Dex   ACP   ASF  Weight    Cost[/b]
Chainshirt, Mithral        +4     6    0     10%  12.5lb    1100gp

[B]Weapon                  Attack   Damage     Critical   Range     Weight  Cost[/B]
Longbow+1, Mighty (+2) Comp   +11      1d8+5      20x3/Pie    100ft     3lb  2700gp
Efficient Quiver                                                      2lb  1800gp
--Arrows (56)                                                         8lb     2gp
--Sleep Arrows (4)                                                    1lb   528gp
Longsword, MW                +8      1d8+3   19-20x2/Pie    -         4lb   315gp
Dagger                       +7      1d4+2   19-20x2/Pie     10ft     1lb     2gp
Blackice Hammer - radiates intense cold, kept in furs                                        

  2lb

[B]Languages:[/B] Common, Sylvan

[B]Abilities:[/B] Shifting 1/day: Wildhunt (+2 Con, Scent ability), Track, Wild Empathy, Low light vision, Favored Enemy: Undead, Traits - Uncivilized (+1 bonus to Handle Animal and Wild Empathy, -1 on Bluff/Diplomacy/Gather Information)

[B]Feats:[/B] Point Blank Shot (1st), Rapid Shot (Ranger 2nd), Precise Shot (3rd), Weapon Focus: Comp Longbow (Ftr1), Weapon Spec: Comp Longbow (Ftr2), Endurance (Ranger 3rd)

[B]Skill Points:[/B] -  42+6=48    [B]Max Ranks:[/B] 7
[B]Skills                  Abil Ranks  Mod  Misc  Total[/B]
Balance                   Dex  2      +4  +2     +8
Climb                     Str  2      +2  +2     +6
Craft (Bowmaking)         Int  5      +0         +5
Handle Animal             Cha  6      -1  +1     +6
Hide                      Dex  4      +4         +8
Jump                      Str  1      +2  +2     +5
Knowledge (Religion)      Int  2      +0         +2
Knowledge (Nature)        Int  5      +0         +5
Listen                    Wis  3      +1         +4
Move Silently             Dex  4      +4         +8
Ride                      Dex  1      +4         +5
Search                    Int  2      +0         +2
Spot                      Wis  2      +1         +3
Survival                  Int  6      +0  +2     +8
Swim                      Str  1      +2         +3
Use Rope                  Dex  2      +4         +6

[B]Equipment:                Cost  Weight[/B]
Backpack                   2gp    2lb
Traveler's Outfit          1gp    5lb
Rations (4 days)           2gp    2lb
Waterskin                  1gp    4lb
Winter Blanket             5sp    3lb
Potion CMW (2)           600gp    0lb
Potion Invisibility      300gp    0lb


[B]Total Weight:[/B] 46.5lb                 [B]Money:[/B] 12pp 22gp

                           [B]Lgt   Med   Hvy  Lift[/B]
[B]Max Weight:[/B]       58lb 116lb 175lb 350lb 

[B]Age:[/B] 23 years
[B]Height:[/B] 5'10"
[B]Weight:[/B] 250 lbs
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] Brown

Background: Not all Dwarves need be surrounded by fellow Dwarves for war. Grak Blackice was a wealthy dwarf merchant, based in Mror, who enjoyed having a retinue of bodyguards composed of different types, believing that they adorned him as well as his gaudy clothes. One of his bodyguards was the archer Mong, a Shifter ranger marked with the serpent's sign; a curiousity and an aberration, even for her kind. She was trained to slay undead creatures. But it wasn't to rid evil as much as to get rid of these creatures that other dwarven merchants used to protect their banks, mines or warehouses.

Mong's parents didn't survive past her fourth birthday. Her father was slain by prejudicial farmhands, and her mother died of a wasting disease contracted during a plague. She was abandoned until Grak saw her and took pity on her, though of course, the dwarf saw a 'potential investment' (in terms of training and gold) for his own ends.

Mong served Grak long days, accompanying the merchant's caravans that bought back silk, steel and salt from other lands. However, one day, Grak was slain by an unknown assassin, and the empire he built disintegrated within a month after. Mong was left with nowhere to go. She had spent many a night listening to the dwarf, especially on their long caravan trips, about the ancient dwarven home Etevalkim. The dwarf was the last of his tribe, and he wished for the Blackice hammer to be returned there one day when his days were done.

Mong managed to unearth the hammer, and carried it with her even as she struggled to cope with the outside world. She learnt bowcraft, spent her days travelling from town as a mercenary and biding her time. She fought many of the servants of Vol, aiding a human priest of the Traveler who was more earnest than skillful. He taught her about religion, his beliefs and from him she learnt of the Order of the Bow, who were highly skilled (and deadly) in archery.

She left his service soon after to wander even more, as she could not bear the looks of those she saved and their disdain for her.

She heard about the gnomes' quest for Etevalkim while wandering the Frostfell, and now she wants to join the group and return her former master's hammer to its proper place of rest. Only then will the Blackice be at piece once more with the world.

She has volunteered to be a guide for the group, and to help them in their treacherous
journey in the cold wastes.

Description: Unlike other Shifters, Mong is slightly scaly and has intense eyes.

Her tongue constantly flicks out to feel the air around it. She is dressed modestly in robes with a hooded cowl, where one can hear the chinks of mail underneath. Mong keeps a small snake, Rast, that hides in the folds of her clothes. She enjoys the feel of the creature's slimy skin against her own.

Behaviour: Mong looks at other Shifters as weak. She does not favor their shifting into other forms vainly. She is uncomfortable around other races, particularly humans. She finds them a judgemental race, and having a snake crawl around your body doesn't help much either. ;)
 
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Introduction

It's the 13th day of Aryth, one week before you're due to set off on your expedition to the Frostfell, and about a month and half from your expected arrival in that icy land. You're relaxing in Stormhome's infamous Olladra's Last Rest, a comfortable bayside inn rumored to be site of a great deal of shady espionage during the Last War. The inn's main draw are its huge picture windows that look out across the bay, facing north but wrapping almost all the way around the building, wide enough to provide decent views of both the setting and rising sun.

Quentin Voddlegrok is your host this evening. He's a small, perpetually nervous gnome who has a reputation for stumbling into dangerous situations and surviving due to sheer luck. Although you've each been commited to this trip for some time now, this is the first time you've all had a chance to gather as a group and meet your fellow explorers. Voddlegrok is very animated, stammering happily as he shuffles through the stacks of paper loosely piled on your table, occasionally extracting a fragment of a map or a excerpt from another explorer's Frostfell journals, excitedly displaying every bit of relevant information to you. His untidy mass of papers tends to get in your way, making it difficult to eat. Barandurr grimaces as he removes a piece of map from his ale.

"..and, well, I suppose that is the last of it. Umm...I think. Was there something else? No, I'm sure that's it for now. I think. Anyway, Captain Gravan's ship will be ready to sail shortly, with luck, and we'll be off! I trust that everyone understands their assignments, mmm?" Voddlegrok looks up at you expectantly.

"I do have one brief question," says Toshanharath. "Why is our ship called The Whale's Carcass? Is it because it smells like one?" Toshanharath smiles at his joke, and Barandurr laughs heartily, but Voddlegrok only nervously averts his eyes and grins sheepishly.

"Umm...well, actually...that is why it's called that. Umm...it's an odd story, I'm afraid. I'm sure Captain Gravan will be willing to tell you more about it...he's repeated the story to me more than enough times. Despite the fact that I've, um, very politely asked him not to."

The thought of spending five weeks on a ship that stinks like a dead whale causes Mong's stomach to turn. Perhaps the others would be able to handle it, but none of them had her strong sense of smell. "Do we have to take this ship?", Mong asks. "Isn't there another option?"

"Umm...well, I believe I share your reservations, um, Mong, but there's no other captain and no other ship capable of making the trip." The thought of the ship seems to turn Voddlegrok a little green. "But, um, I do have some consolation: the, um, stench seems to only affect those outside the ship. Captain Gravan has paid handsomely to put magical, um, sensory filtering wards about his, um, vessel. But I would rather not dwell on such matters, um, at least...not while we're eating, mmm? Did you have any other questions?"

"Only as to the nature of our payment, gnome," says Barandurr. "Ye told me that we'd expect half up front, and half when our mission's done."

"Umm...Oh! Yes, how silly of me. I almost forgot,"--Voddlegrok mubles as he shuffles through his papers--"and, of course, you will want to put them on right away, um...oh where did I put that?" After a few minutes of searching, he manages to fish out a small leather bag, from which he produces a handful of engraved metal rings. "Ah! Here you go!"

The rings that Voddlegrok passes out are made of white gold, and feel very cool in your hands. They are fairly plain and unadorned, but each bears the same inscription on the inner band: 'Lost Home Expedition, 21 Aryth, 998 YK'.

"Aye, these rings are fine craftsmanship, 'tis true, but they're not quite what I'd been led to expect," Barandurr complains.

"Yes, um, well, these are, in fact, as some of you, um, may have guessed, magical in origin. I asked House Cannith to help, um, fund the expedition. These rings, um, these excellent rings, are the result of their co-operation with us. You see, I believe, um, and I'm sure you'll agree, that travelling light is the best way for us to cover the, um, most ground. These will allow us to, um, easily do so."

"How?", asks Karthak curiously. "Do they access an extradimensional storage space?"

"Oh! Oh, no, nothing like that. I'm sorry, I just realized, um...I did not tell you what the rings do! They remove the, um, need to eat, um, which means, of course, that we will be able to carry very light packs indeed!"

Barandurr has already slipped his ring onto his finger. "Aye, I'd reckon that's a fair first half of what ye owe us."

"Well, I am afraid I have to go meet Captain Gravan to go over some, um, final details. Um, your rooms and meals have all been paid for, so, um, enjoy the next week or so!" Voddlegrok sighs. "I, unfortunately, will be staying on the ship, helping Captain Gravan and his crew, um, prepare for the journey. Please come and, um, seek me out if you have any questions, mmm?"

Voddlegrok leaves you alone with one another just as the young halfling waitress arrives with your main course.

The rings that Voddlegrok has given your group act as rings of sustenance with a few minor changes. First of all, the rings were made via House Cannith's batch manufacturing process, which is experimental and has a few flaws. A dispel magic spell cast by a particularly lucky caster has a chance to break the rings: if the caster rolls a natural 20 on his dispelling check, the ring has a 15% chance of breaking. Secondly, the linked rings give each of you a enhanced chance to find the others--you all gain a +4 bonus on Survival checks made to Track one another. Note: If any of you have already spent money on a ring of sustenance (and I believe some of you have), you may now re-spend that money on something else.

The game has not offically started yet, but if you'd like to use this opportunity to engage in a little pre-game in-character roleplaying, please feel free to do so. I'm sure your characters will have a lot to talk about as they enjoy their halfling cuisine. Also, apologies for the liberties taken with your characters in the above story fragment--this introduction will be the only time I'll ever put words in your character's mouth.

Tomorrow I'll post a few things that will be more individually relevant to your characters.
 
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