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Crown of the Kobold King

Ferrix

Explorer
Turn

Code:
[B]Name:[/B] Turndar d'Kundarak
[B]Class:[/B] Rogue 2	[b]Starting Level[/b]: 2
[B]Race:[/B] Dwarf
[B]Region of Origin:[/b] Mror
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Action Points:[/B] 5
[B]Deity:[/B] The Sovereign Host

[B]Str:[/B] 14 +2 (6p.) 	[B]Level:[/B] 2	[B]XP[/B]: 1250
[B]Dex:[/B] 14 +2 (6p.) 	[B]BAB:[/B] +1		[B]HP:[/B] XX (2d6+4)
[B]Con:[/B] 14 +2 (4p.) 	[B]Grapple:[/B] +3	[B]Craft Points:[/B] XXXX
[B]Int:[/B] 16 +3 (10p.)	[B]Speed:[/B] 20'	[B]Stat Increases:[/b]
[B]Wis:[/B] 14 +2 (6p.) 	[B]Init:[/B] +2 	[B]Spell Save:[/B] XX
[B]Cha:[/B]  6 -2 (0p.) 	[B]ACP:[/B] -2		[B]Spell Fail:[/B] X%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+4	+0	+2	+0	+0	+0	16
[B]Touch:[/B]	12	[B]Flatfooted:[/B] 14

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+2	+0	+2	--
[B]Ref:[/B]	+5	+3	+2	+0
[B]Will:[/B]	+2	+0	+0	--
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Morningstar		+3	1d8+2	19-20/x2	------
Blades			+1	1d4+2	19-20/x2	------
Lgt Crossbow		+3	1d8	19-20/x2	80 ft
XXXXXXXX		+X	XdX+X	XX-XX/xX	XXX ft
[B]Notes:[/B]

[B]Languages:[/B] Common, Dwarf, Gnome, Orc, Terran

[B]Abilities:[/B] Darkvision 60 ft., Stonecunning, Weapon Familiarity, Stability, +2 racial bonus
against poison, spells and spell-like abilities, +1 racial bonus on attack rolls vs. orcs and
goblinoids, +4 dodge bonus to AC against giants, +2 racial bonus on Appraise & Craft checks
related to stone or metal, Sneak Attack +1d6, Trapfinding, Evasion

[B]Feats: [/B] Least Dragonmark (Warding), Nimble Fingers

[B]Dragonmark Abilities:[/B] Alarm 1/day

[B]Skill Points:[/B] 55	[B]Max Ranks:[/B] 5/2.5
[B]Skills			Total	Ranks	Mod 	Misc[/B]
Search			10	5	+3	+2
Open Locks		10	5	+3	+2 (+2 with tools)
Disable Device		10	5	+3	+2 (+2 with tools)
Appraise		 8	5	+3	-- (+2 stone or metal)
Climb			 7	5	+2	--
Sleight of Hand	 	 7	5	+2	--
Tumble			 9	5	+2	+2
Jump			 9	5	+2	+2
Balance			 8	4	+2	+2
Craft (locks)		 7	4	+3	-- (+2 stone or metal, +2 tools)
Arch & Eng		 4	1	+3	--
[B]Notes:[/B]

[B]Worn Eq:		Cost	Weight[/B]
Photo ID Papers 	 5gp	 -lb
Travel Papers		 2sp	 -lb
Chain Shirt		100gp	25lb
Boot Blades (2)		 8gp	 1lb
Sleeve Blades (2)	 8gp	 2lb
Signet Ring		 5gp	 -lb
Explorer's Outfit	 -gp	 -lb (1st oufit free)
-Inside Pockets (2)	 2gp	--lb
-Hollow Boot Heel	20gp	--lb
Morningstar		 8gp	 6lb
Light Crossbow		35gp	 4lb
-20 Bolts		 2gp	 2lb

Backpack		 2gp	 2lb
-Hidden Flap		 1gp	 -lb
-Flint & Steel		 1gp	 -lb
-Hooded Lantern		 7gp	 2lb
-Oil (4 pints)		 4sp	 4lb
-Trail Rations (4)	 2gp	 4lb
-Silk Rope (50ft)	10gp	 5lb
-Waterskin		 1gp	 4lb
-Acid Flasks (4)	40gp	 4lb
-Tanglefoot Bag		50gp	 4lb

[b]Locksmith Kit[/b]
MW Thieves' Tools	100gp	 2lb
Steel Drill		10gp	 1lb
Listening Cone		 8sp	 1lb
Twine			 1sp	--lb
Magnet			20gp	 2lb
Lockslick Cab		180gp	.5lb
MW Locksmith Tools	50gp	 5lb
Fishhooks (2)     	   2sp     -lb
Hammer			 5sp	 2lb

Magebred Mule		16gp	 -lb
-Bit & Bridle		 2gp	 1lb
-Pack Saddle		 5gp	15lb
-Saddlebags		 4gp	 8lb
-Tent			10gp	20lb
-Bedroll		 1sp	 5lb
-Winter Blanket		 5sp	 3lb
-Manacles (2)		15gp	 4lb
-MW Manacles		50gp	 2lb

[B]Total Weight:[/B]XXXlb	[B]Money:[/B] 125gp 4sp Xcp

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

[B]Age:[/B] 48
[B]Height:[/B] 4'5"
[B]Weight:[/B] 155 lb.
[B]Eyes:[/B] Dark brown
[B]Hair:[/B] Dark brown
[B]Skin:[/B] Tanned

Appearance: Turndar keeps his fingers clean. He is a nondescript dwarf and he prefers that
it remain that way. He generally wears a dark red sweater over a white button-up shirt and tan
slacks when he is around town or doing business. For adventuring fits he has an old chain shirt,
heavy many-pocketed trousers, his trusty boots and a well-used leather rucksack. He wears his
House ring on a small steel chain around his neck.

Personality: Turndar prefers to be known as Turn. He is a bit less than sociable,
although he'll be the last one to admit it. He prefers a "direct" approach to most things,
although to a dwarf whose mind works like the mechanism of a tumbler lock direct can be anything
but. He is reserved but not one to be walked over when he wants to get his say in, saying what
he thinks when he thinks it needs to be said. He prefers to be nondescript, unassuming, and
anything to keep him out of the spotlight. Cautious, enterprising, independent.

Background: Why would the son of a prominent dwarven house be sent to a ramshackle town
in the Reaches? He wasn't. Turn left the Mror Hold looking for money and power and
somehow ended up on the skirts of civilization with adventure in his pockets and not much else.
Not exceptionally sociable, he has been left behind after one too many run-ins with the leader
of this or that adventuring party with less-than-economic inclinations. He now runs a small
locksmith and trap trouble-shooting business.

Tactics: Turndar prefers to avoid combat on equal footing. He prefers to use terrain and
his surroundings to the best of his advantage; whether that means using cover, concealment, height,
broken terrain, or other means he'll use it. Additionally, he is known to use objects to hinder
his opponents (such as knocking over bookcases, strewing caltrops, rolling barrels), if he can put
his opponents off balance, all the better. In social situations he will always try to get a better
deal if he can, rarely accepting a first offer.
 
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WarShrike

First Post
Changed my character concept a bit. Will be the healer after all. Level 1: Druid, Level 2: Cleric of Sovereign Host. Domains: Time and War.

I'll speak in this color.

[SBLOCK=Azog]
Azog was a mercenary during the war. A mercenary without loyalties. He didn't care which side he faught on, so long as he was being well paid. He gained notoriety on the battlefield for both his ability to slaughter his enemies, as well as his greed, which caused him to loot his fallen foes in the midst of combat. Ever alert and on his guard, he trusted no one save his constant companion, a grizzled wolf he called Fang. After all, if his loyalty to others was so thin, why should he consider others loyal towards him? Opportunistic as he was, he considered the world around him as such. This war was fought as much for wealth and power as anything else. Obviously he wanted his fair share. As his thin loyalties became known to the enemy, he would recieve better offers from them, so he switched sides. After a few battles, his former employers would outbit his new ones, and he'd switch again. People whos livelyhoods depend on honor and loyalty dont seem to trust him much, but this doesnt bother him. Honor and loyalty neither weigh much in the belt pouch, nor do they feed, cloth, and shelter you during the long winters.

Name: Azog
Class: Druid 1 / Cleric 1
Race: Half-Orc
Alignment: CN
Diety: Sovereign Host
Domains: Time, War
Languages: Orc, Common, Elven.
Medium Sized
Racial: +2 STR, -2 INT, -2 CHA.
Experience Points: 1250

HPs: 16
Init +6, Listen +4, Spot +8
Move: 30'
BAB: +0
AC 17, Touch 12, Flat Footed 15.
Attacks (Melee): Longsword 1 attack, +5 To Hit, 1d8+3 Damage, 19+ x2.
Attacks (Ranged): Light Crossbow 1 attack, +2 To Hit, 1d8 Damage, 19+ x2. Reload time = Move action.
Darkvision 60'

Stats:
STR: 16 (6pts, +2 Racial)
DEX: 14 (6pts)
CON: 14 (6pts)
INT: 12 (6pts, -2 Racial)
WIS: 14 (6pts)
CHA: 8 (2pts, -2 Racial)

Saves:
Fort +6
Refl +2
Will +6

Feats:
DRUID
Animal Companion
Nature Sense
Spontanious Casting -- Summon
Wild Empathy
CLERIC
Turn Undead, Spontanious Casting -- Cure
DOMAIN
Improved Initiative (+4 Init)
Weapon Proficiency -- Longsword
Weapon Focus -- Longsword
LEVEL 1
FREE: Alertness (+2 Listen/Spot)
Augment Healing

Skills:
Concentration:...........7 (5 Ranks, +2 Con)
Handle Animal:...........3 (4 Ranks, -1 Cha)
Heal:........................6 (4 Ranks, +2 Wis)
Spot:.......................8.5 (4.5 Ranks, +2 Wis, +2 Feat)
Survival:...................8.5 (4.5 Ranks, +2 Wis, +2 Feat)

Spells: Druid -- Level 0: 3, Level 1: 2
Spells: Cleric -- Level 0: 3, Level 1: 2+1

Druid Lvl 0 (DC=12): Cure Minor Wounds, Cure Minor Wounds, Detect Magic.
Druid Lvl 1 (DC=13): Cure Light Wounds, Entangle.
Cleric Lvl 0 (DC-12): Cure Minor Wounds, Cure Minor Wounds, Detect Magic.
Cleric Lvl 1 (DC=13): Cure Light Wounds, Cure Light Wounds, DOMAIN: True Strike.

Masterwork Studded Leather (AC +3, Max Dex +5, Penalty -0, Weight 20 lbs) Cost 175 gp
Masterwork Heavy Darkwood Shield (AC +2, Penalty -0, Weight 5 lbs) Cost 257 gp
Masterwork Longsword (Slashing, +1 To Hit, Damage 1d8, Crit 19+ x2, Weight 4 lbs) Cost 315 gp
Light Crossbow (Piercing, Range 80', Damage 1d8, Crit 19+ x2, weight 4 lbs) Cost 35 gp
20 Crosbow Bolts (Weight 10/lb = 2 lbs) Cost 2 gp
Backpack -- 2 lbs Cost 2 gp
Bedroll -- 5 lbs Cost 1 sp
Flint and Steel -- 0 lbs Cost 1 gp
Waterskin -- 4 lbs Cost 1 gp
Whetstone -- 1 lb Cost 2 cp
50 ft Silk Rope -- 5 lbs Cost 10 gp
Soap -- 2 lbs Cost 1 gp
Potion Cure Light Wounds (1d8+1) Cost 50 gp
Potion Cure Light Wounds (1d8+1) Cost 50 gp
8s 8c left over.

Total Weight of Gear: 54 lbs
Carrying Capacity:
Light -- 0 to 100 lbs
Medium -- 101 to 200 lbs
Heavy -- 201 to 300 lbs

Fang (Wolf Animal Companion)
HPs:12
Init: +2
Move: 50'
AC 14, Touch 12, Flat Footed 12.
Attack/Full Attack: 1 Bite +3 Melee, 1d6+1 Damage
Saves: Fort +5, Refl +5, Will +1.
Tricks (7): Attack, Defend, Down, Flank, Heel, Track, Trip.

[/SBLOCK]

Rolled a 2 for 2nd level HPs. Second level HPs (1d8=2) So i guess i get 4+Con?

TACTICS: Azog's favorite approach to combat is to use Fang's greater speed to get behind his chosen melee target so as to flank it on both sides (Taught it to flank as a Trick). Against what would seem a more difficult adversary, he has Fang trip it as often as possible (Trip at +1, free action, no AoO, no reaction from failure, taugh as a Trick to trip on command). A prone target is killed much more swiftly and is less likely to retaliate. If facing many foes, he casts Entangle and picks them off with his crossbow. EDIT: Fang will always attempt a Trip on an Attack of Opportunity.


WarShrike

***EDIT: Edited Tactics.***
 
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Corpseflower

First Post
Wow! Three characters with a Cha of 6! The town may breathe a collective sigh of relief when you all leave.

WarShrike said:
Rolled a 2 for 2nd level HPs. Second level HPs (1d8=2) So i guess i get 4+Con?

Exactly.
 
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Creamsteak

Explorer
I was heavily debating being more charismatic (aiming for the party lead thing) but could never find a happy way to make that work for the grunt.
 

Corpseflower

First Post
I have also edited all of this info into the very first post of this thread and cleaned up the old stuff into sblocks. That way it will be easy to find if you want to look at something without trying to find it among the pages of the thread. I'll start the IC thread today. Whoo!

A (mini) Player's Guide to Falcon's Hollow:

Authority Figures
Gavel Thuldrin Kreed, male human (Gavel of the Lumber Consortium),
Magistrate Vamros Harg, male halfling (Magistrate-Elect),
Sheriff Deldrin Baleson, male half-elf (Sheriff of Darkmoon Vale),
Boss Payden “Pay Day” Teedum, male human (Overboss of the Lumber Consortium).

Power Groups
Lumber Consortium: This powerful collection of unscrupulous tycoons and magnates of the lumber trade controls most of the tree-felling camps (commonly called cutyards) in the area around the vale. Those lumberjacks who refuse to affiliate with the consortium (and agree to its horrendously exploitative labor and pay practices) are often muscled out of business or simply disappear. The consortium employs three hundred jacks and nearly half that many sellswords, thugs, and mercenaries to protect the cutyards from monsters as well as to intimidate competitors.

Redrock Guild: This organized criminal syndicate poses as a business club and moneylenders union, but most Falconers know its members constitute some of the vilest flesh-peddlers, sneakthieves, and murderers in town. The current leader is a fearsome
half-orc named Kadran Bloodeye, whose penchant for flaying his enemies alive in the basement of his pleasure establishment, called the Rouge Lady Inn, is well known.

Church of the Silver Flame: With all the downtrodden to preach to in Falcon’s Hollow, missionaries of the Silver Flame have established a foothold in town. Many other religious sects who fled here to escape the the Flame's persecution resent their followers. Tensions run high between congregations, often resulting in less-than-holy brawls on the muddy thoroughfares of Worship Way.

Religious Cults: Various cult that wouldn't be tolerated in a more civilized society operate more or less openly here. The Blood of Vol maintains a temple on Worship Way and cleansing through the Blood appeals to a sense of primal religion in the region. Followers aren't necessarily evil, but do believe in the idea of the blood of Vol as the source of life and that the Church is a path to immortality. Other cults are more secretive but certainly active and by night, they are known to lead dark rites in remote groves outside of town.

Places of Note
Goose’n’Gander: The local general store in Falcon’s Hollow run by the single gnomish
family in town, the Hildrinsocks, sells everything from standard amenities such as grain, lamp oil, ink, and mining supplies, to such rare oddities as alchemist’s fire, antitoxin, a petrified pseudodragon, and taxidermy nixies (all the rage this season).

Hollow Tribunal: This is where the diminutive halfling Magistrate Vamros Harg dispenses merchant licenses, stamps mining and lumber claims, and passes judgment on criminal and civil cases. Most Falconers enjoy the irony of the Hollow Tribunal’s name, since the justice meted out there is rarely equitable. The fact that Harg is firmly in Gavel Thuldrin’s pocket is well known, but it is rarely uttered in public by those who value their lives.

Jak’a’Napes: This leaning ramshackle inn located next to the town’s stables offers lodgings and food to the many travelers who pass through Falcon’s Hollow. The owner, a rotund red-faced human named Jak Crimmy, with a single wisp of bright red hair on his otherwise bald head, is a retired bard who sports an easy smile. Jak’s cinnamon-crusted flapjacks are legendary in town, as is his skill at juggling frying pans and his astonishing marksmanship with a heavy crossbow (Jak is a man of many talents)

Quinn’s Carnival: Half-elf shadowdancer Namdrin Quinn led a band of veteran adventurers who used to venture into the vale with frequency. After a particularly dangerous quest claimed the life of Namdrin’s wife, Tess, the half-elf ended his career and established this carnival of wonders on the edge of town. Quinn and his companions wow crowds with feats of skill and magic by night, but rumor has it that after the tents close Namdrin and his
merry band entreat with dark fey, whose anger mounts at the constant lumbering incursions into the vale. Some say the shadowdancer spies for the vengeful fey, who plan retribution and murder.

The Rouge Lady: The silk-veiled parlors in the back of this burlesque and gambling
hall doubles as an illegal brothel. Kabran Bloodeye owns this illicit pleasure den, where the unfortunate peddles their charms to earn enough copper to survive.

The Sitting Duck: Located a little too close for many folks’ comfort to the town palisade, the Duck is the local hot spot for adventurers, explorers, and other rapscallions
looking for excitement. The tavern serves a potent local brew of fermented darkwood leaf that can floor an ogre in a few tankards. Raucous games of “knivesies” and “mig-a-mug-tug” (two dangerous dangerous local recreational activities both with a high rate of maiming) often rage late into the night. Lumberjacks and mercenaries share tales of Darkmoon Vale, Droskar’s Crag, and other surrounding locations for the price of a mug of ale.

The Perch: Those with the power, money and influence to do so live in a separate enclosure high atop a bluff overlooking the rest of Falcon's Hollow. Protected by natural cliffs, a steep approach and it's own palisade the Perch is home to the manor of Gavel Kreed as well as Darkmoon Lumber's HQ. The Perch is also the only area in town that isn't permeated by the stench of the paper mill.

Who's Who
Sheriff Deldrin Baleson: Deldrin used to be a poor lumberjack toiling in the cutyards under Gavel Thuldrin Kreed’s oppressive thumb. One day he refused to pay an “axe tax” on a lumberaxe he had already bought and paid for. Boss Teedum tried to take Deldrin’s axe, and the half-elf smashed Teedum’s face with the flat of it. As one of the few locals to stand up to Teedum and Kreed, he was elected Sheriff the following week. Now he carries the same axe around on his shoulder to remind Kreed and Boss Teedum he is not afraid of them. Deldrin
is tall for a half-elf, towering over most humans, and his well-muscled, imposing form is further enhanced by his sharp goldflecked eyes.

Kabran Bloodeye: Kabran is a short statured half-orc with blood-red eyes. He wears a bronze nosepiece over the ugly crater in the center of his face where his nose used to be that whistles disturbingly as he breathes and leaks blood and mucus (which Kabran dabs away with a crimson handkerchief ).

Boss Payden “Pay Day” Teedum: Payden, the pug-faced, mash-nosed human thug licking at Kreed’s boots, has a big bone to pick with Deldrin. “Pay Day” gets his name from the way he doles out “dues” to anyone who fails to follow “Mista Kreed’s” commands fast enough.

Sister Aleena Cirthana: Sister Aleena's post in Falcon's Hollow in an indication of her relatively low rank within the Church, but it isn't for any lack of zeal. Aware that the misguided heathens who make up this town aren't going to come to her, she can be found throughout the town and occasionally at cutyards spreading the gospel of Tira Miron's ascendence. No fool- the good sister keeps loyal members of her congregation with her on such evangelical missions for when things invariably turn ugly.

Magistrate Vamros Harg: The vast majority of thew town understands that the halfling Harg is bought and paid for, and they would expect nothing different from the Hollow. Word has it the little magistrate was a failed barrister in a large city far away before coming to Falcon’s Hollow. The Magistrate doesn't seem to be enjoying his newfound success and is often withdrawn and sullen in the company of the affluent he has been thrust into.

Sharvaros Vade: This odd hermit lives in the ruins of a Dhakanni keep several miles out of town. Most know of Vade as a strange and unsettling man but he only comes to town every few days. Vade is bony and thin, with gray eyes and an unkempt black beard. His son Savram apprentices with the local alchemist.

The Grey Eagles: A group of explorers based out of Falcon's Hollow who are always setting out in search of Dhakanni relics. Tyran Moonsilver, a half elf wizard, arrived several months ago and organized the expeditions, but his companion, the chubby halfling bard Edgrin, is the one always welcome at the Sitting Duck. The group employs a local shifter named Vendal as a scout and hires out swordsmen from the cutyards for protection.

Laurel Lynn: Laurel is a tough middle aged herbalist who runs the shop Roots and Remedies. As most citizens have no access to divine healing people look to her for natural healing as well as charms, wards, love potions and the like.
 

Corpseflower

First Post
There is a very short introductory post in the Playing the Game forum. I didn't have nearly as much time to get that rolling as I thought I would today so it's not very long, but is over there as a place holder. You can feel free to start your characters out from any location you'd like with The Sitting Duck being your standard tavern location.

Right now I imagine Luger, Ordin, and Aidan all work as mercenaries for the Darkmoon Lumber Consortium.

Turn runs a shop as a locksmith and trap specialist as noted in his background and Dimlez has a small alchemist shop as his ranks in Profession and Craft put him in a unique position in such a small town.

Azog I imagine has continued his loose allegiance and has worked for nearly every lumber group in town by now switching constantly in pursuit of better pay or easier work for the same pay. Whoever he might be working for at the moment he has worked with Aidan in the past and they know each other well enough.

More tomorrow.
 

Corpseflower

First Post
Creamsteak said:
OOC: I'm not sure what's going on based on the first post.

That's fair : ) I was trying to get a much more comprehensive post up that would take things up to a certain point, but it wasn't going to happen with the amount of time I had available. I put the intro to that post up to open the thread since I had already committed to having it up yesterday. I'll lead it into a more formal 'call to adventure' today.
 

Corpseflower

First Post
I'm out for tonight being that it's 2:30 here. I'll be free to get the troupe fully in motion tomorrow as my classes are done for the week.

CS> Falcon's Hollow is quite small. You guys will be able to pretty much just walk right to the butcher's place.
 

Corpseflower

First Post
Last character sheet once overs>
WarShrike>

Everything looks right on, but you have more languages coming. Common and Half Orc both come as racial, you get another from your Int bonus, and Druidic from your class.

FYI> You are only able to Turn Undead twice per day, but 2 Action points will grant you another turn attempt should you want it.

Be sure to post your sheet in the RG.
 

Corpseflower

First Post
Ferrix>
You have another 6 skill points to burn. Your total of 55 up top is right, but it looks like you only spent 49.

I don't know if I've ever seen a more comprehensively equipped adventurer. I've certainly never seen Magnet on an equipment list before. :D

Okay. Everyone is good. Moving on...
 

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