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Dramatis Personae for A Midsummer Abduction (D&D 3.5)

MichaelK

First Post
The Player Characters

(In the order that I find their character sheets).

Adair (played by Adam)
Neutral Good Female Wild-elf, Ranger 1.
Str 12, Dex 17, Con 12, Int 11, Wis 14, Cha 13.
B.A.B. +1, Fort +3, Ref +5, Will +2.
A.C. 16 (+3 Dex, +3 Studded Leather)
Skills: Climb +2, Handle Animal +2, Heal +3, Hide +6, Jump +3, Knowledge (Dungeoneering) +1, Knowledge (Geography) +2, Knowledge (Nature) +2, Listen +6, Move Silently +5, Search +5, Spot +6, Survival +4.
Class abilities: Favoured Enemy: Humanoids (Humans), Track, Wild Empathy
Feats: Point Blank Shot
Languages: Common, Elvish.

Equipment: Spear, Longbow, Dagger, Studded Leather Armour, Backpack, Bedroll, 5 days rations, Silk Rope, 3 Torches, Waterskin, Traveller's Outfit, Shin Guards, Wool Cloak, Leather Belt, Plain Buckle.
39 GP, 28 SP.

Sienna (Played by Andrew)
Neutral Good Female Human, Cleric (Altoa) 1
Str 10, Dex 10, Con 10, Int 14, Wis 17, Cha 14.
B.A.B. +0, Fort +2, Ref +0, Will +5.
AC 10.
Skills: Concentration +4, Craft (Medical) +6, Diplomacy +4, Heal +9, Knowledge (Religion) +4, Profession (Herbalist) +7, Spellcraft +6.
Class Abilities: Turn Undead, Aura of Good, Sun domain ability, Good domain ability.
Feats: Disciple of the Sun, Augment Healing.
Languages: Common, Celestial, Elvish.

Equipment: 2 Sickles, Sling, Healer's kit, Herbalists kit, Light Crossbow, 10 Crossbow Bolts.
41gp

The players for the other characters, Arelon, Santiago and Bridget have not left their character sheets with me, so I'll get their information up next session.
 
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MichaelK

First Post
The Black Prince

Although the story hour is not yet up to the point where he's been mentioned, the malevolent force behind all of this appears to be a figure called 'The Black Prince'. It'll probably be a long time before he appears on stage, but for the mean time here are his stats.

The Black Prince (CR 14)
Verdant Prince + Vampire Template + Evolved Undead

(Edit: I know it's not technically legal to apply the vampire template to creatures of the Fey type, but it works to capture the idea behind the character).

LE Undead (Augmented Fey)
Initiative +14 Senses: Low-light Vision Listen +15 Spot +15
Languages: Elven, Common, Druidic, Sylvan
AC: 37 Touch: 27 Flat-footed: 27
(Dodge, Mobility +10 Dex, +7 Deflection, +10 Natural)
Hit Points: 125 (16HD); DR: 10/Cold Iron, 10/Silver and Magic; Fast Heal 8
Resist: Evasion, Cold 10, Electricity 10, Turn Resistance +4
Spell Resistance: 20
Fort: +12 Reflex: +27 Will: +20
Weakness: Double damage from Cold Iron, Garlic, Mirrors, Holy Symbols, Running Water.
Speed: 40'
Slam: +14/+9 (1d6 + 7)
Base Atk: +8
Spell-Like Abilities: (Caster Level 16)
At will – Dimension Door (from one tree to another), Disguise Self (DC 17)
1/Day – Baleful Polymorph (DC 21), Call Lightning Storm (DC 21), Changestaff, Cure Critical Wounds, Fireseeds (DC 22), Greater Dispel Magic, Repel Metal or Stone, Wall of Thorns


Abilities: Strength 25, Dexterity 30, Constitution –, Intelligence 18, Wisdom 17, Charisma 27.
SA: Children of the Night, Blood Drain (1d4 Constitution Drain), Dominate, Create Spawn, Energy Drain.
SQ: Oath Bond, Unearthly Grace, Alternate Form (Bat, Dire Bat, Wolf, Dire Wolf), Gaseous Form, Spider Climb.
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Improved Toughness, Lightning Reflexes, Mobility, Stealth, Track.


Skills: Appraise +9, Balance +15, Bluff +18, Climb +12, Concentration +9, Diplomacy +17, Disguise +13 (+15 acting), Escape Artist +15, Gather Information +10, Handle Animal +7, Hide +17, Intimidate +19, Jump +18, Knowledge Arcana +9, Knowledge Local +9, Knowledge Nature +11, Listen +15, Move Silently +17, Search +9, Sense Motive +12, Sleight of Hand +17, Spellcraft +11 (+13 Deciphering Scrolls), Spot +15, Survival +12 (+14 Following Tracks, +14 in above ground natural environments), Swim +12, Tumble +21, Use Magic Device +22 (+24 for scrolls), Use Rope +10 (+12 involving bindings).
 

MichaelK

First Post
The monsters I 'cheated' for.

These are just the plain normal creature out of whatever MM they're featured in. No advancement, no fancy templates, no class levels... just whatever the book has.

Session 1. (The Pranks get Serious)

Grickshaw - Standard Grig from the MM1 page 235.
Sveoshala Dir Ardria - Standard Ice Mephit from MM1 page 183.
'The Jaebrin' (they never learned his name) - Standard Jaebrin Trickster from MM5 page 92.

Session 2. (Back on the Trail)

The four Pixies - Standard Pixies, MM1 page 236 (No Otto's irresistible dance for any of them).
 

MichaelK

First Post
The NPCs

Heshe (NPC)
Lawful Neutral Female Human, Druid 1.
Str 11, Dex 12, Con 14, Int 13, Wis 17, Cha 12.
B.A.B. +0, Fort +4, Ref +1, Will +5.
A.C. 11 (+1 Dex)
Skills: Concentration +6, Handle Animal +5, Knowledge (Nature) +8, Survival +11, Profession (Hedge witch) +7, Heal +9.
Class abilities: Animal Companion (Hasn't summoned one yet), Nature Sense, Wild Empathy.
Feats: Self-sufficient, Endurance.
Languages: Common, Druidic, Sylvan.

Equipment: Walking stick, Bedroll, Winter Blanket, Flint and Steel, Sewing Needle, Iron Pot, Witch's kit (for Profession: Hedge Witch).

Usual Spells (While Adventuring)
0th: Cure Minor Wounds, Detect Magic, Detect Poison.
1st: Entangle, Shillelagh.

Gauwyn (NPC)
Neutral Good Male Human, Wizard 10.
Str 8, Dex 10, Con 6, Int 20, Wis 12, Cha 14.
B.A.B. +5, Fort +1, Ref +3, Will +8.
A.C. 10
Skills: Knowledge (Arcana) +19, Spellcraft +19, Concentration +12 (+16), Knowledge (Dungeoneering) +10, Knowledge (Geography) +10, Knowledge (The Planes) +10, Knowledge (Nature) +7, Knowledge (Nobility) +10, Knowledge (Local) +9, Knowledge (History) +7, Intimidate +9, Ride +7, Appraise +19
Feats: Spell Focus (Conjuration), Augment Summoning, Combat Casting, Improved Familiar, Extend Spell.
Class Abilities: Familiar (Ice Mephit), Scribe Scroll, Silent Spell, Still Spell.
Languages: Common, Infernal, Celestial, Auran, Aquan, Ignan.

Equipment: To Be Determined.

Usual Spells: (While Adventuring)

0th: Detect Magic, Read Magic, Prestidigitation, Acid Splash.
1st: Sleep, Sleep, Mage Armour, Unseen Servant, (2 kept blank).
2nd: Cat's Grace, Bull's Strength, Gust of Wind, Knock, (1 kept blank).
3rd: Summon Monster III, Silent and Still Summon Monster I, Sleet Storm, Dispel Magic.
4th: Summon Monster IV, Dimension Door, Minor Creation, (1 kept blank).
5th: Teleport, Teleport, Contact Other Plane.
 

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