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Last Stand of the Dorinthians
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<blockquote data-quote="GlassEye" data-source="post: 2879664" data-attributes="member: 40413"><p><strong><span style="font-size: 12px">Silas Eyrstan the Caernite</span></strong> </p><p>Male Human Wizard (Abjurer) 6</p><p>XP: 15,147 (6897 + 1200 +3300+3,750)</p><p>Neutral Good</p><p></p><p>Str 15 +2</p><p>Dex 10 +0 </p><p>Con 14 +2 </p><p>Int 17 +3</p><p>Wis 10 +0 </p><p>Cha 9 -1</p><p></p><p>Hit Points 33 (6d4 + 12 Con bonus + 3 familiar)</p><p><span style="color: red">Current hit points 33</span></p><p>AC 10 (18 with Mage Armor/Shield spells), Touch 10 Flat 10</p><p>Init +0 </p><p>BAB +3 (+3 wizard), Grap +5 (+3 bab, +2 Str)</p><p>Speed 30 (base 30, light load 40 lbs. (66/133/200))</p><p>Fort +4 (+2 wizard, +2 Con), Ref +2 (+2 wizard, +0 Dex), Will +5 (+5 wizard, +0 Wis)</p><p></p><p>PRIMARY ATTACK METHOD</p><p>+6 Melee, mwk quarterstaff, 1d6+3, 20/x2</p><p><strong>Rod of the Python</strong> +6 Melee, 1d6+4, 20/x2</p><p>[sblock=Constrictor Snake, Giant]</p><p>Size/Type: Huge Animal</p><p>Hit Dice: 11d8+14 (63 hp)</p><p>Initiative: +3</p><p>Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.</p><p>Armor Class: 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12</p><p>Base Attack/Grapple: +8/+23</p><p>Attack: Bite +13 melee (1d8+10)</p><p>Full Attack: Bite +13 melee (1d8+10)</p><p>Space/Reach: 15 ft./10 ft.</p><p>Special Attacks: Constrict 1d8+10, improved grab</p><p>Special Qualities: Scent</p><p>Saves: Fort +8, Ref +10, Will +4</p><p>Abilities: Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2</p><p>Skills: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16</p><p>Feats: Alertness, Endurance, Skill Focus (Hide), Toughness</p><p></p><p>Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies.</p><p></p><p>Constrict (Ex)</p><p>On a successful grapple check, a constrictor snake deals 1d8+10 points of damage.</p><p></p><p>Improved Grab (Ex)</p><p>To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [/sblock]</p><p></p><p>OTHER ATTACK METHODS</p><p>+5 Melee, dagger, 1d4+2, 19-20/x2</p><p>+3 Ranged, light crossbow, 1d8, 19-20/x2, 80'r </p><p></p><p>Medium, 5'4", 156 lbs., 27 yrs old</p><p>Red hair, blue eyes, pale skin</p><p></p><p>Speaks Common, Dwarven, Giant, and Gnome</p><p></p><p><strong><span style="font-size: 12px">Skills</span></strong></p><p>+11 Concentration (9 ranks +2 Con)</p><p>+8 Decipher Script (5 ranks +3 Int)</p><p>+12 Knowledge (Arcana) (9 ranks +3 Int)</p><p>+12 Knowledge (Architecture & Engineering) (9 ranks + 3 Int)</p><p>+5 Knowledge (History) (2 ranks +3 Int)</p><p>+4 Knowledge (Local) (1 rank +3 Int) </p><p>+2 Listen (0 ranks +2 Alertness) </p><p>+3 Profession (Stonemason) (3 ranks)</p><p>+4 Search (1cc rank +3 Int)</p><p>+17 Spellcraft (9 ranks +3 Int +5 other)</p><p>+2 Spot (0 ranks +2 Alertness)</p><p></p><p><strong><span style="font-size: 12px">Feats</span></strong></p><p>-Alertness (familiar bonus)</p><p>-Scribe Scroll (wizard bonus)</p><p>-Extend Spell (human bonus)</p><p>-Rapid Reload (1st level)</p><p>-Skill Focus: Spellcraft (3rd level)</p><p>-Still Spell (5th level wizard)</p><p>-Improved Familiar (6th level)</p><p></p><p>Wizard Abilities</p><p>-Summon familiar—may summon familiar</p><p>-Specialized in Abjuration school magics.</p><p>-Unable to cast spells from the Illusion & Necromancy schools.</p><p></p><p><strong>Familiar:</strong> Thebu (Toad)</p><p></p><p><strong><span style="font-size: 12px">Spells Prepared</span></strong> (CL 4, +4 melee touch, +2 ranged touch; ASF 0%</p><p>0th (4+A)- Acid Splash, Detect Magic, Detect Poison, Light, Resistance (Abj.)</p><p>1st (4+A)- <span style="color: red">Burning Hands,</span> Comprehend Languages, Magic Weapon, Protection from Chaos, Shield (Abj.)</p><p>2nd (4+A)-<span style="color: red">Alter Self, Extended Mage Armor, Scorching Ray, Scorching Ray,</span> Protection from Arrows (Abj.)</p><p>3rd (3+A)- Deep Slumber, Extended Alter Self, Hold Person, <span style="color: red">Dispel Magic (Abj.)</span></p><p></p><p>Silas' Original Spellbook (43 of 100 pages used)</p><p>0th- All cantrips (except Illusion & Necromancy cantrips)</p><p>1st- Alarm, Burning Hands, Comprehend Languages, Detect Thoughts, Mage Armor, Magic Weapon, Mount, Protection from Chaos, Protection from Evil, Shield, Sleep</p><p>2nd- Alter Self, Protection from Arrows, Resist Energy, Rope Trick, Scorching Ray</p><p>3rd-Haste, Hold Person</p><p></p><p>Festios Zombie-Herder's Spellbook</p><p>1st level- Identify, Endure Elements (A), Protection from Good (A), Charm Person, Enlarge Person, Feather Fall, <span style="color: pink">Nystul's Magic Aura</span></p><p>2nd level- Resist Energy (A), Obscure Object (A), Summon Swarm, Fog Cloud, Darkvision</p><p></p><p>Spell Garnet</p><p>1st- <span style="color: pink">Color Spray</span>, Detect Undead, Endure Elements (A), Hold Portal</p><p>2nd- <span style="color: pink">Magic Mouth</span>, Obscure Object (A), Pyrotechnics, Spider Climb</p><p>3rd- Deep Slumber, Dispel Magic (A), Haste, Hold Person, Magic Circle Against Evil (A), Phantom Steed, Suggestion</p><p></p><p>Astraughlay's Spellbook</p><p>All 0 level spells from PHB.</p><p>1st level: Detect Secret Doors, Identify, Charm Person, <span style="color: Pink">Color Spray, Disguise Self, Nystul's Magical Aura, Silent Image, Ventriloquism</span>, <span style="color: gray">Cause Fear</span></p><p>2nd level: Locate Object, See Invisibility, <span style="color: pink">Blur, Hypnotic Pattern, Invisibility, Mirror Image</span></p><p>3rd level: <span style="color: pink">Displacement</span></p><p></p><p>[sblock=Kobold's Spellbook (SOLD TO HECTOR)] <span style="color: Green">[in Draconic]</span></p><p><span style="color: Green">[[</span>0th- <span style="color: pink">Ghost Sound</span>, Read Magic, Detect Magic, <span style="color: gray">Disrupt Undead, Touch of Fatigue</span></p><p>1st- Burning Hands, <span style="color: gray">Cause Fear, Chill Touch</span>, <span style="color: pink">Color Spray</span>, <span style="color: gray">Ray of Enfeeblement</span></p><p>2nd- <span style="color: pink">Mirror Image</span>, Scorching Ray, <span style="color: gray">Spectral Hand</span><span style="color: green">]]</span>[/sblock]</p><p><strong><span style="font-size: 12px">Equipment</span></strong></p><p>Explorer’s Outfit (worn, --wt) --gp</p><p></p><p>Dagger (belt left, 1 lb.) 2 gp</p><p>MWK Quarterstaff (right hand (usually), 4 wt) --gp</p><p>Pouch, belt (belt front, .5 lb.) 1 gp</p><p>Spell component pouch (belt right, 2 lbs.) 5 gp</p><p>Scroll case (belt right, .5 lbs.)</p><p>-<strong>Scroll 1: Protection from Evil</strong> (Caster level 1)</p><p>-<strong>Scroll 2: Extended Light</strong> (Caster level 2)</p><p>-<strong>Scroll 3: Magic Missile</strong></p><p>-<strong>Scroll 4: Fireball and Sepia Snake Sigil</strong> from Festios Zombie-Herder</p><p><strong>Wand of Magic Missiles</strong> (<s>48 47 46 45</s> 44 charges)</p><p><strong>Wand of Darkness</strong> (?? charges) --from Alexander; given to Caramip</p><p><strong>Potions: Spider Climb, Cure Light Wounds (x2)</strong></p><p></p><p>Crossbow, light (left shoulder, 4 lbs.) 35 gp</p><p>Bolt case (8 bolts) (right shoulder, 1 lb.) 1 gp</p><p>Backpack (center back, 2 lbs.) 2 gp</p><p>Bedroll (below backpack, 5 lbs.) 1 sp</p><p></p><p>Waterskin- water (backpack, 4 lbs.) 1 gp</p><p>Torch (x1) (backpack, 1 lbs.)</p><p>Flint & Steel (backpack, --wt) 1 gp</p><p>Trail Rations- 10 days (backpack, 10 lb.)</p><p>Spellbook (backpack, 3 lbs.) 15 gp</p><p>Crossbow bolts (20 bolts, 2 lbs.)</p><p>1 'kobold crystal' (magical)</p><p>troll skull</p><p></p><p>Horse</p><p>From the Ruffian stash, Silas will take 2 large sacks (to use as saddlebags), a coil of rope, the grapple, a small bundle of torches (4), a lantern, 2 flasks of oil, a tanglefoot bag, a mirror, a vial of ink, and the paper (5 sheets). Most of this stuff he'll keep in the sacks on the horse but the paper he'll put into his scrollcase for safety and the vial of ink he'll secure in his backpack.</p><p></p><p>Coins- 14 cp (pouch)</p><p></p><p>[sblock=Treasure picked up in the Dwarven Caverns (distributed)]</p><p>keyring with four black keys with curvy shaped lengths</p><p>a well-made sling</p><p>two small sapphires (150 gp each)</p><p>ten crude gold pieces with the face of a lizard-humanoid emblazoned on both ends</p><p>a silver ring with runes of an unknown language etched upon its surface[/sblock]</p><p></p><p>[sblock=Treasure from Ch. 4 (NOT distributed)]</p><p>2 300 gp sapphires</p><p>2 copper necklaces w/ sapphire (500 gp ea.; Phly & Caramip)[/sblock]</p><p></p><p>[sblock=Summary of level updates]</p><p>4th level update</p><p>+1 Dex (from 9 to 10 with numerous changes resulting)</p><p>+5 hp</p><p>+1 BAB</p><p>+1 Will save</p><p>learned Protection from Chaos & Rope Trick</p><p>+5 skill points (added one rank each to Concentration, Decipher Script, Knowledge (Arcana), Knowledge (Architecture and Engineering), Spellcraft)</p><p></p><p>5th level update</p><p>+4 hp</p><p>+5 skill points (added one rank each to Concentration, Decipher Script, Knowledge (Arcana), Knowledge (Architecture and Engineering), Spellcraft)</p><p>Still Spell feat</p><p></p><p>6th level update</p><p>+5 hp; +1 BAB; +1 to Fort, Ref, Will saves</p><p>+5 skill points (added one rank each to Concentration, Decipher Script, Knowledge (Arcana), Knowledge (Architecture and Engineering), Spellcraft)</p><p>Improved Familiar feat</p><p>added Haste & Hold Person to spellbook</p><p>[/sblock]</p><p></p><p>[sblock=Silas' history]Silas Eyrstan, known as the Caernite, was born amidst blood and tears in the town of Fair Creek to a mother who did not long survive his birth. Weeks later his father, a skilled stonemason, returned to Fair Creek from the Dorinthian capital where he had been employed in making repairs to the High Temple to find his wife buried. When the midwife placed the robust baby boy in his arms he found he could hold no resentment in his heart but only love for his child.</p><p></p><p>The next years were tough. A succession of cruel or indifferent housekeepers left Silas disinclined to leave his father’s side and the elder Eyrstan disinclined to forbid his son anything if it were within his power to provide. Luckily, Silas’ only desire was to be at his father’s side. Throughout his childhood Silas learned a fair amount of the stonemason’s trade by doggedly following his father as he travelled the lands repairing the great structures of Dorinth or building new architectural wonders.</p><p></p><p>It was the intent of both father and son for Silas to apprentice in the stonemason’s craft. That is, until the elder Eyrstan was hired to work among the crew expanding the keep of Baron Karadore. The stonemasons were instructed to salvage stone from a nearby ruin. Silas found the ruin a site of endless fascination and spent countless hours roaming through it. Fascination became near obsession when young Silas discovered runes carved into the walls deep within the ruin. Though the runes were totally foreign to him he spent hours studying them, tracing their shapes in the dirt, and finally begging, borrowing, or just plain stealing what paper he could to make rubbings of the runes before the stonemasons could come to take the stone.</p><p></p><p>Totally absorbed in the making of one of his rubbings, Silas was discovered (and, quite frankly, nearly startled out of his wits) by a short fellow, stocky as stone. The fellow’s irritation and gruffness melted away when he discovered Silas’ passion for the runes and it was only a short time after that Silas was able to convince his father to apprentice him to the odd scholar.</p><p></p><p>Silas’ apprenticeship was one of excited discovery. Language, history, architecture; the scholar encouraged Silas’ passions for it all, provided method for the young man’s researches, and awakened and trained his latent talent for manipulating the forces of magic.</p><p></p><p>Years passed, his apprenticeship ended, and Silas became known (in a very small circle, however) as a promising young Caernite scholar. He married, had a child of his own. And then disaster: the Tallione Empire invaded Dorinth. Unable to let other men bear the brunt of defending his family and country, Silas charged his aging father with taking his wife and son to safety in Fair Creek and set off to war where his education allowed him to take the position of adjunct to a low-ranked officer.</p><p></p><p>After Dorinth’s Last Stand Silas wearily made his way to Fair Creek only to find the town deserted. In exhaustion and despair for his family, Silas collapsed. Found by one of Radnal’s Ruffians, Silas was led to the refugee camp in the Silver Forest where he was reunited with his family. With the looming threat of the Tallione and their dark allies, Silas will do what it takes to find a safe haven for his family…</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="GlassEye, post: 2879664, member: 40413"] [b][size=3]Silas Eyrstan the Caernite[/size][/b] Male Human Wizard (Abjurer) 6 XP: 15,147 (6897 + 1200 +3300+3,750) Neutral Good Str 15 +2 Dex 10 +0 Con 14 +2 Int 17 +3 Wis 10 +0 Cha 9 -1 Hit Points 33 (6d4 + 12 Con bonus + 3 familiar) [color=red]Current hit points 33[/color] AC 10 (18 with Mage Armor/Shield spells), Touch 10 Flat 10 Init +0 BAB +3 (+3 wizard), Grap +5 (+3 bab, +2 Str) Speed 30 (base 30, light load 40 lbs. (66/133/200)) Fort +4 (+2 wizard, +2 Con), Ref +2 (+2 wizard, +0 Dex), Will +5 (+5 wizard, +0 Wis) PRIMARY ATTACK METHOD +6 Melee, mwk quarterstaff, 1d6+3, 20/x2 [b]Rod of the Python[/b] +6 Melee, 1d6+4, 20/x2 [sblock=Constrictor Snake, Giant] Size/Type: Huge Animal Hit Dice: 11d8+14 (63 hp) Initiative: +3 Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. Armor Class: 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12 Base Attack/Grapple: +8/+23 Attack: Bite +13 melee (1d8+10) Full Attack: Bite +13 melee (1d8+10) Space/Reach: 15 ft./10 ft. Special Attacks: Constrict 1d8+10, improved grab Special Qualities: Scent Saves: Fort +8, Ref +10, Will +4 Abilities: Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2 Skills: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16 Feats: Alertness, Endurance, Skill Focus (Hide), Toughness Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies. Constrict (Ex) On a successful grapple check, a constrictor snake deals 1d8+10 points of damage. Improved Grab (Ex) To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [/sblock] OTHER ATTACK METHODS +5 Melee, dagger, 1d4+2, 19-20/x2 +3 Ranged, light crossbow, 1d8, 19-20/x2, 80'r Medium, 5'4", 156 lbs., 27 yrs old Red hair, blue eyes, pale skin Speaks Common, Dwarven, Giant, and Gnome [b][size=3]Skills[/size][/b] +11 Concentration (9 ranks +2 Con) +8 Decipher Script (5 ranks +3 Int) +12 Knowledge (Arcana) (9 ranks +3 Int) +12 Knowledge (Architecture & Engineering) (9 ranks + 3 Int) +5 Knowledge (History) (2 ranks +3 Int) +4 Knowledge (Local) (1 rank +3 Int) +2 Listen (0 ranks +2 Alertness) +3 Profession (Stonemason) (3 ranks) +4 Search (1cc rank +3 Int) +17 Spellcraft (9 ranks +3 Int +5 other) +2 Spot (0 ranks +2 Alertness) [B][SIZE=3]Feats[/SIZE][/B] -Alertness (familiar bonus) -Scribe Scroll (wizard bonus) -Extend Spell (human bonus) -Rapid Reload (1st level) -Skill Focus: Spellcraft (3rd level) -Still Spell (5th level wizard) -Improved Familiar (6th level) Wizard Abilities -Summon familiar—may summon familiar -Specialized in Abjuration school magics. -Unable to cast spells from the Illusion & Necromancy schools. [b]Familiar:[/b] Thebu (Toad) [b][SIZE=3]Spells Prepared[/SIZE][/b] (CL 4, +4 melee touch, +2 ranged touch; ASF 0% 0th (4+A)- Acid Splash, Detect Magic, Detect Poison, Light, Resistance (Abj.) 1st (4+A)- [color=red]Burning Hands,[/color] Comprehend Languages, Magic Weapon, Protection from Chaos, Shield (Abj.) 2nd (4+A)-[color=red]Alter Self, Extended Mage Armor, Scorching Ray, Scorching Ray,[/color] Protection from Arrows (Abj.) 3rd (3+A)- Deep Slumber, Extended Alter Self, Hold Person, [color=red]Dispel Magic (Abj.)[/color] Silas' Original Spellbook (43 of 100 pages used) 0th- All cantrips (except Illusion & Necromancy cantrips) 1st- Alarm, Burning Hands, Comprehend Languages, Detect Thoughts, Mage Armor, Magic Weapon, Mount, Protection from Chaos, Protection from Evil, Shield, Sleep 2nd- Alter Self, Protection from Arrows, Resist Energy, Rope Trick, Scorching Ray 3rd-Haste, Hold Person Festios Zombie-Herder's Spellbook 1st level- Identify, Endure Elements (A), Protection from Good (A), Charm Person, Enlarge Person, Feather Fall, [color=pink]Nystul's Magic Aura[/color] 2nd level- Resist Energy (A), Obscure Object (A), Summon Swarm, Fog Cloud, Darkvision Spell Garnet 1st- [color=pink]Color Spray[/color], Detect Undead, Endure Elements (A), Hold Portal 2nd- [color=pink]Magic Mouth[/color], Obscure Object (A), Pyrotechnics, Spider Climb 3rd- Deep Slumber, Dispel Magic (A), Haste, Hold Person, Magic Circle Against Evil (A), Phantom Steed, Suggestion Astraughlay's Spellbook All 0 level spells from PHB. 1st level: Detect Secret Doors, Identify, Charm Person, [COLOR=Pink]Color Spray, Disguise Self, Nystul's Magical Aura, Silent Image, Ventriloquism[/color], [color=gray]Cause Fear[/color] 2nd level: Locate Object, See Invisibility, [color=pink]Blur, Hypnotic Pattern, Invisibility, Mirror Image[/color] 3rd level: [color=pink]Displacement[/color] [sblock=Kobold's Spellbook (SOLD TO HECTOR)] [COLOR=Green][in Draconic] [[[/COLOR]0th- [color=pink]Ghost Sound[/color], Read Magic, Detect Magic, [color=gray]Disrupt Undead, Touch of Fatigue[/color] 1st- Burning Hands, [color=gray]Cause Fear, Chill Touch[/color], [color=pink]Color Spray[/color], [color=gray]Ray of Enfeeblement[/color] 2nd- [color=pink]Mirror Image[/color], Scorching Ray, [color=gray]Spectral Hand[/color][color=green]]][/color][/sblock] [b][SIZE=3]Equipment[/SIZE][/b] Explorer’s Outfit (worn, --wt) --gp Dagger (belt left, 1 lb.) 2 gp MWK Quarterstaff (right hand (usually), 4 wt) --gp Pouch, belt (belt front, .5 lb.) 1 gp Spell component pouch (belt right, 2 lbs.) 5 gp Scroll case (belt right, .5 lbs.) -[b]Scroll 1: Protection from Evil[/b] (Caster level 1) -[b]Scroll 2: Extended Light[/b] (Caster level 2) -[b]Scroll 3: Magic Missile[/b] -[b]Scroll 4: Fireball and Sepia Snake Sigil[/b] from Festios Zombie-Herder [b]Wand of Magic Missiles[/b] ([s]48 47 46 45[/s] 44 charges) [b]Wand of Darkness[/b] (?? charges) --from Alexander; given to Caramip [b]Potions: Spider Climb, Cure Light Wounds (x2)[/b] Crossbow, light (left shoulder, 4 lbs.) 35 gp Bolt case (8 bolts) (right shoulder, 1 lb.) 1 gp Backpack (center back, 2 lbs.) 2 gp Bedroll (below backpack, 5 lbs.) 1 sp Waterskin- water (backpack, 4 lbs.) 1 gp Torch (x1) (backpack, 1 lbs.) Flint & Steel (backpack, --wt) 1 gp Trail Rations- 10 days (backpack, 10 lb.) Spellbook (backpack, 3 lbs.) 15 gp Crossbow bolts (20 bolts, 2 lbs.) 1 'kobold crystal' (magical) troll skull Horse From the Ruffian stash, Silas will take 2 large sacks (to use as saddlebags), a coil of rope, the grapple, a small bundle of torches (4), a lantern, 2 flasks of oil, a tanglefoot bag, a mirror, a vial of ink, and the paper (5 sheets). Most of this stuff he'll keep in the sacks on the horse but the paper he'll put into his scrollcase for safety and the vial of ink he'll secure in his backpack. Coins- 14 cp (pouch) [sblock=Treasure picked up in the Dwarven Caverns (distributed)] keyring with four black keys with curvy shaped lengths a well-made sling two small sapphires (150 gp each) ten crude gold pieces with the face of a lizard-humanoid emblazoned on both ends a silver ring with runes of an unknown language etched upon its surface[/sblock] [sblock=Treasure from Ch. 4 (NOT distributed)] 2 300 gp sapphires 2 copper necklaces w/ sapphire (500 gp ea.; Phly & Caramip)[/sblock] [sblock=Summary of level updates] 4th level update +1 Dex (from 9 to 10 with numerous changes resulting) +5 hp +1 BAB +1 Will save learned Protection from Chaos & Rope Trick +5 skill points (added one rank each to Concentration, Decipher Script, Knowledge (Arcana), Knowledge (Architecture and Engineering), Spellcraft) 5th level update +4 hp +5 skill points (added one rank each to Concentration, Decipher Script, Knowledge (Arcana), Knowledge (Architecture and Engineering), Spellcraft) Still Spell feat 6th level update +5 hp; +1 BAB; +1 to Fort, Ref, Will saves +5 skill points (added one rank each to Concentration, Decipher Script, Knowledge (Arcana), Knowledge (Architecture and Engineering), Spellcraft) Improved Familiar feat added Haste & Hold Person to spellbook [/sblock] [sblock=Silas' history]Silas Eyrstan, known as the Caernite, was born amidst blood and tears in the town of Fair Creek to a mother who did not long survive his birth. Weeks later his father, a skilled stonemason, returned to Fair Creek from the Dorinthian capital where he had been employed in making repairs to the High Temple to find his wife buried. When the midwife placed the robust baby boy in his arms he found he could hold no resentment in his heart but only love for his child. The next years were tough. A succession of cruel or indifferent housekeepers left Silas disinclined to leave his father’s side and the elder Eyrstan disinclined to forbid his son anything if it were within his power to provide. Luckily, Silas’ only desire was to be at his father’s side. Throughout his childhood Silas learned a fair amount of the stonemason’s trade by doggedly following his father as he travelled the lands repairing the great structures of Dorinth or building new architectural wonders. It was the intent of both father and son for Silas to apprentice in the stonemason’s craft. That is, until the elder Eyrstan was hired to work among the crew expanding the keep of Baron Karadore. The stonemasons were instructed to salvage stone from a nearby ruin. Silas found the ruin a site of endless fascination and spent countless hours roaming through it. Fascination became near obsession when young Silas discovered runes carved into the walls deep within the ruin. Though the runes were totally foreign to him he spent hours studying them, tracing their shapes in the dirt, and finally begging, borrowing, or just plain stealing what paper he could to make rubbings of the runes before the stonemasons could come to take the stone. Totally absorbed in the making of one of his rubbings, Silas was discovered (and, quite frankly, nearly startled out of his wits) by a short fellow, stocky as stone. The fellow’s irritation and gruffness melted away when he discovered Silas’ passion for the runes and it was only a short time after that Silas was able to convince his father to apprentice him to the odd scholar. Silas’ apprenticeship was one of excited discovery. Language, history, architecture; the scholar encouraged Silas’ passions for it all, provided method for the young man’s researches, and awakened and trained his latent talent for manipulating the forces of magic. Years passed, his apprenticeship ended, and Silas became known (in a very small circle, however) as a promising young Caernite scholar. He married, had a child of his own. And then disaster: the Tallione Empire invaded Dorinth. Unable to let other men bear the brunt of defending his family and country, Silas charged his aging father with taking his wife and son to safety in Fair Creek and set off to war where his education allowed him to take the position of adjunct to a low-ranked officer. After Dorinth’s Last Stand Silas wearily made his way to Fair Creek only to find the town deserted. In exhaustion and despair for his family, Silas collapsed. Found by one of Radnal’s Ruffians, Silas was led to the refugee camp in the Silver Forest where he was reunited with his family. With the looming threat of the Tallione and their dark allies, Silas will do what it takes to find a safe haven for his family… [/sblock] [/QUOTE]
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