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Malvoisin's Savage Tide Rogue's Gallery
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<blockquote data-quote="GwydapLlew" data-source="post: 3010575" data-attributes="member: 40373"><p><strong>Chongo, Amedio Tribesman</strong></p><p></p><p></p><p>Chongo (CR 2) (1,050 XP)</p><p>Male Olman (human) Barbarian 2</p><p>N Medium humanoid</p><p>Init +1; Senses Listen +4, Search +1, Spot +2</p><p>Languages Common, Olman</p><p></p><p>AC 14, touch 11, flat-footed 14</p><p>hp 22 (12d12+4)</p><p>Fort +5, Ref +1, Will +1</p><p>Spd 40 ft. (30 ft. base)</p><p></p><p>Melee or Ranged +5 Spear (1d8+4/x3) (20') or</p><p>Ranged +5 Javelin (1d6+3) (30')</p><p>Melee +5 Heavy flail (1d10+4/19-20) or</p><p>Melee +5 Handaxe (1d6+3/x3) or</p><p>Melee or Ranged +5 Dagger (1d4+3/19-20) (10)</p><p></p><p>Base Atk +2; Grp +5</p><p>Special Attacks Rage 1/day (7 rounds)</p><p></p><p>Abilities Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 8</p><p>SQ Fast movement, illiteracy, uncanny dodge</p><p>Feats Brutal Throw, Power Attack </p><p>Skills Climb +7, Jump +11, Listen +4, Profession: Sailor +2.5, Spot +2, Survival +5, Swim +5, Use Rope +3.</p><p></p><p><strong>Rage</strong></p><p>AC 12, touch 9, flat-footed 12</p><p>hp 26</p><p>Saves Will +3</p><p>Abilities Str 20, Con 18</p><p>Melee or Ranged +7 Spear (1d8+7/x3) (20') or</p><p>Ranged +7 Javelin (1d6+5) (30') or</p><p>Melee +7 Heavy flail (1d10+7/19-20) or</p><p>Melee +7 Handaxe (1d6+5/x3) or</p><p>Melee or Ranged +7 Dagger (1d4+5/19-20) (10')</p><p></p><p><em>Carried:</em> Studded leather, spear, javelins (x10), heavy flail, handaxe, dagger, backpack, lg belt pouch (1 gp, 4 sp, 5 cp), waterskin, mwk potion belt, C. 67.5 lbs.</p><p><em>Foot Locker:</em> Chest, grappling hook w/ 50' of silk rope, bedroll, whetstone, fishing net, fishhooks (x5). 100 gp.</p><p></p><p><strong>Notes</strong></p><p><em>Brutal Throw (General Feat):</em> You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons. (p. 106, <strong><em>Complete Adventurer</em></strong>)</p><p><em>Potion Belt, Masterwork:</em> This extremely well-made sturdy leather belt has pockets shaped to hold potion vials and is fitted with ties to keep the vials from falling out. It holds ten potions. Retrieving a potion from a potion belt is a free action once per round. (<em>Cost:</em> 60 gp, 1 lb.) (p. 96, <strong><em>Forgotten Realms Campaign Setting</em></strong>)</p><p></p><p><strong>Affiliations</strong></p><p><em>Zelkarune's Horns</em> - 1.5</p><p></p><p><strong>Background</strong></p><p>Chongo's life has always been simple. A hunter of the Raging Lizard tribe, he spent the first fifteen years of his life learning the ways of his people. He lived deep in the Amedio Jungle and perfected his craft as a defender of the tribe. Others were faster or stealthier or wiser, but none could match Chongo in pure strength. Life was simple, and simple was good.</p><p></p><p>This changed four years ago when thunder and fire and ash came to the jungle.</p><p></p><p>A mountain erupted to the north, where the white men lived. The gnolls and strange creatures became more and more active, and even the mighty warriors and hunters of the Raging Lizard tribe could not keep them from overrunning the homelands of the tribe. Chongo saw many of his brothers fall in those weeks, and Chongo would have wept, had he the tears .</p><p></p><p>Chongo is the only one left. He slew his way through the enemies of his tribe and found the Great Water. White men found him where he lay, unconscious. They took him and taught him the ways of their wooden boats, the tricks of the sail and the gods of the sea. Chongo watched and learned and grew to enjoy the feel of the seas beneath his calloused feet.</p><p></p><p>Chongo does not think of the past, but there are times at night when he wakes to find his hands clenched in anger. </p><p></p><p><strong>There Is No Honor</strong></p><p>Chongo was recently approached by a man in the livery of one of the noble houses in Sasserine. The man offered Chongo a letter. When the savage made it clear that he could not read the letter, the servant informed Chongo that Lady Vanderboren would pay well for his sailing talents. Chongo nodded his assent and went back to work. These people were always so mysterious - if a woman wanted Chongo, why did she not just meet him and talk to him then?</p><p></p><p>Chongo was one of several hired by Lady Vanderboren to recover her family's ship, the <em>Blue Nixie</em>. It was a hard-fought battle, and the band of rogues aboard were vanquished. It was aboard the <em>Nixie</em> that the group discovered an illegal operation that smuggled rare creatures in and out of Sasserine. One of these creatures, a spidery creature known as a rhagodess, almost spelled the end of the group.</p><p></p><p>After returning to Lady Vanderboren, Chongo joined Zelkarune's Horns, a mercenary company and gladiatorial arena enthusiasts. Lavinia offered the group as a whole a second job, with the possibility of more work in the future. It was this second job, tracking down her brother Vanthus, that brought the group to Parrot Island. </p><p></p><p>While searching the island, Vanthus trapped them in an underground tunnel. Within this tunnel were the Walking Dead. They were obviously not controlled by a Zombie Master, but the thought of breaking taboos sent a shiver of dread down Chongo's spine. </p><p></p><p><strong>Comrades</strong></p><p><em>Anar -</em> Chongo is amused by Anar. The dashing rogue is so different from the terse barbarian that Chongo is not sure what to make of Anar. They have drunk together in the past and know one another, but there is not a strong bond of shared experience yet for Chongo to draw from.</p><p><em>Col -</em> Chongo has crewed with this strange old man before. He is different now, more like the shamans of Chongo's tribe. Chongo feels that Col is touched by the gods, and so considers him a bit of a lucky charm, someone who always shows up with an offer of gold or food in exchange for information or favors.</p><p><em>Damash -</em> Chongo and the bronzed islander have worked together in the past. When not crewing a ship, Chongo works with the Whaler's Guild and the dockworkers and makes a living loading or unloading ships. He is aware that Damash is an excellent swimmer - far better than Chongo - but has no idea of Damash's supernatural background. The priest fought valiantly with Chongo when they retook the <em>Blue Nixie</em>, and his healing magics did much to swing the tide in favor of the party. Damash parted ways in friendship and if he ever needed assistance, Chongo would be there for him.</p><p><em>Keoni -</em> The shaman is a brave warrior, and he has a presence about him that fills Chongo with enthusiasm. When he is around, Chongo hits harder, is hurt less, and kills things more quickly. Chongo has begun to think of Keoni as a good luck totem.</p><p><em>Nicolai -</em> The stranger appeared out of nowhere and helped take the <em>Blue Nixie</em>. He disappeared as quickly as he had arrived, but Chongo was grateful for the stranger's assistance.</p><p><em>Kalen -</em> Kalen is another smooth talker, much like Anar. He is as quick with his blade as he is with his words. Kalen assisted in taking the <em>Blue Nixie</em> and has had several good ideas since Lady Vanderboren has hired the group. As an elf, Chongo cannot help but suspect his intentions, but he is slowly warming to the beguiler.</p><p><em>Bael -</em> A newcomer to the group, and another elf. Col says that he knows of Bael, and that is enough for Chongo. </p><p></p><p>[sblock=Advancement]</p><p><strong>Level One</strong></p><p>Barbarian 1 HP 14 (1d12+2) SP: 24 [(4+1+1) x 4]</p><p>Abilities: Str 16 (10), Dex 12 (4), Con 14 (6), Int 12 (4), Wis 12 (4), Cha 8 (0).</p><p>Skills: Climb +4 (4), Jump +4 (4), Listen +2 (2), Profession: Sailor +2 (4), Spot +1 (2), Survival +3 (3), Swim +3 (3), Use Rope +1 (2).</p><p>Feats: Brutal Throw, Power Attack.</p><p><strong>Level Two</strong></p><p>Barbarian 2 HP +8 (6+2) SP: 6 (4+1+1)</p><p>Skills: Climb +1 (1), Jump +1 (1), Listen +1 (1), Profession: Sailor +.5 (1), Survival +1 (1), Swim +1 (1).</p><p>Other: Uncanny Dodge.</p><p></p><p><strong>Goal:</strong> Barbarian 8/Rog 2/Reaping Mauler 5/Thief-Acrobat 5</p><p><em>Reaping Mauler</em> - Escape Artist/5, Tumble/5; Clever Wrestling, Improved Unarmed Strike</p><p><em>Thief-Acrobat</em> - Balance/8, Climb/8, Jump/8, Tumble/8; Evasion</p><p><em>Feats Wanted:</em> Power Attack -> Cleave -> Great Cleave; Brutal Throw -> Power Throw; Leap Attack; Improved Unarmed Strike -> Clever Wrestling.</p><p>[/sblock]</p><p></p><p>[sblock=Tracking]</p><p><strong>Experience:</strong></p><ul> <li data-xf-list-type="ul"> <em>Parrot Island</em> +150 XP</li> <li data-xf-list-type="ul"> <em>The Blue Nixie</em> +375 XP</li> <li data-xf-list-type="ul"> <em>The Vanderboren Vault</em> +200 XP</li> </ul><p><strong>Booty</strong></p><ul> <li data-xf-list-type="ul"> <em>The Blue Nixie</em> +68 gp, +7 sp, +5 cp</li> <li data-xf-list-type="ul"> <em>The Vanderboren Vault</em> +200 gp</li> <li data-xf-list-type="ul"> <em>to Col, for a wand</em> -125 gp</li> <li data-xf-list-type="ul"> <em>to Shefton, for fees</em> -1 gp, 3 sp</li> </ul><p>[/sblock]</p></blockquote><p></p>
[QUOTE="GwydapLlew, post: 3010575, member: 40373"] [b]Chongo, Amedio Tribesman[/b] Chongo (CR 2) (1,050 XP) Male Olman (human) Barbarian 2 N Medium humanoid Init +1; Senses Listen +4, Search +1, Spot +2 Languages Common, Olman AC 14, touch 11, flat-footed 14 hp 22 (12d12+4) Fort +5, Ref +1, Will +1 Spd 40 ft. (30 ft. base) Melee or Ranged +5 Spear (1d8+4/x3) (20') or Ranged +5 Javelin (1d6+3) (30') Melee +5 Heavy flail (1d10+4/19-20) or Melee +5 Handaxe (1d6+3/x3) or Melee or Ranged +5 Dagger (1d4+3/19-20) (10) Base Atk +2; Grp +5 Special Attacks Rage 1/day (7 rounds) Abilities Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 8 SQ Fast movement, illiteracy, uncanny dodge Feats Brutal Throw, Power Attack Skills Climb +7, Jump +11, Listen +4, Profession: Sailor +2.5, Spot +2, Survival +5, Swim +5, Use Rope +3. [b]Rage[/b] AC 12, touch 9, flat-footed 12 hp 26 Saves Will +3 Abilities Str 20, Con 18 Melee or Ranged +7 Spear (1d8+7/x3) (20') or Ranged +7 Javelin (1d6+5) (30') or Melee +7 Heavy flail (1d10+7/19-20) or Melee +7 Handaxe (1d6+5/x3) or Melee or Ranged +7 Dagger (1d4+5/19-20) (10') [i]Carried:[/i] Studded leather, spear, javelins (x10), heavy flail, handaxe, dagger, backpack, lg belt pouch (1 gp, 4 sp, 5 cp), waterskin, mwk potion belt, C. 67.5 lbs. [i]Foot Locker:[/i] Chest, grappling hook w/ 50' of silk rope, bedroll, whetstone, fishing net, fishhooks (x5). 100 gp. [b]Notes[/b] [i]Brutal Throw (General Feat):[/i] You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons. (p. 106, [b][i]Complete Adventurer[/i][/b]) [i]Potion Belt, Masterwork:[/i] This extremely well-made sturdy leather belt has pockets shaped to hold potion vials and is fitted with ties to keep the vials from falling out. It holds ten potions. Retrieving a potion from a potion belt is a free action once per round. ([i]Cost:[/i] 60 gp, 1 lb.) (p. 96, [b][i]Forgotten Realms Campaign Setting[/i][/b]) [b]Affiliations[/b] [i]Zelkarune's Horns[/i] - 1.5 [b]Background[/b] Chongo's life has always been simple. A hunter of the Raging Lizard tribe, he spent the first fifteen years of his life learning the ways of his people. He lived deep in the Amedio Jungle and perfected his craft as a defender of the tribe. Others were faster or stealthier or wiser, but none could match Chongo in pure strength. Life was simple, and simple was good. This changed four years ago when thunder and fire and ash came to the jungle. A mountain erupted to the north, where the white men lived. The gnolls and strange creatures became more and more active, and even the mighty warriors and hunters of the Raging Lizard tribe could not keep them from overrunning the homelands of the tribe. Chongo saw many of his brothers fall in those weeks, and Chongo would have wept, had he the tears . Chongo is the only one left. He slew his way through the enemies of his tribe and found the Great Water. White men found him where he lay, unconscious. They took him and taught him the ways of their wooden boats, the tricks of the sail and the gods of the sea. Chongo watched and learned and grew to enjoy the feel of the seas beneath his calloused feet. Chongo does not think of the past, but there are times at night when he wakes to find his hands clenched in anger. [b]There Is No Honor[/b] Chongo was recently approached by a man in the livery of one of the noble houses in Sasserine. The man offered Chongo a letter. When the savage made it clear that he could not read the letter, the servant informed Chongo that Lady Vanderboren would pay well for his sailing talents. Chongo nodded his assent and went back to work. These people were always so mysterious - if a woman wanted Chongo, why did she not just meet him and talk to him then? Chongo was one of several hired by Lady Vanderboren to recover her family's ship, the [I]Blue Nixie[/i]. It was a hard-fought battle, and the band of rogues aboard were vanquished. It was aboard the [i]Nixie[/i] that the group discovered an illegal operation that smuggled rare creatures in and out of Sasserine. One of these creatures, a spidery creature known as a rhagodess, almost spelled the end of the group. After returning to Lady Vanderboren, Chongo joined Zelkarune's Horns, a mercenary company and gladiatorial arena enthusiasts. Lavinia offered the group as a whole a second job, with the possibility of more work in the future. It was this second job, tracking down her brother Vanthus, that brought the group to Parrot Island. While searching the island, Vanthus trapped them in an underground tunnel. Within this tunnel were the Walking Dead. They were obviously not controlled by a Zombie Master, but the thought of breaking taboos sent a shiver of dread down Chongo's spine. [b]Comrades[/b] [i]Anar -[/i] Chongo is amused by Anar. The dashing rogue is so different from the terse barbarian that Chongo is not sure what to make of Anar. They have drunk together in the past and know one another, but there is not a strong bond of shared experience yet for Chongo to draw from. [i]Col -[/i] Chongo has crewed with this strange old man before. He is different now, more like the shamans of Chongo's tribe. Chongo feels that Col is touched by the gods, and so considers him a bit of a lucky charm, someone who always shows up with an offer of gold or food in exchange for information or favors. [i]Damash -[/i] Chongo and the bronzed islander have worked together in the past. When not crewing a ship, Chongo works with the Whaler's Guild and the dockworkers and makes a living loading or unloading ships. He is aware that Damash is an excellent swimmer - far better than Chongo - but has no idea of Damash's supernatural background. The priest fought valiantly with Chongo when they retook the [i]Blue Nixie[/i], and his healing magics did much to swing the tide in favor of the party. Damash parted ways in friendship and if he ever needed assistance, Chongo would be there for him. [i]Keoni -[/i] The shaman is a brave warrior, and he has a presence about him that fills Chongo with enthusiasm. When he is around, Chongo hits harder, is hurt less, and kills things more quickly. Chongo has begun to think of Keoni as a good luck totem. [i]Nicolai -[/i] The stranger appeared out of nowhere and helped take the [i]Blue Nixie[/i]. He disappeared as quickly as he had arrived, but Chongo was grateful for the stranger's assistance. [i]Kalen -[/i] Kalen is another smooth talker, much like Anar. He is as quick with his blade as he is with his words. Kalen assisted in taking the [i]Blue Nixie[/i] and has had several good ideas since Lady Vanderboren has hired the group. As an elf, Chongo cannot help but suspect his intentions, but he is slowly warming to the beguiler. [i]Bael -[/i] A newcomer to the group, and another elf. Col says that he knows of Bael, and that is enough for Chongo. [sblock=Advancement] [b]Level One[/b] Barbarian 1 HP 14 (1d12+2) SP: 24 [(4+1+1) x 4] Abilities: Str 16 (10), Dex 12 (4), Con 14 (6), Int 12 (4), Wis 12 (4), Cha 8 (0). Skills: Climb +4 (4), Jump +4 (4), Listen +2 (2), Profession: Sailor +2 (4), Spot +1 (2), Survival +3 (3), Swim +3 (3), Use Rope +1 (2). Feats: Brutal Throw, Power Attack. [b]Level Two[/b] Barbarian 2 HP +8 (6+2) SP: 6 (4+1+1) Skills: Climb +1 (1), Jump +1 (1), Listen +1 (1), Profession: Sailor +.5 (1), Survival +1 (1), Swim +1 (1). Other: Uncanny Dodge. [b]Goal:[/b] Barbarian 8/Rog 2/Reaping Mauler 5/Thief-Acrobat 5 [i]Reaping Mauler[/i] - Escape Artist/5, Tumble/5; Clever Wrestling, Improved Unarmed Strike [i]Thief-Acrobat[/i] - Balance/8, Climb/8, Jump/8, Tumble/8; Evasion [i]Feats Wanted:[/i] Power Attack -> Cleave -> Great Cleave; Brutal Throw -> Power Throw; Leap Attack; Improved Unarmed Strike -> Clever Wrestling. [/sblock] [sblock=Tracking] [b]Experience:[/b] [LIST] [*] [i]Parrot Island[/i] +150 XP [*] [i]The Blue Nixie[/i] +375 XP [*] [i]The Vanderboren Vault[/i] +200 XP [/LIST] [b]Booty[/B] [LIST] [*] [i]The Blue Nixie[/i] +68 gp, +7 sp, +5 cp [*] [i]The Vanderboren Vault[/i] +200 gp [*] [i]to Col, for a wand[/i] -125 gp [*] [i]to Shefton, for fees[/i] -1 gp, 3 sp [/LIST] [/sblock] [/QUOTE]
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