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Recruiting: DT's Sword and Sorcery Campaign (BECMI/Wilderlands)
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<blockquote data-quote="Deuce Traveler" data-source="post: 4668008" data-attributes="member: 34958"><p>How is this, Scott?</p><p></p><p>Name: Quinn Setmore</p><p>Class: Fighter</p><p>Level: 1</p><p>HP: 10</p><p>AC: 7</p><p></p><p>Strength: 13</p><p>Intelligence: 11</p><p>Wisdom: 15</p><p>Dexterity: 5 </p><p>Constitution: 16</p><p>Charisma: 13</p><p></p><p>Saving Throws</p><p></p><p>Poison or Death Ray: 12</p><p>Magic Wands: 13</p><p>Paralyzation or Turn to Stone: 14</p><p>Dragon Breath: 15</p><p>Rods/Staffs/Spells: 16 (15 vs Spells)</p><p></p><p>Weapons: Cutlass (acts as a short sword, 1d6), Dagger (1d4), Belaying Pin (acts as a club, 1d4)</p><p></p><p>Armor: Chain Mail, Bandana</p><p></p><p>Equipment: Backpack, Torch, Tinderbox, Standard Rations: 3, Wineskin, 2cp, 3sp, 1gp</p><p></p><p>Languages: Common</p><p></p><p>XP: 0</p><p></p><p></p><p></p><p>Background: Quinn recently arrived from sailing the high seas with the Botany Bay.</p><p></p><p>He lost the leg in an on-board incident during a bad storm, which was the cause of a mast falling and crushing his leg. He was given a pegleg to replace the lost one. Because he has not been able to regain his 'sea legs' as yet, he has decided to try his luck on land. Hopefully he will get use to his peg leg with the stability of 'terra firma' and maybe someday return to his true mistriss, the sea.</p><p></p><p>His weapons are those of a sailor: cutlass, dagger, club/belaying pin.</p><p></p><p>His dress is still that of a sailor as well as his appearence...bronze skin, long haired tied in back, bandana on his head.</p><p></p><p>His 3-day stubble gives him a ruggedly hadsome appearence, while his smell of salty spray seems clean compared to the staled sweat of the city dwellers. The 3 point hat on his head gets tipped as a curtesy to ladies. He prefers to keep sober as that would very well lead worse walking troubles then what he has now.</p><p></p><p>He was from the Botany Bay, having been the victim of one of the 'wierd accidents' that befell the ship while transporting the witch's head. The ship and captain left him on the shore to further recover though he felt he was still hexed and was seeking out the party to help him deal with the 'curse'...</p><p></p><p>DM's Note: As Quinn has been a sea-dog for so long, he has insight into navigation and the sea. He is able to guide himself by the stars, recognize good sailing weather, and when the seas themselves are favorable. He was one of the crew who begged Bear of the Botany Bay to have the cursed package thrown overboard. He had a sense that something was 'wrong' with the package. Whether or not this was superstition or a developing 'sixth sense' has yet to be seen...</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 4668008, member: 34958"] How is this, Scott? Name: Quinn Setmore Class: Fighter Level: 1 HP: 10 AC: 7 Strength: 13 Intelligence: 11 Wisdom: 15 Dexterity: 5 Constitution: 16 Charisma: 13 Saving Throws Poison or Death Ray: 12 Magic Wands: 13 Paralyzation or Turn to Stone: 14 Dragon Breath: 15 Rods/Staffs/Spells: 16 (15 vs Spells) Weapons: Cutlass (acts as a short sword, 1d6), Dagger (1d4), Belaying Pin (acts as a club, 1d4) Armor: Chain Mail, Bandana Equipment: Backpack, Torch, Tinderbox, Standard Rations: 3, Wineskin, 2cp, 3sp, 1gp Languages: Common XP: 0 Background: Quinn recently arrived from sailing the high seas with the Botany Bay. He lost the leg in an on-board incident during a bad storm, which was the cause of a mast falling and crushing his leg. He was given a pegleg to replace the lost one. Because he has not been able to regain his 'sea legs' as yet, he has decided to try his luck on land. Hopefully he will get use to his peg leg with the stability of 'terra firma' and maybe someday return to his true mistriss, the sea. His weapons are those of a sailor: cutlass, dagger, club/belaying pin. His dress is still that of a sailor as well as his appearence...bronze skin, long haired tied in back, bandana on his head. His 3-day stubble gives him a ruggedly hadsome appearence, while his smell of salty spray seems clean compared to the staled sweat of the city dwellers. The 3 point hat on his head gets tipped as a curtesy to ladies. He prefers to keep sober as that would very well lead worse walking troubles then what he has now. He was from the Botany Bay, having been the victim of one of the 'wierd accidents' that befell the ship while transporting the witch's head. The ship and captain left him on the shore to further recover though he felt he was still hexed and was seeking out the party to help him deal with the 'curse'... DM's Note: As Quinn has been a sea-dog for so long, he has insight into navigation and the sea. He is able to guide himself by the stars, recognize good sailing weather, and when the seas themselves are favorable. He was one of the crew who begged Bear of the Botany Bay to have the cursed package thrown overboard. He had a sense that something was 'wrong' with the package. Whether or not this was superstition or a developing 'sixth sense' has yet to be seen... [/QUOTE]
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