Travels through the Wild West: Dramatis Personae

Lazybones

Adventurer
I'm starting this thread to showcase some of the main characters, supporting cast, generic foes, and major badguys of my story hour. DMs, please feel free to snag any of the statblocks for use in your own campaigns. And as always, readers, feel free to give me a heads-up if you see any major rules violations (as I said when I started the story, I'm still getting to know the FRCS).

Lazybones

* * * * *

I suppose it's natural to start out with the main characters, first:

ECL3, 28 point-buy, 2700gp for equipment

1) Lok, Earth Genasi fighter 2
S18, D12, C16, I12, W8, Ch8
Fort +6, Ref +1, Will -1
Atk +8 melee (1d8+4 battleaxe), +5 ranged (1d10 heavy crossbow)
AC 21 (full plate armor, large shield, dex), hp21
SA: darkvision, +1 on saves vs. earth effects, path without trace 1/day
Home Region: the North
Skills and Feats: Cleave, Power Attack, Weapon Focus (battleaxe), Craft (armorsmithing) +6, Craft (weaponsmithing) +4, Craft (stonemasonry) +6, Speak Language (undercommon)
Equipment: masterwork battleaxe, masterwork heavy crossbow, 10 masterwork bolts, masterwork full plate armor, masterwork large shield, standard adventuring pack

2) Calloran (“Cal”), Rock Gnome Bard 2/Illusionist 1
S10, D14, C16, I14, W8, Ch14
Fort +4, Ref +6, Will +5
Atk +3 melee (1d6 shortsword), +6 ranged (1d8 crossbow)
AC 13 (dex), hp20
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day
Home Region: Waterdeep
Skills and Feats: Artist (woodcarving), Improved Initiative, Scribe Scroll, Appraise +4, Craft (woodcarving) +6, Gather Information +4, Hide +8, Knowledge (arcana) +6, Knowledge (geography) +5, Knowledge (religion) +6, Listen +5, Perform +9, Spellcraft +8
Spells: (bard 3/1 per day): 0/daze, 0/detect poison, 0/open/close, 1/cure light wounds, 1/feather fall
(illusionist 4/3, opposition evocation): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/shield, 1/silent image, 1/sleep
Spellbook: as above plus all cantrips, 1/change self, 1/color spray
Equipment: wands of cure light wounds, color spray, and mage armor (50 charges each), masterwork shortsword, masterwork light crossbow, 20 masterwork bolts, lute, standard adventuring pack, 5 sunrods

3) Benzan, Tiefling Fighter 1/Rogue 1
S14, D16, C14, I16, W8, Ch10
Fort +4, Ref +5, Will -1
Atk +4 melee (1d8+2, longsword), +6 ranged (1d8+2 mighty longbow)
AC 19 (+1 chain shirt, buckler, dex), hp15
SA: cold, fire, electricity resistance 5, darkness 1/day, darkvision, sneak attack +1d6
Home Region: Unther
Skills and Feats: Arcane Schooling, Improved Initiative, Appraise +7, Balance +7, Bluff +5, Climb +6, Disable Device +6, Hide +9, Listen +4, Move Silently +7, Open Lock +7, Pick Pocket +6, Search +7, Spot +4, Swim +5
Equipment: masterwork longsword, +1 chain shirt, buckler, mighty (+2) masterwork composite longbow, 20 masterwork arrows, 3 potions of cure light wounds, standard adventuring pack, obsidian statue, masterwork thieves’ tools

4) Delem, Human Sorcerer 3 (Kossuth)
S10, D12, C12, I10, W14, Ch16
Fort +3, Ref +3, Will +6
Atk +1 melee (1d4, dagger), + 3 ranged (1d8 light crossbow)
AC 12 (bracers of armor +1, dex), hp15
Home Region: Tethyr
Skills and Feats: Blooded, Luck of Heroes, Toughness, Concentration +7, Intuit Direction +4, Spot +7, Spellcraft +2
Spells: (6/6 per day): 0/dancing lights, 0/detect magic, 0/disrupt undead, 0/flare, 0/read magic, 1/burning hands, 1/endure fire, 1/magic missile
Equipment: bracers of armor +1, cloak of resistance +1, potion of cure moderate wounds, dagger, light crossbow, 10 masterwork crossbow bolts, standard adventuring pack
 

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Lazybones

Adventurer
Here's an early enemy and some NPCs.


Ghoul (ogre)
Large-Size Undead
Hit Dice: 4d12 (26 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (-1 size, +1 Dex, +5 natural)
Attacks: Bite +7 melee; 2 claws +2 melee
Damage: Bite 1d8+5 and paralysis; claw 1d4+2 and paralysis
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Paralysis, create spawn
Special Qualities: Undead, +2 turn resistance
Saves: Fort +1, Ref +2, Will +6
Abilities: Str 21, Dex 13, Con -, Int 13, Wis 14, Cha 16
Skills: Climb +6, Escape Artist +7, Hide +5, Intuit Direction +3, Jump +6, Listen +8,
Move Silently +7, Search +6, Spot +8
Feats: Multiattack, Weapon Finesse (bite)
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary, gang (2-4), or pack (7-12)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-6 HD (Large-size)

Ghouls speak the languages they spoke in life (in this case, Giant).

Paralysis (Ex): Those hit by an ogre ghoul’s bite or claw attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.

Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

* * * * *

Kevrik Telwarden, Human Fighter 3
S15, D9, C14, I10, W12, Ch13
Fort +4, Ref +0, Will +3
Atk +7 melee (1d8+2, longsword), +2 ranged (1d6+2, shortbow)
AC 15 (chainmail, small shield, -dex), hp30
Home Region: Western Heartlands
Skills and Feats: Bullheaded, Saddleback, Mounted Combat, Toughness, Weapon Focus (longsword), Handle Animal +4, Intimidate +3, Jump +0, Ride +5, Swim -9
Equipment: masterwork longsword, masterwork chainmail, small steel shield, dagger, mighty composite short bow, 20 arrows, standard pack

Cullan, Human Warrior 1/Expert 1
S11, D12, C13, I10, W10, Ch10
Fort +3, Ref +1, Will +3
Atk +1 melee (1d6 shortsword), +3 ranged (1d6 composite short bow)
AC 14 (studded leather, dex), hp12
Home Region: Western Heartlands
Skills and Feats: Survivor, Weapon Focus (shortbow), Hide +15 , Knowledge (nature) +4, Listen +4, Move Silently +5, Ride +3, Spot +4, Wilderness Lore +6
Equipment: shortsword, composite short bow, 20 arrows, cloak of elvenkind, studded leather armor, standard pack
 

Horacio

LostInBrittany
Supporter
Ey, thanks!
That solves some of my doubts (why Cal, a bard, was so good with illusions, for example :) ).

And, as an idea, you could place a link to your story hour in the first post of this Rogues' Gallery...
 

Lazybones

Adventurer
Steel Jack's Band

Steel Jack
Human Fighter 3/Rogue 1
HD 3d10+1d6+8, hp32, Init+1, Mv20’, AC 19 (masterwork banded mail, large shield, dex), Atk +7 melee (1d8+3+1d6 cold, +1 frost battleaxe)
S15, D12, C14, I11, W9, Ch13
Fort +7, Ref +4, Will +1
SA sneak attack +1d6
Home Region: Western Heartlands
Feats and Skills: Bullheaded, Great Fortitude, Power Attack, Saddleback, Weapon Focus (battle axe), Bluff +4, Climb +0, Gather Information +4, Intimidate +6, Jump +0, Ride +10
Equipment: +1 frost battle axe, 2 daggers, masterwork banded mail, large steel shield, potions of fly, cure moderate wounds, 25gp, gold signet ring (stolen, 30gp value)

Human Bandits (10xWar1)
HD1d8, hp6, Init+0, Mv30’, AC 13 (studded leather armor), Atk +1 melee (damage by weapon), +1 ranged (damage by weapon), Fort +3, Ref +0, Will -1, S11, D11, C10, I9, W10, Ch9, Saddleback, Survivor, Listen +1, Ride +5, Spot +1, Wilderness Lore +2
Armed with a variety of melee and missile weapons (assume shortspear and shortbow as the default). Each carries 2d6sp in personal treasure.

Hobgoblin Elite Warriors (6xWar2)
HD2d8+2, hp13, Init+1, Mv20’, AC 16 (scale mail, small shield, dex), Atk +1 melee (damage by weapon), +2 ranged (damage by weapon), S11, D13, C13, I10, W10, C10, Fort +3, Ref +1, Will +0, Alertness, Hide +1, Listen +3, Move Silently +3, Ride +3, Spot +3
Armed with a variety of melee and missile weapons (assume longsword and 2 javelins as the default). Each carries 2d12sp and 1d6gp in personal treasure.

Bak Morok
Hobgoblin Adept 2
HD2d6, hp9, Init +0, Mv30’, AC 10 (no armor), Atk +0 melee (1d4-1, dagger)
S9, D11, C10, I12, W14, Ch13
Fort +0, Ref +0, Will +5
Spells: 0/detect magic, 0/ghost sound, 0/guidance, 1/command, 1/cure light wounds
Equipment: dagger, wand of sleep (15 charges)
 


Lazybones

Adventurer
Where did Cal get all those wands?

Well, to give you the rules answer first, I used the standard character creation guidelines, with 2700gp for a ECL 3 character (+300gp for his region bonus as per the FRCS, being from Waterdeep). 3E wands with a first level spell are 750gp. I know that technically Cal is using CLW as a bard spell, which would make it more expensive, but I didn't see anything in the rules that banned a bard from using a healing wand made by a cleric. Looking over Cal's equipment sheet again, I think he went a tad over 3000gp, but when I created the characters I just ballparked rather than counting up every item.

As for the in-story answer, I believe Cal mentioned early on in the story that he got his healing wand from a friend in Waterdeep. I imagine he just bought the others (it took me a while to get used to the over-the-counter style of magic in Faerun, but I guess playing Baldur's Gate I/II got me adjusted to the idea). He's a skilled woodcarver (although I haven't yet integrated that skill into the story), so between his artistic talents and his performing abilities he was able to save up a lot of extra coin before setting out on his journey. Maybe I will address how he and some of the other characters acquired their starting equipment as the story goes on.

Lazybones
 

Lazybones

Adventurer
Level-Up stats after the Wood of Sharp Teeth

1) Lok, Earth Genasi fighter 3
S18, D12, C16, I12, W8, Ch8
Fort +6, Ref +2, Will +2
Atk +9 melee (1d8+5+1d6 battleaxe), +6 ranged (1d10 heavy crossbow)
AC 21 (full plate armor, large shield, dex), hp30
SA: darkvision, +1 on saves vs. earth effects, path without trace 1/day
Home Region: the North
Skills and Feats: Cleave, Iron Will, Power Attack, Weapon Focus (battleaxe), Craft (armorsmithing) +7, Craft (weaponsmithing) +5, Craft (stonemasonry) +7, Speak Language (undercommon)
Equipment: +1 frost battleaxe, masterwork heavy crossbow, 10 masterwork bolts, masterwork full plate armor, masterwork large shield, potion of cure light wounds, standard adventuring pack

2) Calloran (“Cal”), Rock Gnome Bard 2/Illusionist 2
S10, D14, C16, I15, W8, Ch14
Fort +4, Ref +6, Will +6
Atk +4 melee (1d6 shortsword), +7 ranged (1d8 crossbow)
AC 13 (size, dex), hp25
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day
Home Region: Waterdeep
Skills and Feats: Artist (woodcarving), Improved Initiative, Scribe Scroll, Appraise +4, Concentration +5, Craft (woodcarving) +6, Gather Information +4, Hide +8, Knowledge (arcana) +7, Knowledge (geography) +5, Knowledge (religion) +6, Listen +5, Perform +9, Spellcraft +9
Spells: (bard 3/1 per day): 0/daze, 0/detect poison, 0/open/close, 1/cure light wounds, 1/feather fall
(illusionist 4/4, opposition evocation): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/shield, 1/silent imagex2, 1/sleep
Spellbook: as above plus all cantrips, 1/change self, 1/color spray, 1/comprehend languages, 1/identify
Equipment: wands of cure light wounds, color spray, and mage armor (50 charges each), masterwork shortsword, masterwork light crossbow, 20 masterwork bolts, lute, standard adventuring pack, 5 sunrods

3) Benzan, Tiefling Fighter 2/Rogue 1
S14, D16, C14, I16, W8, Ch10
Fort +5, Ref +5, Will -1
Atk +5 melee (1d6+3/15-20x2, scimitar), +7 ranged or +5/+5 ranged (1d8+2 mighty longbow), +1 atk/dam if within 30 feet
AC 19 (+1 chain shirt, buckler, dex), hp23
SA: cold, fire, electricity resistance 5, darkness 1/day, darkvision, sneak attack +1d6
Home Region: Unther
Skills and Feats: Arcane Schooling, Improved Initiative, Point Blank Shot, Rapid Shot, Appraise +7, Balance +7, Bluff +5, Climb +8, Disable Device +6, Hide +9, Listen +4, Move Silently +7, Open Lock +7, Pick Pocket +6, Search +7, Spot +5, Swim +6
Equipment: +1 keen scimitar, mighty (+2) masterwork composite longbow, 20 masterwork arrows, 2 potions of cure light wounds, standard adventuring pack, obsidian statue, masterwork thieves’ tools

4) Delem, Human Sorcerer 3/Cleric 1 (Kossuth)
S10, D12, C12, I10, W15, Ch16
Fort +5, Ref +3, Will +8
Atk +1 melee (1d4, dagger), +3 ranged (1d8 light crossbow)
AC 12 (bracers of armor +1, dex), hp18
Home Region: Tethyr
Skills and Feats: Blooded, Luck of Heroes, Toughness, Concentration +7, Heal +4, Intuit Direction +5, Spot +7
Spells: (sorcerer: 6/6 per day): 0/dancing lights, 0/detect magic, 0/disrupt undead, 0/flare, 0/read magic, 1/burning hands, 1/endure fire, 1/magic missile
(cleric: 3/3): 0/guidance, 0/purify food and drink, 0/resistance, 1/charm person*, 1/protection from evil, 1/remove fear
Domains: fire, renewal
Equipment: bracers of armor +1, cloak of resistance +1, 10 masterwork crossbow bolts, standard adventuring pack, wand of sleep (8 charges), potion of cure light wounds
 

Horacio

LostInBrittany
Supporter
So Delem took the priestish way, and Cal decided to concentrate in his illusions... For Delem I had guessed it, but for Cal I would have said bard 3 :)
 

Lazybones

Adventurer
More TttWW Bad Guys

Elturel Assassins, Human Rogue 2 (x10)
S10, D13, C10, I10, W10, Ch9
Fort +0, Ref +4, Will +0
Atk +2 melee (1d6, shortsword), +4 ranged (1d8+1+poison, crossbow)
AC 14 (studded leather, dex), hp9
Home Region: Western Heartlands
Skills and Feats: Dodge, Point Blank Shot, Appraise +5, Climb +4, Hide +6, Intimidate +4, Listen +5, Move Silently +6, Pick Pocket +6, Spot +5, Use Rope +6
Special Abilities: sneak attack +1d6, evasion
Equipment: masterwork studded leather armor, masterwork shortsword [6 of the assassins are archers, who also have a light crossbow, 10 masterwork bolts, 2 doses of medium spider venom (DC14, 1d4/1d6 strength), tanglefoot bag]


Shade Agent
Human (shade) Fighter 2/Rogue 3
S13, D15, C14, I11, W10, Ch12
Fort +6, Ref +5, Will +1
CR7, HD 2d10+3d6+10, hp34, Init+6, Mv30’, AC 17 (mithral chain, dex), Atk +7 melee (1d8+2 longsword), +6 ranged (1d4+1 thrown dagger)
Home Region: Anauroch (city of Shade)
Feats and Skills: Alertness, Combat Reflexes, Dodge, Improved Initiative, Weapon Focus (longsword), (60 skill points) Balance +8, Climb +2, Disguise +7, Gather Information +7, Hide +8, Intimidate +7, Jump +2, Listen +8, Move Silently +8, Search +6, Spot +8
In darkness or shadows, the shade gains the following enhancements and powers: +2 Con, Cha (hp39), Mv50’, AC21 (+4 deflection), +2 attack/damage, control light 50%, fast healing 2, invisibility 1/turn, mirror image (1d4+1 images) 3/day, SR16, +4 to all saves, +4 Listen/Spot, +8 Hide/Move Silently (these enhancements are not included in the stats above)
Equipment: potion of bull’s strength (consumed before battle), mithral chainmail, +1 longsword, 2 daggers


"Lamber Dunn", Human Cleric 7 (Cyric)
S10, D9, C11, I12, W17, Ch14
Fort +5, Ref +4, Will +9
Atk +6 melee (1d8, masterwork morningstar)
AC 18 (breastplate, shield, -dex), hp 35 (49 w/endurance)
Home Region: Western Heartlands
Skills and Feats: Craft Magic Arms and Armor, Extra Turning, Iron Will, Scribe Scroll, Bluff +5, Concentration +8, Diplomacy +4, Disguise +8, Knowledge (religion) +6, Scry +9, Spellcraft +9
Domains: evil, trickery
Spells (6/6/5/4/2): 0/detect magic, 0/detect poison, 0/guidance, 0/light, 0/read magic, 0/virtue, 1/bane, 1/change self*, 1/command, 1/divine favor, 1/inflict light woundsx2, 2/cure moderate wounds, 2/desecrate*, 2/endurance, 2/hold person, 2/undetectable alignment, 3/bestow curse, 3/inflict serious wounds, 3/magic circle vs. good,* 3/summon monster III, 4/poison, 4/unholy blight*
Equipment: +2 breastplate, +1 small steel shield, masterwork morningstar, cleric scroll (4/lesser planar ally), cleric scroll (2/lesser restoration, 2/undetectable alignment, 3/cure serious wounds), bowl of dark scrying (see below)


Bowl of dark scrying

A weaker version of the crystal ball with telepathy, the bowl can be operated by an evil cleric (or other character able to channel negative energy) three times per tenday. When filled with liquid that is infused with negative energies of sufficient potency (i.e. with a turning check against 10HD), it allows the user to cast a scrying spell. If used to view someone that the caster knows, he/she can elect to cast a message spell through the device, allowing two-way communication.
 

Lazybones

Adventurer
Level Up (ECL 5)

Update 2/8/02 (group currently in Baldur’s Gate)


1) Lok, Earth Genasi fighter 4
S19, D12, C16, I12, W8, Ch8
Fort +7, Ref +2, Will +2
Atk +10 melee (1d8+7+1d6 battleaxe), +7 ranged (1d10 heavy crossbow)
AC 23 (full plate armor, large shield, dex), hp38
SA: darkvision, +1 on saves vs. earth effects, path without trace 1/day
Home Region: the North
Skills and Feats: Cleave, Iron Will, Power Attack, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +8, Craft (weaponsmithing) +6, Craft (stonemasonry) +7, Ride +2, Speak Language (undercommon)
Equipment: +1 frost battleaxe, masterwork heavy crossbow, 10 masterwork bolts, +1 full plate armor, +1 large shield, 3 potions of cure light wounds, bag of holding (type 1), standard adventuring pack

2) Calloran (“Cal”), Rock Gnome Bard 2/Illusionist 1
S10, D14, C16, I15, W8, Ch14
Fort +4, Ref +6, Will +5
Atk +3 melee (1d6 shortsword), +6 ranged (1d8 crossbow)
AC 13 (size, dex, 17 with mage armor), hp20
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day
Home Region: Waterdeep
Skills and Feats: Artist (woodcarving), Improved Initiative, Scribe Scroll, Appraise +4, Craft (woodcarving) +6, Gather Information +4, Hide +8, Knowledge (arcana) +6, Knowledge (geography) +5, Knowledge (religion) +6, Listen +5, Perform +9, Spellcraft +8
Spells: (bard 3/1 per day): 0/daze, 0/detect poison, 0/open/close, 1/cure light wounds, 1/feather fall
(illusionist 4/3, opposition evocation): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/shield, 1/silent image, 1/sleep
Spellbook: as above plus all cantrips, 1/change self, 1/color spray, 1/comprehend languages, 1/identify
Equipment: wands of cure light wounds (20 charges), color spray (35 charges), mage armor (40 charges), and protection from evil (50 charges), masterwork shortsword, masterwork light crossbow, 20 masterwork bolts, lute, standard adventuring pack, 4 sunrods

3) Benzan, Tiefling Fighter 2/Rogue 2
S14, D17, C14, I16, W8, Ch10
Fort +5, Ref +6, Will -1
Atk +6 melee (1d6+3/15-20x2, scimitar), +8 ranged or +6/+6 ranged (1d8+2 mighty longbow), +1 attack/damage if within 30 feet
AC 21 (+1 chainmail, +1 small shield, dex), hp28
SA: cold, fire, electricity resistance 5, darkness 1/day, darkvision, sneak attack +1d6, evasion
Home Region: Unther
Skills and Feats: Arcane Schooling, Improved Initiative, Point Blank Shot, Rapid Shot, Appraise +8, Balance +8, Bluff +6, Climb +9, Disable Device +7, Hide +10, Listen +5, Move Silently +8, Open Lock +8, Pick Pocket +6, Search +8, Spot +6, Swim +6
(note: currently has a –2 armor check penalty due to armor, not factored in above)
Equipment: +1 keen scimitar, +1 mithral chainmail, +1 small steel shield, +1 chain shirt (stored), mighty (+2) masterwork composite longbow, 20 masterwork arrows, 4 potions of cure light wounds, standard adventuring pack, obsidian statue, masterwork thieves’ tools, spellbook (spells will be detailed at B’s next level-up)

4) Delem, Human Sorcerer 4/Cleric 1 (Kossuth)
S10, D12, C12, I10, W15, Ch16
Fort +5, Ref +3, Will +9
Atk +3 melee (1d8, morningstar), +4 ranged (1d8 light crossbow)
AC 13 (bracers of armor +1, ring +1, dex), hp22
Home Region: Tethyr
Skills and Feats: Blooded, Luck of Heroes, Toughness, Concentration +7, Heal +4, Intuit Direction +5, Spot +7, Spellcraft +3
Spells: (sorcerer: 6/7/3 per day): 0/dancing lights, 0/detect magic, 0/disrupt undead, 0/flare, 0/read magic, 1/burning hands, 1/endure fire, 1/magic missile, 2/Aganazzar’s scorcher
(cleric: 3/3): 0/guidance, 0/purify food and drink, 0/resistance, 1/bless, 1/charm person*, 1/remove fear
Domains: fire, renewal
Equipment: masterwork morningstar, cloak of resistance +1, ring of protection +1, 10 masterwork crossbow bolts, standard adventuring pack, wand of sleep (6 charges), 2 potions of cure light wounds, cleric scroll (2/lesser restoration, 2/undetectable alignment, 3/cure serious wounds), cleric scroll (1/magic weapon, 1/cure light wounds, 2/cure moderate wounds)
 

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