RG [Dungeon World] The Seven Reaches

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This is the Rogues Gallery for The Seven Reaches - a Dungeon World game.

The Lost Seven Rangers of Wintercliff

Arafeliana Kezikani Amandine - played by [MENTION=4936]Shayuri[/MENTION]
Half-Jack & Rat - played by [MENTION=40413]GlassEye[/MENTION]
Ilrec Thessalon - played by [MENTION=11437]Insight[/MENTION]
Throk the Mighty - played by [MENTION=6801450]Trogdor1992[/MENTION]
Warris Ironfoot - played by [MENTION=6801311]KahlessNestor[/MENTION]

Feel free to post twice, using the first post for the character sheet and the second for any game notes.

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Trogdor1992

First Post
NAME: Throk the Mighty
DESCRIPTION: Tormented eyes, mighty thews, strange tattoos, and a scavenger's outfit
RACE: Human
ALIGNMENT: Neutral
BACKGROUND: Upon being banished from his people and from his homeland Throk has tried to move on to a new way of living.
XP: 4
BONDS:
1.)Half-Jack is always getting into trouble—I must protect them from themselves.
2.)Ilrec shares my hunger for glory; the earth will tremble at our passing!
3.)Arafeliana’s ways are strange and confusing.
4.)Warris follows a false God; I must show him the error of his ways.
STR 15 (+2), DEX 12 (+1), CON 16 (+3)
INT 8 (-1), WIS 13 (+1), CHA 9 (+0)

BASE DAMAGE: 1d10+1
HIT POINTS: 24
ARMOR: 1 (Chainmail)
EQUIPMENT:
* CHAINMAIL (+1arm) WT 1
* 2 HANDED SWORD (Close, +1dmg) WT 2
* DAGGER (1/Hand) WT 1
* DUNGEON RATIONS (5) WT 1
LOAD (5/10)
WEALTH
* COIN: XX. WT X.
MOVES:
HERCULEAN APPETITES: Others may content themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two appetites. While pursuing one of your appetites if you would roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your heedless pursuits.
* Mortal pleasures
* Fame and glory
THE UPPER HAND: You take +1 ongoing to last breath rolls. When you take your last breath, on a 7–9 you make an offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.
MUSCLEBOUND: While you wield a weapon it gains the forceful and messy tags.
WHAT ARE YOU WAITING FOR: When you cry out a challenge to your enemies, roll+Con.
*On a 10+ they treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them.
*On a 7–9 only a few (the weakest or most foolhardy among them) fall prey to your taunting.
FULL PLATE AND PACKING STEEL: You ignore the clumsy tag on armor you wear.
SMASH!: When you hack and slash, on a 12+ deal your damage and choose something physical your target has (a weapon, their position, a limb) and they lose it.
SAMSON: You may take a debility to immediately break free of any physical or mental restraint.
HUNT AND TRACK: When you follow a trail of clues left behind by passing creatures, roll+WIS.
✴ On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.
✴ On a 10+, you also choose 1:
Gain a useful bit of information about your quarry, or Determine what caused the trail to end.
CALLED SHOT: When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
Head:
✴ 10+: As 7–9, plus your damage
✴ 7-9: They do nothing but stand and drool for a few moments
Arms:
✴ 10+: As 7-9, plus your damage
✴ 7-9: They drop anything they’re holding
Legs:
✴ 10+: As 7-9, plus your damage
✴ 7-9: They’re hobbled and slow moving

Backstory for Throk:

Throk comes from a barbarian tribe that lives in a desert to the far south, they call it the Sandsea among his people. They worship Tempus and are often found shouting his name in battle, usually warring with the other tribes of the Sandsea. The barbarian tribes of the Sandsea war often in the name of Tempus. His tribe covers their body from the neck down in strange tattoos, which they believe strengthens them in battle. Throk was banished from his tribe, for pursuing his love with the tribe leader's daughter without the proper blessing. He has since come a long way and joined up with the rangers, as a way of living and supporting his drinking habit.

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Trogdor1992

First Post
Trogdor's Notes

--Throk(and his companions) is awesome and very mighty.
--Trolls can be kind of cool guys sometimes.
--Goblins are not nice, they also fear the Mighty Throk.
--Halfpoint needs help defending itself from Gnoll attacks(the bastards).
--Found evidence of a(n) assassin(s) murdering an entire group of soldiers on our way to Halfpoint.
 
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GlassEye

Adventurer
Half-Jack & Rat, Halfling Thief and Companion
Level 3 Thief; XP: 4

Description
Shifty eyes, lank hair, dark clothes, knobby body.

Alignment
Neutral - Avoid detection or infiltrate a location.

Bonds
I stole something from Throk the Mighty.
Ilrec Thessalon has my back when things go wrong.
Arafeliana knows incriminating details about me.
Ironfoot? Needs a bit of feather in his step. I'll teach him to walk lightly if it kills me.

Background
Half-Jack was jailed when caught pickpocketing. Found guilty, he was given a choice: lose a hand or be conscripted into the Rangers.


STR 13 (+1), DEX 18 (+3), CON 15 (+1)
INT 12 (+0), WIS 08 (-1), CHA 09 (+0)


BASE DAMAGE d8
HIT POINTS 21/21
ARMOUR 1 (Leather Armour) +1 (Rat)

EQUIPMENT
Leather Armour (TAGS) WT 1.
Glinting Dagger (Hand) WT 1.
Needle-Sharp Short sword (Close, Precise) WT 1.
Ragged bow (Near) WT 2.
Bundle of arrows (3 ammo) WT 1.
Oil of Tagit (3/Poison) WT 0.
Healing Potion (1/DESCRIPTION) WT 0.
DUNGEON RATIONS (5) WT 1.
Troll Fire Charm (see below)

LOAD (7/10)

WEALTH
COIN: 10. WT X.

MOVES

HALFLING
When you attack with a ranged weapon, deal +2 damage

TRAP EXPERT
When you spend a moment to survey a dangerous area, roll+DEX
ON A 10+, hold 3;
ON A 7-9 hold 1
Spend your hold as you walk through the area to ask these questions
-Is there a trap here and if so, what activates it?
-What does the trap do when activated?
-What else is hidden here?

TRICKS OF THE TRADE
When you pick locks or pockets or disable traps, roll+DEX
ON A 10+, you do it no problem.
ON A 7-9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

BACKSTAB
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.
ON A 10+, choose two.
ON A 7-9, choose one.
-You don't get into melee with them.
-You deal your damage+1d6
-You create an advantage, +1 forward to you or an ally acting upon it.
-Reduce their armor by 1 until they repair it.

FLEXIBLE MORALS
When someone tries to detect your alignment you can tell them any alignment you like.

POISONER
You've mastered the care and use of Oil of Tagit. That poison is no longer dangerous for you to use. You start with three uses of Oil of Tagit. Whenever you have time to gather materials and a safe place to brew you can make three uses of that poison for free. Applied poisons must be carefully applied to the target or something they eat or drink.
-Oil of Tagit (applied; touch when on weapon): The target falls into a light sleep.

ENVENOM (2nd level)
You can apply even complex poisons with a pinprick. When you apply a poison that's not dangerous for you to use to your weapon it's touch instead of applied.

ANIMAL COMPANION (3rd level; Ranger substitution)
You have a supernatural connection with a loyal animal. You can't talk to it per se but it always acts as you wish it to.
Rat (rat): Ferocity +1, Cunning +2, 1 Armour, Instinct +1
Strengths: Adaptable
Trained: Fight humanoids*, Guard, Fight monsters
Weakness: Flighty

COMMAND (3rd level; Ranger substitution)
When you work with your animal companion on something it's trained in
-and you attack the same target, add its ferocity to your damage (+1)
-and you take damage, add its armour to your armour (+1)
-and you discern realities, add its cunning to your roll (+2)
-and you parlay, add its cunning to your roll (+2)
-and someone interferes with you, add its instinct to their roll (+1)

TROLL FIRE CHARM
Summon elemental power. Expose the charm into fire. Roll+WIS
10+ Hold three. Once three are used, the fire sprite disappears.
* Guard something
* Attack something/someone
* Burn something
7-9 Hold one.
6- Angry Sprite. Offer something of yours for the sprite to burn, or it runs amok.
 
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GlassEye

Adventurer
Notes and Stuff

Precise = It rewards careful strikes. You use DEX to hack and slash with weapon, not STR.
 
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Shayuri

First Post
NAME: Arafeliana Kezikani Amandine; Elf Wizard 3
DESCRIPTION: Female Elf with sharp eyes, styled hair, stylish robes, thin body
ALIGNMENT: Neutral - Discover something about a magical mystery
BACKGROUND:

BONDS
* Throk will play an important role in the events to come. I have foreseen it!
* Half Jack is keeping an important secret from me.
* Ilroc is woefully misinformed about the world; I will teach them all that I can.

STR 8 (-1), DEX 15 (+1), CON 12 (+0)
INT 18 (+3), WIS 9 (+0), CHA 13 (+1)

BASE DAMAGE: d4
HIT POINTS 16/16
ARMOUR 1 (+2)

WEALTH
* COIN:0 WT 0

MOVES
ELF
Detect Magic is a cantrip for you

SPELLBOOK
- Prepare Spells: When you spend an hour or so uninterrupted in quiet contemplation of your spellbook, you:
** Lose any spells already prepared
** Prepare new spells up to your level +1 in total levels.
** Prepare all cantrips you know.

SPELL DEFENSE
You may end any ongoing spell immediately and use its energy to deflect an oncoming attack. The spell ends, and its level is
subtracted from any damage done by the attack.

RITUAL
When you draw on a place of power to create a magical effect, tell the GM what you're trying to do. Ritual effects are always possible, but the GM will choose one to four of the following conditions:
* It will take _ days/weeks/months.
* First you must _
* You'll need help from _
* It will require _ money
* The best you can do will be a lesser version, able to do _
* You and your allies will risk the dangers of _
* You'll have to disenchant _ to get the power to make it work.

ARCANE WARD
As long as you have one prepared spell of 1st level or higher, you have +2 armor

COUNTERSPELL
When you attempt to counter an arcane spell that will otherwise affect you, stake a prepared spell and roll +Int
* On 10+ the spell is countered and has no effect on you
* On 7-9 the spell is countered, and the spell you staked is wiped from your mind.

CAST A SPELL
When you unleash a spell you've prepared, roll+Int (3).
* On a 10+, the spell is successfully cast and the spell is not wiped from your mind.
* On a 7–9, the spell is cast, but choose one:
- You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
- Your casting disturbs the fabric of reality, take -1 ongoing to cast a spell until the next time you prepare spells.
- After you cast it, the spell is wiped from your mind by the release of energy. You cannot cast the spell again until you prepare spells.

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

SPELLBOOK
1 Magic Missile, Invisibility, Charm Person, Contact Spirit
3 Dispel Magic

SPELLS PREPARED (4 levels)
CANTRIPS:
* Light
* Unseen Servant
* Prestidigitation
* Detect Magic

LEVEL 1
* Magic Missile x2
* Invisibility
* Charm Person

GEAR
Weapon
- Dagger

Defense
- Leather Armor

Equipment
- 3 antitoxins

LOAD: 2/15
 


Insight

Adventurer
ILREC THESSALON
Male Elf Fighter 3
XP: 4

***

STATS
STR 12 (+0)
DEX 17 (+2)
CON 13 (+1)
INT 8 (-1)
WIS 16 (+2)
CHA 9 (+0)

***

DAMAGE D10
ARMOR 2
HP 24/24

***

ALIGNMENT
Good: Defend those weaker than you.

***

RACE
Elf: Choose one weapon (bows) - you treat weapons of that type as if they had the precise tag.

***

BONDS
I worry about the ability of Arafeliana to survive in the dungeon / wilderness.
Warris owes me his life, whether he admits it or not.
Half-Jack has a keen eye for trouble.
Throk has no interest beyond personal glory.

***

MOVES
BEND BARS, LIFT GATES: When you use use strength to destroy an inanimate object, roll + STR. On a 10+, choose 3. On a 7-9, choose 2.
* It doesn't take a very long time.
* Nothing of value is damaged.
* It doesn't make an inordinate amount of noise.
* You can fix the thing again without a lot of effort.

ARMORED: You ignore the clumsy tag on armor you wear.

SIGNATURE WEAPON: Ilrec carries the Bow of Ancient Breath. This is his weapon. There are many like it, but this one is his. The bow is his best friend. It is his life. He masters the bow as he masters his life. The Bow of Ancient Breath is based on the Hunter's Bow. It has the following tags: Ancient, Close, Far, Near, Sturdy, +2 Piercing, 1 Weight. Sturdy is a special tag we created to represent that the Bow of Ancient Breath can be used in melee without damaging the weapon.

HUNT AND TRACK: When you follow a trail of clues left behind by passing creatures, roll + WIS. On a 7+, you follow the creature's trail until there's a significant change in its direction or mode of travel. On a 10+, also choose 1:
* Gain a useful bit of information about your quarry; the GM will tell you what.
* Determine what caused the trail to end.

CALLED SHOT: When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll + DEX.
Head: On a 7+, they do nothing but stand and droll for a few moments. On a 10+, also deal your damage.
Arms: On a 7+, they drop anything they're holding. On a 10+, also deal your damage.
Legs: On a 7+, they're hobbled and slow-moving. On a 10+, also deal your damage.

MERCILESS: When you deal damage, deal +1d4 damage.

MULTICLASS DABBLER - SHOOT FIRST: You're never caught by surprise. When an enemy would get the drop on you, you get to act first instead.

***

EQUIPMENT
LOAD: 3/12
Scale Armor, Adventuring Gear, 2 Healing Potions
17 coins
 
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KahlessNestor

Adventurer
Warris Ironfoot, Dwarvin Cleric of Moradin Forge-Father

rckc5y.jpg

NAME: Warris Ironfoot; Cleric 3
EXPERIENCE: 4/10
DESCRIPTION: Dwarf Male. Sharp eyes, Bald, Common Garb, Flabby Body
ALIGNMENT: Good - Endanger yourself to heal another.
BACKGROUND: One of the few surviving dwarven refugees of Deephall, Warris traveled the Reaches ministering to the scattered dwarven communities. Rescued from bandits by some Wintercliff Rangers, Warris was convinced to join their dwindling forces as a way to ensure that dwarven interests remained represented in the region.
BONDS
* Half-Jack has sticky fingers. I will keep my eye on him.
* Ilrec is a good and faithful person, for an Elf; I trust him implicitly.
* Arafeliana is in constant danger; I will keep them safe.
* Throk has a good heart but little direction. I will try and guide him.

STR 15 (+1)
DEX 12 (+0)
CON 13 (+1)
INT 9 (+0)
WIS 18 (+3)
CHA 8 (-1)

BASE DAMAGE: d6
HIT POINTS 21/21
ARMOUR 3 (Chainmail, Shield, Boar)

EQUIPMENT
* Chainmail (1 Armor) WT 1
* Shield (+1 Armor) WT 2
* Warhammer (close, +1 damage) WT 1
* Holy Symbol of Moradin (Large silver amulet depicting an anvil and hammer) WT 0
* Hunter’s Bow (near, far) WT 1
* Bundle of Arrows, 3 ammo, WT 1
* Dagger (hand) WT 1
* Adventuring Gear (5) WT 1
* Dungeon Rations (10) WT 2
LOAD (10/11)

GROUP EQUIPMENT
Bandages (30 uses)
Poultices and Herbs (20 uses)
Healing potions 5
Rations (47 uses)
Bundles of Arrows (30 ammo)

WEALTH
* COIN:0 WT 0

MOVES
DWARF
You are one with stone. When you commune you are also granted a special version of Words of the Unspeaking as a rote which only works on stone.

DEITY: Moradin Forge-father
* Domain: Civilization
* Precept: Sacrificial Rites (Petition: Offering)

DIVINE GUIDANCE:
When you present an offering, you are granted some useful knowledge or boon related to Civilization.

TURN UNDEAD
When you hold your holy symbol aloft and call on your deity for protection, roll+Wis (3).
* On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.
* On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.

COMMUNE
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
* Lose any spells already granted to you.
* Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
* Prepare all of your rotes, which never count against your limit.

CAST A SPELL
When you unleash a spell granted to you by your deity, roll+Wis (3).
* On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.
* On a 7–9, the spell is cast, but choose one:
- You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
- Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
- After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

FIRST AID (2nd level)
Cure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.

ANIMAL COMPANION (3rd level; Ranger Training)
You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to.
Snort (Boar): Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Strengths: Huge, Keen Senses, Fast
Trained: Fight Humanoids, Fight Monsters
Weaknesses: Savage, Stubborn

COMMAND (3rd level; Ranger Training)
When you work with your animal companion on something it’s trained in...
* ...and you attack the same target, add its ferocity (3) to your damage
* ...and you track, add its cunning (1) to your roll
* ...and you take damage, add its armor (1) to your armor
* ...and you discern realities, add its cunning (1) to your roll
* ...and you parley, add its cunning (1) to your roll
* ...and someone interferes with you, add its instinct (2) to their roll

SPELLS PREPARED (4 levels)
ROTES:
* Light: An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

* Sanctify: Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.

* Guidance: The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.

* Words of the Unspeaking (Stone only): With a touch you speak to the spirits within stone. The stone you touch answers three questions you pose, as best it can.

* Cure Light Wounds: At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.

LEVEL 1
* Bless (Ongoing): Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.

* Cause Fear (Ongoing): Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like).

* Magic Weapon (Ongoing): The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.

* Sanctuary: As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.

 
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