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Tragedy at Silvergard OOC Thread

Welcome Back!

Feel free to hop back in and rejoin the group. Everyone is still in the hive-city so Johen can easily change his mind about staying behind there.

There's still one more "big-ish" encounter to be had in Silvergard itself, so it's definately not too late to get in on the action.
 

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Invisible Castle appears to be having issues.

For hit points for level 3, feel free to roll your own dice or take the average for your hit die, whichever you prefer.
 


Let me know if anyone else needs a copy of their character.

Looks like I never got a level 2 version of Johen. Go ahead and do both levels now.

[sblock=Johen]Name: Johen
Class: Druid
Race: Human
Size: Medium
Gender: Male
Alignment: NG
Deity: XXXX

Age: 21, born 4/10/1130
Height: 6'1"
Weight: 135lb
Eyes: green
Hair: brown-red, beard separated in two braids
Skin: pale white

Str: 12 +1 (04p.) Level: 1 XP: 0
Dex: 10 +0 (02p.) BAB: +0 HP: 10 (1d8+2)
Con: 14 +2 (06p.) Grapple: +0 Dmg Red: XX/XXXX
Int: 14 +2 (06p.) Speed: 30' Spell Res: XX
Wis: 16 +3 (10p.) Init: +0 Spell Save: +X
Cha: 12 +1 (04p.) ACP: -1 Spell Fail: XX%

Base Armor Shld Dex Size Nat Misc Total
Armor:Leather 10 +2 +1 +0 +0 +0 +0 13
Touch: 10
Flatfooted: 13

Base Mod Misc Total
Fort: 2 +2 +4
Ref: 0 +0 +0
Will: 2 +3 +5

Weapon Attack Damage Critical
Scimitar +1 1d6+1 18-20/x2 S
Shortspear +1 1d6+1 x2 P 20 feet
Club +1 1d6+1 x2 B

Languages: Common, Auran, Sylvan, Druidic

Abilities: Animal Companion, Nature Sense, Wild Empathy, Spontaneous Casting

Feats: Track (Hu), Self-sufficient (1st lvl)

Skill Points: (4+2)x4 + 4 (hu) = 28 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Concentration 4 +2 +6
Diplomacy 1 +1 +2
Handle Animal 4 +1 +5
Heal 1 +3 +2 +6
Knowledge Nature 4 +2 +2 +8
Listen 2 +3 +5
Spellcraft 4 +2 +6
Spot 4 +3 +7
Survival 4 +3 +4 +11

Equipment: Weight Cost (gp)
Scimitar 4.0 15.0
Short spear 3.0 1.0
Club 3.0 0.0
Backpack 2.0 2.0
Candles (10) 0.0 0.5
Fishhook 0.0 0.1
Flint & Steel 0.0 1.0
Parchment (5) 0.0 1.0
Soap 1.0 0.5
Waterskin 4.0 1.0
My outfit 0.0 0.0
Leather Armor 15.0 10.0
Shield, light wooden 5.0 3.0
"Dagger"

Total Weight: 37lb

Lgt Med Hvy Lift Push
Max Weight: 43 86 130 260 575

Money: 14gp 9sp 0cp

Spells prepared:

L0 (3) DC13 : Light - Detect Magic - Guidance
L1 (2) DC14 : Speak with Animals - Entangle

Companion:

"Highflyer"
Male Hawk
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-10
Attack: Talons +5 melee (1d4-2)
Full Attack: Talons +5 melee (1d4-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon Finesse
Tricks: attack, down, fetch, heel, seek and track
Bonus Trick: Perform
Link (ex): +4 Wild Empathy and Handle Animal checks.
Share Spells: within 5 feet.
Appearance:

Johen is a tall young man in his early twenties. He has long brown-reddish hair with a short
beard that is split in two 3-inches-long braids. His hair also has two thin braids decorated
by yellow and black bird feathers. His originally pale skin is now well tanned, a sign of
his exposure to direct sunlight due to his extensive travelling.
His light green eyes and his face features make Johen a rather handsome young man.
However, a smile is rarely seen on his face. He seems both sad and determined and only
softens up to an hawk that accompanies him, resting on a leather pad fixed on his left
shoulder. Johen and this hawk seem to have developed a strong bond. Johen can get the
hawk to perfom a number of tricks for the delight of children and passer-by.

He wears a now well-worn green tunic whose colour has faded quite a bit, beige trousers,
some boots and a travelling cape padded with animal furs, which seems a bit incronguous in
this region. His accent betrays his Tureni origin.

He is rather heavily armed with a scimitar, club and shortspear. A dark brown leather armor
covers his tunic whilst he holds a wooden shield in his left hand. The shield his decorated
with primitive drawings of trees and stars.

Background:

Johen is a young Tureni druid living in the northern part of the Great Forest, in the Duchy
of Gwynloc'h. Linving in the forest and having to support cold winters had helped him
develop a strong and healthy body that he combines with a sharp mind.

As most druids, he was chosen by the Archdruid on his 14th birthday to become a druidic
apprentice and join the secretive order. His parents did not object. On the opposite, their
pride was great to see their eldest son be selected.

For six years, Johen would serve his Master and occasionally learn from him. It felt more
like being a servant to Jehen, until he was 17 and his Master, a druid named Herruwen,
started to teach him the Secrets of Nature. He was taught how to deal with animals, how to
understand the signs of nature and how to use plants to cure or help.

Herruwen had a keen interest for birds and anything to do with the sky and the wind.
Together they would spend time on top of cliffs to study the sound of the wind or back in
the Great Forest to listen the wind 'talk' in tree branches. Herruwen would sometime turn
into a bird or channel lightning during a stormy night.

Naturally Johen decided to get a young hawk as a companion.

As he got older, Johen started to understand that all was not well in the Turen Kingdom,
that political forces were opposing each other, sometimes violently. The Druidic society
also had its clans, various interpretations and philosophies that would clash. The last
selection of the Tureni Queen had left sequels and opposed factions would continue a more
or less secretive fight, aiming to improve their political influence or impose their philosophical
views. All these issues superimposed with the Shadow War.

Herruwen, though not a Archdruid, was a well-known druid in Turen, in particular in the
Duchy of Gwynloc'h where he would usually officiate for the seasonal festivities in front of
the nobility. He had travelled a lot, was reknown for his knowledge of the Air element and
his use of druidic magic.

When Johen turned 20, Herruwen set a number of tests to judge Johen's druidic knowledge
but also started to quietly judge his faithfulness and trustworthiness. Satisfied, one evening,
under the stars, he confessed to Johen that there were factions jealous of his position and
knowledge and that something 'bad was up'.

Johen was worried by this news, hoping it would only be an old man's story. At the same
time, he noted how Herruwen's attitude was changing. The old druid was getting more
nervous, twitchy and irritable.

One night, Jehen was awaken by noises and cries. A fight was taking place in their home! As
he got up and ran to the kitchen, he found Herruwen on the floor, a dagger planted in his
back. A chest had been moved from its place to reveal a trapdoor in the floor, and a body
all dressed in black was laying nearby, probably dead.

As Johen ran to Herruwen, the old druid looked at him and managed to say in a whisper:
"They... The..." before dying in his hands.

Distressed and confused by his feelings, Johen removed the dagger from Herruwen's back. It
was a strange dagger, finely made with a hollow handle probably containing the poison that
killed his Master. He didn't know where it had been made, but it certainly wasn't Tureni. He
checked the man. His wasn't Tureni, more probably an Azgundi.

His mind was made up! He quickly gathered his belongings, took the dagger, called his hawk
and left Herruwen's mansion in a rush, hoping to find the assassins of his Master and to
avenge him.[/sblock]
 

Do I add my con bonus to hit points even though I don't gain a hit dice this level? And what is the best light armor I can get in the bee hive? (I took light armor proficiency for my 3rd lvl feat) And how much is my split from the treasure we've found so far? Wah! WAh wah wah! Waaaaaaahhhh! :p
 

I leave treasure divvying to you guys to hash out, in or out of character as you prefer.

The hive has most mundane and magical items of up to 3000 gp value available. Anything of masterwork quality or magical in nature will have a distinct Abeil "flavor" to its appearance and design.

For example, the blade of the Masterwork Bastardsword is etched with an interlocking pentagon pattern suggesting cells in a beehive, while the hilt is crafted from a hardened honey like material that keeps the hilt slightly sticky (and thus easier to grip, providing the MW bonus to attack rolls).
 

By the way, Yttermayn, you actually don't get a feat at 3rd level. You get one with your 3rd Hit Die, which the centaur monster class gets at 4th level.

Also, generally speaking, I wouldn't recommend using a feat slot on Armor Proficiency. There's a lot of feats that are a lot more useful (especially psionic feats since you qualify for them...imagine a centaur going "Up the Walls" for example). That's my personal advice, however, so feel free to spend the feat however you like (when you hit 4th level).
 

[FONT=&quot]From your savage species excerpt:
Feats: [/FONT]
[FONT=&quot]A centaur gains feats just as a normal character, at 1st and 3rd HD. For the centaur, this occurs at 1st and 3rd overall character level respectively.

So is it the third HD or the third level? And you didn't respond about the con bonus to hit points... Without that con bonus, and without the feat, the only thing to happen at third level for the centaur is a few attribute points. I will rethink the feat, then, also, and consider psion feats even though I won't be one for quite awhile yet. Any suggestions for a feat? How does my wild talent feat work in to things?
[/FONT]
 
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Yup, centaurs don't get another feat until their 4th "level" of savage progression, according to the table in Savage Species. Because each savage progression "level" isn't always an actual character level. Just like points of Level Adjustment don't count for purposes of determining how many feats you get.

Though the 3rd centaur level does indeed suck, just +2 Strength and Constitution (which means you'd get +1 HP for each hit die already acquired, but meh). WotC intends for non-standard races to get kind of jipped when used as PCs, to make the core races look good (rather than looking good on their own merits, of course). Such is WotC's logic. ^_^

Anyway, Alaric will be scribing a scroll of Shield and a scroll of Magic Weapon, both 1st-level caster, in town. This'll take 2 days. That uses up much of his remaining GP from his share of the statuette sold back in Vedlund's town, which I forget the name of. He's changing his daily set of prepared spells as well, expecting more undead problems until he gets back home.

Depending on how the folks who actually fought the orcs instead of the ghost at first decide to divvy up the orcs' loot, Alaric may or may not be able to scribe a scroll or two of Acid Arrow or Command Undead. Those are the spells I think he'll be learning at 3rd-level. He has no other preparations or purchases to see to in the Abeil hive, though a healing potion or two might be in order.

By the way, should Alaric be carrying the short staff Corath was apparently carrying from the halflings? I don't know if it's of the normal sort, that requires someone like Alaric to activate it, as an arcane caster who would technically have the Repair X Damage spells on his class list. I've been wondering if any non-core books were even in use for this game, though.

Alaric's updated sheet will be posted sometime tomorrow, Monday, or thereabouts, depending on when these questions are answered.
 

Regarding loot division: we have 7 PCs and 2 npcs. I suggest we share equally (regardless of who fought who), and Norali and Aleera each get a half share. That would be 50 gold each PC, and 25 gold each NPC (400 gp total)
Its reall a shame, as the bastard sword would be perfect for William...

Also, I never wrote down my share, if any, for the statue we sold. Did we all share? And if so, how much was it? :o
 

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