Cydra: the Early Years characters

the Jester

Legend
Note that all this is in 2e terms.

Let's start with Morden Kain, the pc who died almost immediately...


MORDEN KAIN, 1st level female elf bard; AC 6, hp 6; str 8, int 15, wis 11, dex 16, con 12, cha 18; AL CN; THAC0 20;

Proficiencies: Disguise (17), Forgery (15), Gaming (18), Tumbling (16), Etiquette (18), Rope Use (16), Riding (land) (14), Singing (18), Harp (18). Climb Walls 50%, Detect Noise 25%, Pick Pockets 30%, Read Languages 10%, Legend Lore 5%.

Equipment: Leather armor, shortbow, 53 arrows, 2 ets, harp, rope (50'), dog (Singa) -wow, I forgot about him!- cloak, candle, neck pouch, cloth box, diamond ring, small gemstone, rosary (Galador), backpack, 2 large saddles
 

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Dinagar

Here are a few of the early adversaries... starting with the invoker who cast the fireball and shouted "Mynar!" in the very beginning. ;)

Dinagar (male human invoker 5): AC 8, MV 12, Inv 5, hp 23, THAC0 19;

Possessions- ring of protection +1, wand of magic missiles (14 charges, command word "Goodnight"), dagger, purse (14 gp, 7 pp), scroll (levitate);

spells- 1st level- chromatic orb, magic missile (x2), shield, shocking grasp; 2nd level- flaming sphere, invisibility, shatter; 3rd level- fireball, lightning bolt, slow.


Here's the cleric of Galador they killed in the 'scuffle' the night after they found the 'Mynar Mynar Mynar' note, and whose potion Morden took before her abrupt end (that player was a newbie; it was her first ever magic item!).

Priest 4 of Galador: AC 3, MV 6, P4, hp 26, THAC0 18; mace, plate mail, potion of healing.

spells- 1st level- command, cure light wounds (x2), protection from evil, sanctuary; 2nd level- chant, hold person, silence, spiritual weapon.
 

The Quartet of Guardians

Here's a sneak preview of the bad guys who were in stasis in the Aquan Pyramid...

Colgurd, male human fighter 7; 4 proficiency slots in longsword (gave +2 to attack, +3 to damage, 2 attacks per round); Str 18 (75) (+2, +3), Dex 16, Con 16. Plate mail, shield, longsword, potion of speed. AC 0, Mv 6, F7, hp 49, #AT 2 (longsword; +4 to hit), D 1d8+6; THAC0 14.



Urmads, male human wild mage 8; Dex 16, Int 18, Wis 17; globe of protection +2, silver dagger, potion of wraithform. AC 6, MV 12, WM 8, hp 22, #AT 1, D 1d4, THAC0 18.

Spells: 1st level- shield, magic missile (x3), Nahal's reckless dweomer; 2nd level- invisibility, spectral hand, blindess, chaos shield; 3rd level-lightning bolt, vampiric touch, dispel magic, alternate reality; 4th level- stoneskin, fear, unluck. Magic wild surge number: 15.



Galor, male half-elf fighter/mage; Str 18 (04) (+1, +3), Con 15, Dex 16, Int 17; 3 daggers of wounding (cause aggravated wdamage; strike at +2 to hit, considered +2 weapons), longsword, buckler. AC 7, MV 12, F6/M6, hp 30 #AT1, D 1d8+3, THAC0 15.

Spells- 1st level: shocking grasp, burning hands, shield, chromatic orb; 2nd level: mirror image, ray of enfeeblement; 3rd level: haste, lightning bolt.



Deadsum, male human priest of the Sea, Sky and Land; Str 17.09, Dex 16.11, Wis 18.40; hide armor, harpoon, skull charm (will animate 1 skeleton or zombie, requiring one full round's time; can be used 4/day; each drains 1 charge per day; total of 21 charges remaining), potion of water breathing. AC 4, MV 6, P7, hp 31, #AT 1, D By weapon +1, THAC0 16.

Spells- 1st level: faerie fire (2), invisibility to animals, entangle, bless; 2nd level: obscurement, goodberry, speak with animals, warp wood, charm person or mammal; 3rd level: stone shape, summon insects, bless III; 4th level: sticks to snakes, control temperature 10' radius.
 

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