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Defenders of Elsir Vale [Red Hand E6]


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Eidalac

Explorer
Marauder Attack!

Battle Map

Initiatives:
Zook - 25
FLUFFY 1 - 25
FLUFFY 2 - 25
Shadow - 23
Gobstopper - 19
Hobgoblin Regulars (1-6) - 19
Uth-lar - 19
Elgar - 13
Smoke - 8
Zarr - 8
??? (?) - 6
Durn - 4


Conditions:
Zook: 28/32 hp
Smoke: 34/35 hp
Shadow: 30/36 hp

Regular 1: -8 hp, -4 nonlethal; Sleep.
Regular 2: -47 hp; Dead
Regular 3: -28 hp; Dead
Regular 4*: -27 hp; Dead
Regular 5: -17 hp.
Regular 6: -40 hp; Dead
 
Last edited:

Bootmobile

First Post
Here's Elgar. :)

[sblock=Elgar Grizzlygrappler (stats)]
Elgar Grizzlygrappler
Male Goliath, Warblade 4
Allegiances: His tribe

Ability Scores/Modifiers
STR: 18/+4
DEX: 14/+2
CON: 18/+4
INT: 10/+0
WIS: 10/+0
CHA: 8/-1

VP/WP: 52/18

Armor Class: 17 (flat-footed 17, touch 15)

Initiative: +2 (DEX)

Speed: 20 ft

Attacks: BAB +4; Grapple +16
+9 melee MW Greatsword (2d6+8)
+6 ranged Javelin (1d6+4)

Saves:
Fort: +9
Ref: +4
Will: +2

Languages: Common, Gol-Kaa

Skills:
Balance +3
Climb +4
Concentration +7
Jump +7
Martial Lore +4
Survival +4
Swim +4
Tumble +5

Feats:
Improved Unarmed Strike
Improved Grapple
Power Attack
Superior Unarmed Strike
Stone Power
Mighty Build

Gear: (86 lbs carried, 467 gp)

Worn Items:
Excellent Breastplate with Armour Spikes (sharp, masterwork, fortified) [250gp, 40lb)
Exceptional Greatsword (balanced, 2x sharp) [50gp, 8lb]
3x Javelin [3gp, 6lb]
Circlet of Discerment (+4 to survival, +2 to will vs illisions or involving disbelief)
Belt of Resistance +1
Explorer's Outfit [10gp, 0lb]
Backpack [2gp, 2lb]

Items in Backpack:
2 Waterskins [4gp, 4lb]
Flint and Steel [2gp, 0lb]
Spellcomponent Pouch [5gp, 2lb]
Everburning Torch [110gp, 2lb]
Chalk
Bedroll [1sp, 5lb]
7 days Trail Rations [35sp, 4 lb]
50 feet Silk Rope [10gp, 5lb]
Grappling Hook [1gp, 4 lb]
Letters of Credit 800 gp

Potions
5x cure light wounds
2x endure elements
2x jump
2x magic fang
2x magic weapon

Racial Traits:
Monstrous Humanoid
Powerful Build
Mountain Movement
Acclimated
+2 Sense Motive

Class Traits:
Battle Clarity
Weapon Aptitude
Uncanny Dodge
Battle Ardor

Maneuvers:
Action Before Thought (readied)
Moment of Perfect Mind (readied)
Steel Wind (readied)
Emerald Razor
Mountain Hammer (readied)

Stances:
Punishing Stance
Stonefooted Stance (default)
[/sblock]

[sblock=Elgar (description)]Elgar stand over 7-1/2 feet tall and weighs more th 300 pounds. Combine his immense shape with his fierce and intense blue eyes and you would think Elgar was an imposing and frightening figure. But those who know Elgar know he is a gentle giants with a warm harm and a slow touch. He has an easy smile and a friendly manner. His simple and open ways make him more than a little naive and gullible. He is brave and fiercely loyal. In battle he is a daunting foe.

Like all goliaths Elgar is very competitive and takes great pride in his skill and strength. Amongst his tribe he was renowned for his skill at the wrestling contests. He once even wrestled a grizzly bear and lived to tell the tale. He loved his tribe and his life there and grieves for having had to leave that life behind him. It was not his idea to leave.

It was his tribes Dawncaller who counseled Elgar to leave his people. He was told he had a great destiny and that he would only find it by leaving his tribe and walking out into the wider world of the other races. One day when he had finished his wanderings and become a great hero Elgar was told he will return to his people and become not only the leader of his tribe but of all his people. Often his shoulders sag under the thought of such responsibility and even more often he feels unworthy and wonders how he, a simple man among a simple race, is supposed to become such a man as to lead his people. But Elgar will not shy away from what he has been called on to do and despite his doubts he is determined to see his destiny through.
[sblock=Note]I will leave it up to you Eidalac if Elgar's "destiny" is real or some trick or deception. What the purpose of that deception is I will also leave up to you. :) [/sblock]
[/sblock]
 
Last edited:

dystmesis

First Post
Elnath "Shadow" Hildigrin

[sblock=description]A familiar and welcome sight to travellers and villagers in the area is this young man, clad in a recognizeable floppy hat and dark coat, bow hanging over his shoulder. Trailing not far behind him is a battle-hardened hound.

He has seen his share of hardships. After his village was burnt to the ground and raided by goblins, he swore to hunt down every goblin in revenge. Of course, he can't abide by any other threat to the defenseless, and comes to the aid of many in his travels.

A generally cheerless guy, the only companion in his travels is a guard dog whose owners were killed by bandits. After finishing them off, the dog started following Elnath around.[/sblock]

[sblock=stats]Human Ranger 4
Chaotic Good

HP 4d8+12 (36 HP)
AC 16 (+3 dex, +3 armor)
Init +7
BAB +4 / Grapple +6
30 feet speed

Str 14 +2
Dex 16 +3
Con 16 +3
Int 10 +0
Wis 12 +1
Cha 09 -1

skills
hide 7 +10
move silently 7 +10
spot 7 +8
listen 7 +8
swim 7 +9
climb 7 +9
survival 7 +8

saves
fort 4 +8 (+3 con, +1 resistance)
reflex 4 +8 (+3 dex, +1 res)
will 1 +3 (+1 wis, +1 res)

H1 Weapon Focus (Longbow)
L1 Point-Blank Shot
L3 Precise Shot
R1 Track
R2 Rapid Shot
R3 Endurance
E1 Improved Initiative
E2 Able Sniper
(+2 on ranged attacks against flat-footed opponents outside 30 feet, +4 on hide checks to snipe)
E3 Improved Rapid Shot
(Removes -2 penalty for rapid shot)
E4 Natural Bond
(+3 druid level for animal companion)

Light armor, martial weapons, simple weapons proficiency.

Favored Enemy: Humanoid (Goblinoid)

Attacks:
2x +10 ranged longbow (1d8+2 18-20) / +11 (1d8+3 18-20) within 30 feet
+6 melee longsword (1d8+2 19-20)


Equipment
Exceptional Composite +2 Longbow [2x Accurate (+2 quality bonus to attack rolls), Deadly (+1 to threat range)] (2075gp)
Excellent Studded Leather [Mastercraft (-1 armor check penalty), Light (-10% weight)] (625gp)
Cloak of Resistance +1 (1000 gp)
5 Potions of Cure Light Wounds (250 gp)
2 Sunrods (4 gp)
Antitoxin Vial (50 gp)
Explorer's Outfit (10gp)
Climber's Kit (80gp)
Backpack (2gp)
Belt pouch (1gp)
Bedroll (1sp)
Flint and steel (1gp)
Hempen rope (1gp)
Trail rations (10 days) (5gp)
Waterskin (1gp)
20 Fine Cold Iron Arrows [Sharp (+1 to damage)] (304gp)
20 Fine Cold Iron Arrows [Lethal (+2 to confirm a critical) (304gp)
20 arrows (2gp)
Longsword (15 gp)
2 throwing axes (16 gp)
2 daggers (4 gp)

264 gp[/sblock]

[sblock=companion]
Animal Companion: Riding Dog
Gobstopper
Medium Animal
HP: 4d8+8 (26 hp)
Initiative: +3
Speed: 40 feet
AC: 20 (+3 Dex, +6 natural, +2 armor)
Attack: Bite +6 melee (1d6+4) / +6 grapple
Special Attack: Trip
Special Abilities: Low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: 16 str, 17 dex, 15 con, 2 int, 12 wis, 6 cha
Skills: jump +7, listen +6, spot +6, swim +4, survival +1 (+5)
Feats: Alertness, Track, Combat Reflexes

Equipment
Fine Medium Leather Barding [Thick (DR 1/-) (170gp)[/sblock]
 
Last edited:

hewligan

First Post
Here is "Smoke":

Description:
[sblock]Arondal "Smoke" Merconta

A young man in his mid-twenties, third son of a wealthy merchant family. Spent three months as a captive of the Vangal in the Plains of Lede while leading a family caravan. Tanil came to him there and helped him lead his people to freedom. Since that day he has been dedicated to her cause, and specifically to the release of innocent slaves.

Arondal's family are supporting of his work for Tanil, although his father had hoped that he would perhaps take over the northern trade routes in time, and now fears that his expansive business is going to have to fall largely on the shoulders of his second son, Kanock, as the eldest brother, Hodrim, is a wayward playboy who spends too much time smoking weed and muddying the family name. Arondal, while not quite as intelligent as Kanock, had a natural affinity and calmness that drew loyalty from his men, and made him a favourite on the trade route. His father hopes that a few years of "adventuring" may get the urge to travel and serve Tanil out of Arondal's system.

Arondal is tall, with olive skin, dark hair of shoulder length, swept back and often tied into a safe pony-tail, grey eyes, open and handsome face, with a short black beard. He smiles often and has seemingly unlimited energy. He wears sturdy explorer's clothing, but the quality of his weapon and shield give away his comfortable upbringing, as does the effort he exerts to keep clean and presentable. Whenever he arrives in a town after time in the country, he immediately heads for the best inn that offers bathing facilities, followed up by a trip to the barber. Old habits die hard!

Allegiances:
Tanil's call to him to free innocent slaves (and prisoners). He feels that all men should be free in their destiny, unless they have committed acts so heinous to have that right revoked.

Family: Arondal is very loyal to his father and the Merconta family, whose name is well known across Vesh and Lede. He feels responsibility towards his family and even with his choice to leave the family business, deep down he feels that one day he may have to return to help his father as he ages. He worries over the actions of his eldest brother, and adores Kanock. He still mourns for the sister who died as an infant when he was seven. In the course of his travels he often visits associates of the family firm to break bread with them and generally catch up and let them know that their work is appreciated.
[/sblock]

Statistics:
[sblock]

Race: Human, of Vesh
Age: 26
Class: Cleric of Tanil, with particular emphasis on her Freedom domain

Attributes (with modifier in brackets)
Strenght: 12 (+1)
Constitution: 13 + 1 at level 4 = 14 (+2)
Dexterity: 11 (+0)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 14 (+2)

Hit Points: (4D8 + 8 + 3) 35

Saves
Fortitude 8 (4 base + 2 con + 2 feat)
Reflex 1 (+1 base)
Will 9 (4 base + 3 wis + 2 feat)

Combat
Base Attack Bonus: +3 (cleric lvl 4)
Melee: +4
Melee with Mace: +4 +1 (masterwork mace) +1 (weapon focus mace) = +6

Armour Class: 5
4 (chain) + 1 (shield). Armour penalty check -2 (-1 chain, -1 shield)

Damage Reduction (from Chain shirt)
1/-

Damage from Mace:
1d8 +1 str + 4 non-lethal crushing

Clerical Spells
0 Level: 5
(create water, detect magic x 2, guidance, read magic)
1st Level: 3 + 1 (domain) + 1 (wisdom) = 4 + 1
(disguise self (domain), bless, inflict light wounds, command, comprehend languages)
2nd Level: 2 + 1 (domain) + 1 (wisdom) = 3 + 1
(invisibility (domain), bull's strength, hold person, inflict moderate wounds)

Domains: Travel, Trickery (to focus on the freedom element of Tanil)

Feats: bonus 4, + 1 from human + 2 for level 1 and 3

Feats (7)
Toughness (+3 hp)
Combat Casting
Improved Initiative (+4 initiative)
Self Sufficient (+2 heal, survival)
Weapon Focus (mace)
Iron Will (+2 to will save)
Great Fortitude (+2 to fortitude save)

Cleric Bonus Feat
Armour Proficiency (light, medium, heavy)

Skill points: (2+1)x4 at first level + (2+1)x3 for levels 2-4 = 21

Skills
Concentration (Con): 6 + 2 = 8
Diplomacy (Cha) 2 + 2 = 4
Heal (Wis) 4 + 3 = 7 (but +2 from healer's kit = +9)
Survival (Wis) 2 + 3 = 5
Bluff (Cha) 4 + 2 = 6
Knowledge (Int) Religion 3 + 1 = 4

Equipment:
Pearl of Power (1st)
Necklace of Prayer Beads (bless)
5 potions of cure light wounds
potion of spider climb
potion of swimming
wand of light (50 charges)
Exceptional Heavy Mace (accurate, 2x crushing)
Thin bladed knife
Excellent chain shirt (mastercraft, thick)
Fine Light Steel Shield (holy symbol, guard)
Explorer's Outfit
Backpack, Belt pouch, Bedroll, Flint and steel, Hempen rope, Trail rations (10 days), Waterskin, Holy water, Bullseye Lantern
Healer's Kit (+2 to heal, 10 uses)
311gp
Letters of credit (800gp)

Specials
Crushing - each attack deals +2 non-lethal damage (+4 with 2x crushing)
thick - grants DR 1/-
guard - you can take a -1 to all attacks this round and gain +1 deflection to AC (deflection is doubled when the item is a shield).
[/sblock]

From the description of "Shadow", it seems that Smoke would probably have met him during their mutual travels in the north. Both are well known in the region, and probably naturally fell in with each other. Elgar also seems to fit well - similar outlook and warm nature, and given Smoke's like of a good drink, they may well have got talking over an ale, or even met on the trail.
 
Last edited:

Moggthegob

First Post
Zook
[sblock]

Name: Zook Bartleby Traz Ignatioues Daergal( simply called Zook)
Race: Whisper Gnome
Class: Rogue 3/Swashbuckler 1
Stats:
Str 12-2=10 +0
Dex 18+2=20 +5
Con 15+2=17 +3
Int 9+1 = 10 +0
Wis 10 =10 +0
Cha 9 -2= 7 -2

Appearance: Dressed in Black dyed studded leather and a black set of leather trouser. Zook looks incredibly tough, despite being short. He wield a rapier in one hand and kukri in the other. At his side he has a sap and three light hammers. He has a dark shade of reddish hair and very swarthy skin. upon his head he wears simply a small crumpled hat.

Feats(7):
Weapon Finesse(B)
Telling Blow
Two-Weapon fighting
Tactile Trapsmith
Dodge
Two Weapon Defense
Iron Will

Initiative +5

Saves
Fort 3+3= +6
Reflex 3+ 5= +8
Will 1+2= +3

HP:32/17

Skills: (8+0) x6 = 48 +4 52
Balance: 5+7= 11
Disable Device: 5+6= 11
Hide : 5+6+4(size)+4 (racial)=19
Move Silently: 5+7+4(racial)+1 armor= 16
Escape artist 5+7= 12
Open Lock: 5+6= 11
Search : 5+6= 11
Tumble: 5+7=12

SLA (1/day) Silence,

Armor class 10 + 3( armor)+ 5 dex+ 1 size+1(TWD) = 20
Masterwork Studded Leather(150 dp) +3
Attacks
Rapier (TWF)- +8 1d4 17-20x2(+2 to confirm criticals)
kukri(TWF)- +8 1d3 17-20 x2
light hammer (TWF) + 7 1d3 x3
Sap +9 1d4 x2
Equipment
caltrops, 3 vials of alchemists fire, 3 oils of magic weapon, 4 potions of cure light wounds, elixir of hiding, elixir of sneaking, Exceptional Rapier (Accurate, Deadly, Lethal), Excellent Kukri (Accurate, Deadly), Sap, 3 Light Hammers, Excellent Studded Leather Armor (Mastercraft, Well-Crafted (move silently +1)), Hand of the Mage, Backpack, Waterskin, Silk Rope (100’), MW thieves tools, crowbar, rations, flint and steel, torch, 182 gp, letters of credit (800gp)
[/sblock]
--------------------------------------------------------------------------------
Zook is here most likely simply because he was passing through, in between jobs. Then he heard of the reward and decided that there was a job that needed his....skills and that a trained acrobat and traps expert would be much needed.
 

johnsemlak

First Post
Here's my character--Durn Vasher from Vesh. Sorry so late, still a few things to tidy up.
[sblock]Name: Durn Vasher
Race: Human, from Vesh
Class (Level): Wizard (4)

STR: 11
DEX: 13
CON: 13
INT: 18 (17+1 at 4th lvl)
WIS: 15
CHA: 6

AC: 12
VP/WP: 15/13
BAB: +2
Init: +1

Saves:
Fort: +3
Ref: +3
Will: +7

Feats:
Scribe Scroll (Bonus Wizard Feat)
Spell Focus (Enchantment)
Spell Mastery (Human Extra Feat) Master Magic Missile, Sleep, Summon Monster 1)
Eschew Materials (Level 1 Bonus Feat)
Weapon Focus--Ray (Level 2 Extra Feat)
Sudden Widen (Level 3 Feat)
Extra Slot (Level 3 Extra feat)
Sudden Empower (Level 4 Extra Feat)


Skills:
Knowledge Arcane 7 Ranks (+13)
Spellcraft 7 Ranks (+13)
Knowledge (History 5 Ranks (+9)
Knowelege Geography 4 Ranks (+8)
Knowledge Nature 5 Ranks (+9)
Concentration 7 Ranks (+8)
Decipher Script 7 Ranks (+11)
Craft Alchemy 7 Ranks (+11)

Spells: 5,5 (3 + 1 INT bonus + 1 Extra Slot Feat),3

Spells Known
0: All PHB
1st: Magic Missile, Sleep, Summon Monster 1, Obscuring Mist, Charm Person, Grease
2nd: Acid Arrow, Scorching Ray, Hideous Laughter, Web

Spells Memorized:
0: Detect Magic x4, Mage Hand
1st: Grease, Obscuring Mist (+ 3 open slots)
2nd: Acid Arrow, Scorching Ray, Web

Languages: Common (Ledean), Veshian, Dark Dwarven, Arcanium, Albadian

Allegiences: Vesh, Wizards
Equipment

2x Serpents’ Tongue, Golden Desert Honey, Tears of Fire, 2 potions of mage armor, potion of shield of faith (+2), potion of sanctuary, scroll of invisibility, 2 scrolls of shield, scroll of unseen servant, scroll of color spray, Vigilant’s Staff, Cloak of Resistance +1, Ring of Armor +1, Explorers Outfit, Backpack [Waterskin, Flint & Steel, Component Pouch, Chalk, Bedroll, 5x Rations, 50’ Silk Rope], 487gp, Letters of Credit (800gp)

Serpents' Tongue (120 per dose; double duration of enchantments)
Golden Deseert Honey (300 per dose; reduce summing to 1 standard action)
Tears of Fire (200 per dose; heighten any fire or mind-affecting)

The above requires 1 dose per spell level (min 1) to work.

Vigilant Staff (CL 1st, 5 charges/day) 1 charge – create water, cure minor wounds, mending, light, purify food and drink
usable as a quaterstaff

Background:

Durn is the son of a wealthy merchant from Lave in Vesh. Growing up in a comfortable mansion, Durn read voraciously and developed in keen interest in alchemy and magic from some books in the family library. He loved to dabble as a child, and during his childhood an experiment once went horribly awry and badly disfigured his face (this partially explains the low Charisma). His magic skills have improved, and he's now an accomplished wizard. He retains his keen interest in alchemy and magic, particulary enchantment and conjuration, and above all else seeks to improve his knowledge in these areas.[/sblock]
 
Last edited:



hewligan

First Post
My initiative is 8, not 12. I rolled a 4, and added my bonus 4 already. Sorry, but I noticed you had double added by feat bonus.
 

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