• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Full Game: Land of the Seven Realms, Glossary and General Background

Smiles, male human Rog5: CR 5; ECL 5; Medium-size Humanoid (human); HD 5d6+10; hp 32; Init +7; Spd 30 ft.; AC 19 (16 flatfooted, 14 touch); Melee MW dagger +7 (1d4/crit 19-20 x2); Ranged dagger +6 (1d4/crit 19-20 x2) or shortbow +6 (1d6/crit x3); SQ sneak attack 3d6, evasion, uncanny dodge; AL N; SV Fort +5, Ref +7, Will 0; Str 10, Dex 16, Con 14, Int 14, Wis 8, Cha 14.

Skills and Feats: Balance +5 (0), Bluff +10 (8), Diplomacy +12 (8), Gather Information +8 (6), Hide +11 (8), Intimidate +4 (0), Listen +7 (8), Move Silently +11 (8), Search +10 (8), Spot +7 (8), Tumble +11 (8), Use Magic Device +3 (1), Disable Device +12 (8), Open Lock +13 (8), Pick Pocket +6 (1), Disguise +2 (+12 with hat, +14 when acting in character w/ bluff); Improved Initiative, Dodge, Weapon Finesse: Dagger

Languages: Common, Elven, Dwarven

Equipment: Hat of Disguise, Ring of Protection +1, Mithral Shirt +1, Hewards Handy Haversack, Potion of Cure Light Wounds, MW Dagger, Silver Dagger, 8 Daggers, Club, Sap, Shortbow, quiver and 20 arrows, 2 Alchemist's fire, Antitoxin, MW Thieves' Tools, 4 Waterskin, Bedroll, 10 Candles, Flint and Steel, Hammer, Holy Water, Small Steel Mirror, 20 Trail Rations, 2 50' lengths of silk rope (1 knotted), Spade, 10' pole, Grappling Hook, 10 Tindertwigs, Tanglefoot bag, Smokestick, 2 Flasks of acid, Caltrops, 10' Ladder, Bullseye Lantern, 10 flasks of oil, Miner's pick, 10 Pitons, 2 Sacks, Sledge, Soap, Tent, 10 Torches, Whetstone, 2 Flasks (empty), 10 Wooden Holy Symbols of different deities, Signet Ring (Spy organization), 5 Paper, 5 Parchment, Inkpen, Ink, 5pp, 37gp, 8sp, 9cp

Change log:
2003.4.12: Added languages
 
Last edited:

log in or register to remove this ad

Smiles' background

Here is my barebones background for now, will clean this up going forward...

1) Smiles' first memories are of life as a street urchin in Taladae, a city of Araestos.

2) Through his charisma and natural way with people he became leader of a small gang of child pickpockets.

3) He never knew his parents or his real name. Smiles was his street name. He hasn't used the name in years but has gone back to it recently(he's always thought of it as his "name" internally in any case).

4) His gang crossed the wrong person, and Smiles was arrested. But before he was hung his promise was noted by Bochim Crowder, a high-ranking member of the Gentle Dreams, a spy organization attached to the Order of the Eclipsed Sun.

5) Crowder became a mentor to Smiles (not a kind one), training him in infiltration, assassination, and social engineering.

6) From his late teens until recently Smiles was a successful agent for the Gentle Dreams working under the code name Joakim.

7) His last mission was a rare assignment to work with a foreign contrator, Gwynnwr, on a mission to the city of Tredeshan. There they were to look into the activities of a cult, The Brothers of the Serpent.

8) Soon after arriving in Tredeshan, before they began to look into the cult, Smiles and Gwynnwr were betrayed. They went to meet their pre-arranged contact but were ambushed upon arriving, and barely escaped with their lives. They are now afraid to continue their mission with just the two of them, or to return to Taladae, as they do not know how deep the conspiracy goes.

9) In the meantime, they start looking for powerful and reliable companions, for protection in numbers, and to look for jobs to apply their special talents. Smiles switches back to using his old moniker. He doesn't believe that anyone else in Gentle Dreams besides his old mentor, Bochim Crowder, would recognize the name now, and holds onto a hope that Crowder will eventually try to contact him.
 
Last edited:

weight question

Hey,

Asking this now since it drastically affects what kind of equipment I'm going to buy :)

If my cleric has a str of 8, her max load is 80lbs.
Now if she's wearing full plate, that weights 50.
Let's say she has a Handy Halversack.. that's 5lbs even when full.
The idea is to stick a tower shield in there so that she can whip it out in combat as a free action (retrieving an item from a HH is a free action). Tower shields weight 45lbs, so she would be at 100 lbs, essentially immobile. Thats okay with me as long as she can take a standard action to put the shield back in the sack. So as long as she would have the shield out, she'd be immobile, but she could then either drop the shield as a free action or use a standard action to stuff it back in. Is my understanding correct?
If not, I'm going to have to up her STR to 10, or else just get a large shield :)
 

My Character

Gwynnwr Aleta Henriksson, female human Cleric 5: HD 5d8+10; hp38, Init +1, Spd 20 ft.; AC 20 (19 flatfooted, 11 touch, 30 or total cover with shield); Melee morningstar +3 (1d8), ranged light crossbow +4 (1d8/19-20); SQ Rebuke Undead, Spontaneous Casting; AL N; SV Fort +7, Ref +3, Will +8; BAB +3; Str 10, Dex 12, Con 14, Int 14, Wis 16, Cha 10.
Skills and feats: Bluff +8 (8), Hide +4 (8), Wilderness Lore +11 (8), Concentration +10 (8), Spellcraft +10 (8); Track, Extra Turning, Strength of the Faithful.
Domains and energy: Trickery, Travel, Negative Energy.
Languages: Common, Giant, Dwarf.
Magical and Special Equipment: Cloak of Resistance +1, Amulet of Natural Armor +1, Handy Halversack, Full Plate +1, Tower Darkwood Shield, Stone with continual flame (self cast).
Weapons: Morningstar, Light Crossbow, 20 bolts.
Misc Equipment: Bedroll, Winter Blanket, Flint/Steel, Parchment (10), Soap, animate dead Components (4), Unholy Symbol, Holy Symbol, Silk Rope, Tent, Mirror, 10 days rations, Holy Water, Grappling Hook, Hammer, Piton (10), Miner's Pick, Signal Whistle, Sewing needle/String, Waterskin, Wineskin, Antitoxin (2).
184 gp, 6sp 55lbs weight (77.5 with shield; Heavily Encumbered at 67, max 100)

Background: Gwynnwr Aleta Henriksson was born the only daughter of the great Barbarian King Henrik of the Nordheim Tribes. Far from casting his daughter out for not being born a son, he loved her and raised her with all the attention a son would have had. Gwynnwr was raised joining in the great hunts, and was able to track better than any boy her age. She played with the boys around the camps, and soon learned to lie her way out of trouble or hide behind rocks after playing practical jokes. Although Gwynnwr had the will and courage to fight like her father, it was clear that she lacked the raw strength necessary to make a Nordheim Barbarian. Her father put her under the tutelage of Eskkid, the King's Healer. The Nordheim Tribes pay fealty to no gods -- only to their warrior ancestors spirits. Through Eskkid, she learned the powerful magic of healing, as well as how to channel her ancestors' spirits into the bodies of the fallen to aid her on the battlefield.
At the age of sixteen, Gwynnwr took leave of her Father and went to see of the Seven Realms and the great world beyond Nordheim. She promised to come back a strong warrior, ready to serve her father and king.
After a year of travelling, she came across Smiles and partnered with him on several occasions. Their combination of skills make them very good partners for low profile assignments. On the last occasion, she and Smiles were betrayed in the city of Tredeshan, in Al'Kar while investigating a cult named the Brothers of the Serpent.

Gwynnwr is 5'6 and weighs 125 lbs. She has long blonde hair, blue eyes, a fair complexion, and freckles across her nose. Her name is pronounced "Gwinner" in most versions of Common, and "Gunner" in the Nordheim dialect. Gwyn is an acceptable short version of her name, pronounced "Gwin".
 
Last edited:

Cordo and Thordain, very interesting indeed.

Some thoughts:

1) Nords do indeed revere deities, Kord being the primary one, though druids are also common. However, each clan and tribe has a whole slew of ancestral heroes they revere. Taken together, the spirits of these could provide spells, so a cleric of them is possible.

2) A good place for Smiles to hail from would be Taladae, a city of Araestos. It is the center of the Order of the Eclipsed Sun, a religious order dedicated to Solarus, a godling slain in ancient times. According to their dogma, Solarus merely sleeps. Thus, a group of spies called Gentle Dreams would be very appropriate.

3) One possibility for the mission that leaps to mind is one that sent them to the city of Tredeshan, at the Great Falls of the Crystal River. Tredeshan is in Al'Kar, though it's just across the river from Araestos, and is a great center for trade and intrigue, considering that three nations converge there. (Kythraen, to the north, being the third.) In any case, the mission was one of learning more about the activities of a group called the Brothers of the Serpent. They are a cult that is dedicated to Lakash the Serpent, Solarus' ancient foe, who is also dead. The Serpents seem to be steadily growing in power in the city, and the Gentle Dreams wanted to know why, how, and to what purpose.
Things went poorly, and it became apparent that the mission had been betrayed from the start.

3) noting your blank feats Thordain, let me put down a couple of notes. One, a tower shield will fit (barely) inside a Heward's. When you pull it out, you'll lose your dex bonus to AC, and be able to stagger about at 5' per round.

I have a Cuthbertian cleric in my home game, and so we've come up with a couple of ways for him to use his turning ability, both feat based.

First is Divine Healing. Basically, he can use his channeled positive energy, with a turning attempt, to heal 1d6 + Wisdom Bonus in hitpoints. With a successful Concentration check, at DC 15 + 2 for each attempt channeled, he can use multiple turning attempts at the same time. No more attempts can be channeled at a given time then the cleric has points of Wisdom Bonus.

Given that your cleric does negative energy, she could do something similar with negative energy, if you took a feat, let's call it Divine Vengeance. It would cause damage, rather then heal it, or heal undead, etc.

Second is Strength of the Faithful. A turning attempt can be expended to provide the cleric, or a person he touches when invoking the attempt, with a divine bonus to Strength equal to the cleric's Wisdom bonus. This bonus lasts for one round per point of Wisdom Bonus the cleric has.

Your cleric could do that, though doing it with negative energy would have to feel creepy.

In any case, feel free to use either of those. They are each a standard action to use, and both require touching the recipient.
 
Last edited:

Thordain, one thing about the feats above that just came to my sadly befogged mind. You could only take one of the two at present, because they both have a requirement of 3rd level. My apologies for the confusion.

Cheers,

Mor
 
Last edited:

Morwyld said:

Given that your cleric does negative energy, she could do something similar with negative energy, if you took a feat, let's call it Divine Vengeance. It would cause damage, rather then heal it, or heal undead, etc..

It's funny that you use the name Divine Vengeance, as that's one of the feats in DotF that I was talking about on page one :)

DIVINE VENGEANCE [Divine] (DotF)
_ Prerequisites: Ability to turn undead, Extra Turning
_ Benefit: Spend one turn attempt to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action.

DIVINE VIGOR [Divine] (DotF)
_ Prerequisites: Ability to Turn/Rebuke, Cha 13+, Extra Turning
_ Benefit: Spend one turn/rebuke attempt to increase your base speed by 10 feet and gain a +2 enhancement bonus to your Con._ Effects last a number of minutes equal to your Cha modifier.

(taken from here \

Thanks for the feats and for the ruling on shield.. let me think about those and whether I want a darkwood or a tower shield... hmmmmmmmm
 

Gah, and one last thing about Strength of the Faithful. It is possible to spend additional turning attempts to increase the duration, as follows, with a successful Concentration check

One additional turning attempt (DC 17) provides a duration of one minute per level

Two additional turning attempts (DC 19)
provides a duration of ten minutes per level.

If the roll is failed, the turning attempts are expended uselessly, and the strength bonus only lasts for the normal time period.

*Note to self...never, ever post without notebooks from campaign at hand*

Cheers,

Mor
 

another question

Given that fly is one of my domain spells, how would the staggering around 5' with the tower shield work while flying?
 

feats

I think I like strength of the faithful :) fits with the barbarian background. What do you think of the feat Extra Turning from DotF, which gives 4 extra turning attempts per day. The reason I ask is that it is made for feats like strength of the faithful (and divine vengeance) which let you trade in turn attempts for temporary abilities.
Thanks again for the input :)
 

Into the Woods

Remove ads

Top