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<blockquote data-quote="Lichtenhart" data-source="post: 1553152" data-attributes="member: 761"><p><strong><span style="font-size: 12px">Mad Harry Rackham</span></strong></p><p><strong>Male Human Rogue 11</strong></p><p><strong>Region:</strong> Tethyr</p><p><strong>Patron Diety:</strong> Tymora</p><p><strong>Alignment:</strong> Chaotic Good</p><p><strong>Height:</strong> 5'4"</p><p><strong>Weight:</strong> 132lb</p><p><strong>Hair:</strong> Black</p><p><strong>Eyes:</strong> Black</p><p><strong>Age:</strong> 26</p><p></p><p><strong>Human Abilities</strong></p><p>1 feat at 1st level, +4 skill points at 1st level, +1 skill point at each level</p><p></p><p><strong>Rogue Abilities</strong></p><p>Sneak Attack +6d6, Evasion, Uncanny Dodge III, Defensive Roll</p><p></p><p><strong>Str:</strong> 8 (-1) [0 points] </p><p><strong>Dex:</strong> 20 (+5) [16 points, +2 levels]</p><p><strong>Con:</strong> 12 (+1) [2 points, +2 enhancement] </p><p><strong>Int:</strong> 14 (+2) [6 points] </p><p><strong>Wis:</strong> 12 (+1) [2 points, +2 enhancement] </p><p><strong>Cha:</strong> 14 (+2) [6 points] </p><p></p><p><strong>Hit Dice:</strong> 11d6+11</p><p><strong>HP:</strong> 62</p><p><strong>XP:</strong> 59,000/66,000</p><p><strong>AC:</strong> 19 (+5 Dex +4 armor)</p><p><strong>Init:</strong> +11 (+5 Dex +4 Improved Initiative +2 Blooded)</p><p><strong>Speed:</strong> 30ft</p><p><strong>Armor Check Penalty:</strong> -0</p><p></p><p><strong>Saves</strong></p><p><strong>Fort:</strong> +6 [+3 base +1 Con +2 resistance]</p><p><strong>Ref :</strong> +11 [+7 base +2 Dex +2 resistance]</p><p><strong>Will:</strong> +6 [+3 base +1 Wis +2 resistance]</p><p></p><p><strong>BAB:</strong> +8/+3</p><p><strong>Grapple:</strong> +7</p><p><strong>Melee Atk :</strong> +14/+9 (1d8, 19-20x2, cutlass +1 [+2 vs disarm])</p><p><strong>Ranged Atk:</strong> +14/+9 (1d4, 19-20x2, 30' range, masterwork hand crossbow) </p><p></p><p><strong>Skills</strong> (Rogue - 154)</p><p>Balance +11 [4 ranks +5 Dex +2 synergy]</p><p>Bluff +16 [14 ranks +2 Cha]</p><p>Climb +3/+5 [3 ranks -1 Str (+2 synergy - ropes)]</p><p>Diplomacy +10 [4 ranks +2 Cha +4 synergy]</p><p>Disable Device +10 [6 ranks +2 Int +2 competence]</p><p>Disguise +10 [6 ranks +2 Cha +2 synergy]</p><p>Escape Artist +17/+19 [6 ranks +5 Dex +6 competence (+2 synergy - ropes)]</p><p>Gather Information +5 [3 ranks +2 Cha]</p><p>Hide +16 [11 ranks +5 Dex]</p><p>Innuendo +5 [2 ranks +1 Wis +2 synergy]</p><p>Intimidate +10 [6 ranks +2 Cha +2 synergy]</p><p>Jump +11 [10 ranks -1 Str +2 synergy]</p><p>Listen +11 [10 ranks +1 Wis]</p><p>Move Silently +16 [11 ranks +5 Dex]</p><p>Open Lock +15 [6 ranks +5 Dex +4 competence]</p><p>Pick Pocket +10 [3 ranks +5 Dex +2 synergy]</p><p>Profession (sailor) +5 [4 ranks +1 Wis]</p><p>Search +11 [9 ranks, +2 Int]</p><p>Sense Motive +6 [5 ranks +1 Wis]</p><p>Spot +11 [8 ranks +1 Wis +2 Blooded]</p><p>Tumble +16 [9 ranks +5 Dex +2 synergy]</p><p>Use Magic Device +11 [9 ranks +2 Cha]</p><p>Use Rope +10/+12 [5 ranks +5 Dex (+2 synergy - tying)]</p><p></p><p><strong>Feats</strong></p><p>(Bonus)Blooded</p><p>(1)Improved Initiative</p><p>(H)Combat Reflexes</p><p>(3)Weapon Finesse (Cutlass)</p><p>(6)Expert Tactician [S&S, page 38]</p><p>(9)Quicker Than The Eye [S&S, page 40]</p><p></p><p><strong>Languages</strong></p><p>Common, Chondathan, Alzhedo, Goblin</p><p></p><p><strong>Equipment</strong></p><p>Eel's Skin (Vest of Escape) [2000gp]</p><p><span style="font-size: 9px">This gray jerkin, that Harry wears over his chain shirt, formerly belonged to a friend of his father, a member of the Shadow Thieves. The old pirate sent Harry to him for a while so he could learn something of his trade. He learned well.</span></p><p>Mithral <a href="http://www.mailleartisans.org/gallery/pics/15953img_0442_1.jpg" target="_blank">Byrnie</a> (Mithral Shirt +1) [2100gp/10lb]</p><p><span style="font-size: 9px">This light, sleveless chain shirt has a curious story: when Harry was still in Calimshan, a wizard approached him and offered him this magic armor to steal his cousin's spellbook. Less than an hour later, the cousin too hired him to do the same. To be fair, Harry made them both happy...err... he hopes so, at least.</span></p><p>Bracer of Resistance +2 [4000gp/0.5lb]</p><p><span style="font-size: 9px">This copper band was... unattended on a chiffonier, in a calimshi-te palace Harry was... admiring, so he picked it up, just for safekeeping, obviously. Since it was designed for a wrist far bigger than his own (*gulp*), Mad Harry wears it on his arm, just below his shoulder. Ain't it a shame he hasn't found the owner yet?</span></p><p>Sune's Whisper (Earring of Wisdom +2) [4000gp]</p><p><span style="font-size: 9px">Harry got this large ring shaped earring from a cleric of Sune he hid and saved from rape while masquerading as one of the Nelanther pirates. Well, she gave him this and a kiss, and he still thinks the kiss was the better present. (It takes up the hat slot.)</span></p><p>Belt of Health +2 [4000gp/1lb]</p><p><span style="font-size: 9px">This belt is made of 5 five pieces of hard dark leather jointed with rings of blackened iron. It's Mad Harry's only loot from an incursion in an old dwarven vault under Myratma, since the stone guardian the dwarves left there wasn't keen on parting with the rest, at least as Harry wasn't keen on parting with his limbs.</span></p><p>Sunset's Edge (Gold <a href="http://www.barrettcustomknives.com/fantasy/cutlass.htm" target="_blank">Cutlass</a> +1) [5315gp/6lb (FRCS 97)]</p><p><span style="font-size: 9px">Aaah, a man lives for some little satisfactions. Like stealing your captain's favorite sword after having lured him into the the trap the Tethyirian navy set out for him. It suits that son of a bilge rat. He was right about the golden blade, though. You never worry about rust, and it's always killing sharp. No better sword in the Sea of Swords, I say.</span></p><p>Kiss of the Sea (Pearl of the Sirines) [15300gp]</p><p><span style="font-size: 9px">This beautiful, golden-pink like the dawn, pearl was one of the few things Irongut never parted with. That he left it behind while travelling to Chult is one more reason of worry to Harry. The young rogue always thought it was just his father's lucky charm, and maybe he wasn't too far away from the truth, given how he discovered its powers.</span></p><p>Scroll Case [1gp/0.5lb]</p><p>--Ink [8gp]</p><p>--Disappearing ink [5gp (FRCS 96)]</p><p>--5 Empty vials [5gp]</p><p>--4 Inkpens [4sp]</p><p>--10 sheets of parchment [2gp]</p><p>--Spyglass [1000gp/1lb]</p><p>--Sextant [50gp/0.5lb]</p><p>--Compass [50gp/0.5lb]</p><p>Traveler's Knapsack (Heward's Handy Haversack) [2000gp/5lb]</p><p><span style="font-size: 9px">See the story of the Mithral Vest. The other wizard offered this backpack. Later, he wanted to complain but, sadly, Mad Harry had already left Memnon. What did he have to complain about, anyway?</span></p><p>--Potion of Cure Moderate Wounds [regional]</p><p><span style="font-size: 9px">Harry bargained for this potion and the wand below at the temple of Ilmater in Velen before setting out after his father.</span></p><p>--Wand of Cure Light Wounds [200gp]</p><p><span style="font-size: 9px">This wand is little more than a battered birch twig, the end wrapped in silver wire. It has 13 charges left.</span></p><p>--Talis deck [2gp (FRCS 96)]</p><p>--Hammock [1sp/2lb (FRCS 96)]</p><p>--Tent for one person [5gp/10lb (A&EG 26)</p><p>--Masterwork <a href="http://middleearth.safeshopper.com/52/148.htm?374" target="_blank">Hand Crossbow</a> [400gp/3lb]</p><p>--20 Masterwork bolts [140gp/2lb]</p><p>--30 Bolts [3gp/3lb]</p><p>--3 Daggers [6gp/3lb]</p><p>--Blackjack [1gp/3lb]</p><p>--Trap-springer (see below) [8000gp/3lb]</p><p><span style="font-size: 9px">This appears to be a coiled spring of steel wire, three inches across and three inches tall. Mad Harry found it on the floor while he was... helping to collect the coins scattered after a weird gnome blew up half the bar he was at by accidentally adding some kind of alchemical concoction to his whisky.</span></p><p>--Silk rope (150') [30gp/15lb]</p><p>--Small steel mirror [10gp]</p><p>--Disguise kit [50gp/8lb]</p><p>--Small magnet [10gp/1lb (A&EG 24)]</p><p>--Everburning torch [90gp/1lb]</p><p>--Assorted clothes [30gp/10lb]</p><p>--Pair of sturdy boots [1gp/1lb]</p><p>--Waterskin [1gp/4lb]</p><p>--7 Trail rations [3gp5sp/7lb]</p><p>Money Belt [4gp/*1lb* (A&EG 24)]</p><p>--16pp</p><p>--21gp</p><p></p><p><strong>Encumbrance:</strong> Light load (25lb/26lb)</p><p></p><p><a href="http://www.sito.org/cgi-bin/egads/showart?show=ick.0068&idonly=ICK&cat=drawing&seq=1" target="_blank"><strong>Appearance</strong></a></p><p>Harry is a short and thin man to the point of being gaunt, but what he lacks in strenght he makes up for in agility and quickness. When he's not under one of his many disguises, his hair and eyes are black as night, to the point you couldn't tell his pupils, and his skin has taken a copper tone thanks to the many hours under the sun of the Sea of Swords. His narrow eyes are fearsome when he's angry, but most often his lips curl into in an open and charming smile, despite his chipped front teeth. He always wear pratical sleeveless shirts that don't hinder his movements (even his armor is sleeveless) and knee-lenght breeches. He's used going around barefoot, and will put on boots only when necessary.</p><p></p><p><strong>Personality</strong></p><p>Harry is the son of an old pirate and grew up without a mother: not a good environment if he was to grow some responsibility, respect of the laws, or good sense. Anyway, he's a good natured guy, he tries to have his way in the world, but without hurting the others, and if someone has to get hurt, he makes sure it's someone who deserves it or who can take it.</p><p>He wouldn't mind a life of wealth and comfort, but later when he'll be old, not now, now he's out there for the fun, for the next great challenge, for the next big adventure. Luck never stays long in the same spot, and so he does. He has an unshakable faith that as long as he keeps daring his good luck won't let him down. He earned his nickname (a name he's very proud of) this way: he's the one that will do crazy things, and the one that will drive you mad.</p><p>Though he gets along with all kind of people, it's not easy for him to build strong ties with someone, but if he does, it is for life, and he will do anything for his friends.</p><p></p><p><strong>Background</strong></p><p>Irongut Rackham was one of the many pirates of the Dragon Coast, and a very faithful follower of the Smiling Lady. So when a night he drank himself senseless, missing his ship, which was wrecked by a storm leaving no one alive, he caught that as a little reward from Tymora. Especially because he was the last one left alive to know the location of his captain's treasure. Since the captains left many debt and angry creditors, Irongut thought better to retrieve the treasure in secret and leave the Dragon Coast as soon as he could. He fled southwest, and sought fortune among his 'colleagues' in the Nelanther Isles, but they were a very different sort from his old companions so he retired to the lands of Tethyr, that at the time were plagued by a civil war, and offered his mercenary services.</p><p>Eventually in that period he ended up losing a lot of money and gaining a son. Now, you're probably going to tell me that it takes also a woman to make a son; well, Irongut and little Harry struck a deal: they could lie to everyone else but not to each other, and they were never to speak of such things as 'mothers'. Harry doesn't remember her, and his father never even told him her name. When he grew up, he did some investigations, but unfortunately he couldn't find out anything.</p><p>Irongut taught his little son everything he knew, the art of navigations as well as those of gambling, the ways of Lady Luck and the ways of a knife in the dark. They set up in Velen, where Irongut opened a little shipwright shop as a cover for... more interesting trades, and where Harry grew up and learned to love the sea. When the boy was twelve, the old pirate took what remained his old captain's treasure and brought him to Arabel, where he could receive the blessing directly from the hands of Lady Luck, who appeared there in the Lady's House during the Times of Troubles.</p><p>As Harry grew up, his father was always there to encourage him on his first, hesitant adventures, mostly trips in Amn and Calimshan for quests more of less (often less) legal, then his bolder undertakings, like working undercover in the Nelanther Isles for the Tethyrian pirate hunters.</p><p>When he returned from this mission he didn't find his father. Irongut left him a letter, saying that he had to leave suddenly for Tikira Lake, in the lands of Chult, where he hoped to find something he has looked for in the last decades and was almost hopeless to find by now. He left behind to Harry his lucky dice (he always said he would carry them in the grave with him) and his pearl to assure him he would be back, in no more than two months, according to the letter, with a big surprise for him.</p><p>Two months and a tenday later, after no notice from his father, Mad Harry left for Chult. He was in sight of the land, when a terrible storm overturned the ship, making it quickly sink. Harry was badly hurt and starting to drown in the rough seas, but when he clutched his father's pearl to him, he suddenly found he was able to breathe the water as easily as air, and move much easier than before. He was able to get to land, where he collapsed, his strenght drained.</p><p>When he woke the next day, he was pleased to find his pack of things had washed up on shore. But he was in the middle of nowhere. Trusting his luck, Harry struck out into the jungle. He managed to wander about a week, not getting into too much trouble, until he fell through a hidden weak spot into the forest floor. The fall dazed him just long enough for some kind of moving plant to get him wrapped up. Weakened from the long journey, Harry hasn't been able to get free yet, much to his supreme annoyance. But he's been catching glimpses of some terrible dark thing lurking down the passageway, and he knows he'd rather not meet it...</p><p></p><p></p><p></p><p><span style="font-size: 9px"><em><u>Trap-springer</u></em></span></p><p><span style="font-size: 9px">When the appropriate command words are spoken, this little magic spring can perform the following services.</span></p><p><span style="font-size: 9px"><em>Slink</em> - The device springs end over end up to 100 feet along any passage, counting paces aloud as it goes.</span></p><p><span style="font-size: 9px"><em>Sunk</em> - When this command is given and a race is named (dwarf, elf, gnome, etc) the trap-springer magically alters its weight to approximate an average weight for the racial type named, thus triggering any pressure plates or pit traps along its course.</span></p><p><span style="font-size: 9px"><em>Heel</em> - The device will return</span></p><p><span style="font-size: 9px"><em>Stay</em> - The trap-springer extends horizontally or vertically, making the device rigid and allowing the its owner to measure the height, depth, or length of any passage, or to use the coil as a ladder (or more correctly, a rope). It can stretch itself up to 60' and it's strong enough to support 3,000 pounds.</span></p><p><span style="font-size: 9px"><em>Rung</em> - Same as <em>Stay</em>, but the device offers a single coil at 1' intervals to act as a foothold. This reduce the lenght it can extend to 50' but lowers the DC of Climb and Balance checks while using it by 10.</span></p></blockquote><p></p>
[QUOTE="Lichtenhart, post: 1553152, member: 761"] [b][size=3]Mad Harry Rackham[/size] Male Human Rogue 11 Region:[/b] Tethyr [b]Patron Diety:[/b] Tymora [b]Alignment:[/b] Chaotic Good [b]Height:[/b] 5'4" [b]Weight:[/b] 132lb [b]Hair:[/b] Black [b]Eyes:[/b] Black [b]Age:[/b] 26 [b]Human Abilities[/b] 1 feat at 1st level, +4 skill points at 1st level, +1 skill point at each level [b]Rogue Abilities[/b] Sneak Attack +6d6, Evasion, Uncanny Dodge III, Defensive Roll [b]Str:[/b] 8 (-1) [0 points] [b]Dex:[/b] 20 (+5) [16 points, +2 levels] [b]Con:[/b] 12 (+1) [2 points, +2 enhancement] [b]Int:[/b] 14 (+2) [6 points] [b]Wis:[/b] 12 (+1) [2 points, +2 enhancement] [b]Cha:[/b] 14 (+2) [6 points] [b]Hit Dice:[/b] 11d6+11 [b]HP:[/b] 62 [b]XP:[/b] 59,000/66,000 [b]AC:[/b] 19 (+5 Dex +4 armor) [b]Init:[/b] +11 (+5 Dex +4 Improved Initiative +2 Blooded) [b]Speed:[/b] 30ft [b]Armor Check Penalty:[/b] -0 [b]Saves[/b] [b]Fort:[/b] +6 [+3 base +1 Con +2 resistance] [b]Ref :[/b] +11 [+7 base +2 Dex +2 resistance] [b]Will:[/b] +6 [+3 base +1 Wis +2 resistance] [b]BAB:[/b] +8/+3 [b]Grapple:[/b] +7 [b]Melee Atk :[/b] +14/+9 (1d8, 19-20x2, cutlass +1 [+2 vs disarm]) [b]Ranged Atk:[/b] +14/+9 (1d4, 19-20x2, 30' range, masterwork hand crossbow) [b]Skills[/b] (Rogue - 154) Balance +11 [4 ranks +5 Dex +2 synergy] Bluff +16 [14 ranks +2 Cha] Climb +3/+5 [3 ranks -1 Str (+2 synergy - ropes)] Diplomacy +10 [4 ranks +2 Cha +4 synergy] Disable Device +10 [6 ranks +2 Int +2 competence] Disguise +10 [6 ranks +2 Cha +2 synergy] Escape Artist +17/+19 [6 ranks +5 Dex +6 competence (+2 synergy - ropes)] Gather Information +5 [3 ranks +2 Cha] Hide +16 [11 ranks +5 Dex] Innuendo +5 [2 ranks +1 Wis +2 synergy] Intimidate +10 [6 ranks +2 Cha +2 synergy] Jump +11 [10 ranks -1 Str +2 synergy] Listen +11 [10 ranks +1 Wis] Move Silently +16 [11 ranks +5 Dex] Open Lock +15 [6 ranks +5 Dex +4 competence] Pick Pocket +10 [3 ranks +5 Dex +2 synergy] Profession (sailor) +5 [4 ranks +1 Wis] Search +11 [9 ranks, +2 Int] Sense Motive +6 [5 ranks +1 Wis] Spot +11 [8 ranks +1 Wis +2 Blooded] Tumble +16 [9 ranks +5 Dex +2 synergy] Use Magic Device +11 [9 ranks +2 Cha] Use Rope +10/+12 [5 ranks +5 Dex (+2 synergy - tying)] [b]Feats[/b] (Bonus)Blooded (1)Improved Initiative (H)Combat Reflexes (3)Weapon Finesse (Cutlass) (6)Expert Tactician [S&S, page 38] (9)Quicker Than The Eye [S&S, page 40] [b]Languages[/b] Common, Chondathan, Alzhedo, Goblin [b]Equipment[/b] Eel's Skin (Vest of Escape) [2000gp] [size=1]This gray jerkin, that Harry wears over his chain shirt, formerly belonged to a friend of his father, a member of the Shadow Thieves. The old pirate sent Harry to him for a while so he could learn something of his trade. He learned well.[/size] Mithral [url="http://www.mailleartisans.org/gallery/pics/15953img_0442_1.jpg"]Byrnie[/url] (Mithral Shirt +1) [2100gp/10lb] [size=1]This light, sleveless chain shirt has a curious story: when Harry was still in Calimshan, a wizard approached him and offered him this magic armor to steal his cousin's spellbook. Less than an hour later, the cousin too hired him to do the same. To be fair, Harry made them both happy...err... he hopes so, at least.[/size] Bracer of Resistance +2 [4000gp/0.5lb] [size=1]This copper band was... unattended on a chiffonier, in a calimshi-te palace Harry was... admiring, so he picked it up, just for safekeeping, obviously. Since it was designed for a wrist far bigger than his own (*gulp*), Mad Harry wears it on his arm, just below his shoulder. Ain't it a shame he hasn't found the owner yet?[/size] Sune's Whisper (Earring of Wisdom +2) [4000gp] [size=1]Harry got this large ring shaped earring from a cleric of Sune he hid and saved from rape while masquerading as one of the Nelanther pirates. Well, she gave him this and a kiss, and he still thinks the kiss was the better present. (It takes up the hat slot.)[/size] Belt of Health +2 [4000gp/1lb] [size=1]This belt is made of 5 five pieces of hard dark leather jointed with rings of blackened iron. It's Mad Harry's only loot from an incursion in an old dwarven vault under Myratma, since the stone guardian the dwarves left there wasn't keen on parting with the rest, at least as Harry wasn't keen on parting with his limbs.[/size] Sunset's Edge (Gold [url="http://www.barrettcustomknives.com/fantasy/cutlass.htm"]Cutlass[/url] +1) [5315gp/6lb (FRCS 97)] [size=1]Aaah, a man lives for some little satisfactions. Like stealing your captain's favorite sword after having lured him into the the trap the Tethyirian navy set out for him. It suits that son of a bilge rat. He was right about the golden blade, though. You never worry about rust, and it's always killing sharp. No better sword in the Sea of Swords, I say.[/size] Kiss of the Sea (Pearl of the Sirines) [15300gp] [size=1]This beautiful, golden-pink like the dawn, pearl was one of the few things Irongut never parted with. That he left it behind while travelling to Chult is one more reason of worry to Harry. The young rogue always thought it was just his father's lucky charm, and maybe he wasn't too far away from the truth, given how he discovered its powers.[/size] Scroll Case [1gp/0.5lb] --Ink [8gp] --Disappearing ink [5gp (FRCS 96)] --5 Empty vials [5gp] --4 Inkpens [4sp] --10 sheets of parchment [2gp] --Spyglass [1000gp/1lb] --Sextant [50gp/0.5lb] --Compass [50gp/0.5lb] Traveler's Knapsack (Heward's Handy Haversack) [2000gp/5lb] [size=1]See the story of the Mithral Vest. The other wizard offered this backpack. Later, he wanted to complain but, sadly, Mad Harry had already left Memnon. What did he have to complain about, anyway?[/size] --Potion of Cure Moderate Wounds [regional] [size=1]Harry bargained for this potion and the wand below at the temple of Ilmater in Velen before setting out after his father.[/size] --Wand of Cure Light Wounds [200gp] [size=1]This wand is little more than a battered birch twig, the end wrapped in silver wire. It has 13 charges left.[/size] --Talis deck [2gp (FRCS 96)] --Hammock [1sp/2lb (FRCS 96)] --Tent for one person [5gp/10lb (A&EG 26) --Masterwork [url="http://middleearth.safeshopper.com/52/148.htm?374"]Hand Crossbow[/url] [400gp/3lb] --20 Masterwork bolts [140gp/2lb] --30 Bolts [3gp/3lb] --3 Daggers [6gp/3lb] --Blackjack [1gp/3lb] --Trap-springer (see below) [8000gp/3lb] [size=1]This appears to be a coiled spring of steel wire, three inches across and three inches tall. Mad Harry found it on the floor while he was... helping to collect the coins scattered after a weird gnome blew up half the bar he was at by accidentally adding some kind of alchemical concoction to his whisky.[/size] --Silk rope (150') [30gp/15lb] --Small steel mirror [10gp] --Disguise kit [50gp/8lb] --Small magnet [10gp/1lb (A&EG 24)] --Everburning torch [90gp/1lb] --Assorted clothes [30gp/10lb] --Pair of sturdy boots [1gp/1lb] --Waterskin [1gp/4lb] --7 Trail rations [3gp5sp/7lb] Money Belt [4gp/*1lb* (A&EG 24)] --16pp --21gp [b]Encumbrance:[/b] Light load (25lb/26lb) [url="http://www.sito.org/cgi-bin/egads/showart?show=ick.0068&idonly=ICK&cat=drawing&seq=1"][b]Appearance[/b][/url] Harry is a short and thin man to the point of being gaunt, but what he lacks in strenght he makes up for in agility and quickness. When he's not under one of his many disguises, his hair and eyes are black as night, to the point you couldn't tell his pupils, and his skin has taken a copper tone thanks to the many hours under the sun of the Sea of Swords. His narrow eyes are fearsome when he's angry, but most often his lips curl into in an open and charming smile, despite his chipped front teeth. He always wear pratical sleeveless shirts that don't hinder his movements (even his armor is sleeveless) and knee-lenght breeches. He's used going around barefoot, and will put on boots only when necessary. [b]Personality[/b] Harry is the son of an old pirate and grew up without a mother: not a good environment if he was to grow some responsibility, respect of the laws, or good sense. Anyway, he's a good natured guy, he tries to have his way in the world, but without hurting the others, and if someone has to get hurt, he makes sure it's someone who deserves it or who can take it. He wouldn't mind a life of wealth and comfort, but later when he'll be old, not now, now he's out there for the fun, for the next great challenge, for the next big adventure. Luck never stays long in the same spot, and so he does. He has an unshakable faith that as long as he keeps daring his good luck won't let him down. He earned his nickname (a name he's very proud of) this way: he's the one that will do crazy things, and the one that will drive you mad. Though he gets along with all kind of people, it's not easy for him to build strong ties with someone, but if he does, it is for life, and he will do anything for his friends. [b]Background[/b] Irongut Rackham was one of the many pirates of the Dragon Coast, and a very faithful follower of the Smiling Lady. So when a night he drank himself senseless, missing his ship, which was wrecked by a storm leaving no one alive, he caught that as a little reward from Tymora. Especially because he was the last one left alive to know the location of his captain's treasure. Since the captains left many debt and angry creditors, Irongut thought better to retrieve the treasure in secret and leave the Dragon Coast as soon as he could. He fled southwest, and sought fortune among his 'colleagues' in the Nelanther Isles, but they were a very different sort from his old companions so he retired to the lands of Tethyr, that at the time were plagued by a civil war, and offered his mercenary services. Eventually in that period he ended up losing a lot of money and gaining a son. Now, you're probably going to tell me that it takes also a woman to make a son; well, Irongut and little Harry struck a deal: they could lie to everyone else but not to each other, and they were never to speak of such things as 'mothers'. Harry doesn't remember her, and his father never even told him her name. When he grew up, he did some investigations, but unfortunately he couldn't find out anything. Irongut taught his little son everything he knew, the art of navigations as well as those of gambling, the ways of Lady Luck and the ways of a knife in the dark. They set up in Velen, where Irongut opened a little shipwright shop as a cover for... more interesting trades, and where Harry grew up and learned to love the sea. When the boy was twelve, the old pirate took what remained his old captain's treasure and brought him to Arabel, where he could receive the blessing directly from the hands of Lady Luck, who appeared there in the Lady's House during the Times of Troubles. As Harry grew up, his father was always there to encourage him on his first, hesitant adventures, mostly trips in Amn and Calimshan for quests more of less (often less) legal, then his bolder undertakings, like working undercover in the Nelanther Isles for the Tethyrian pirate hunters. When he returned from this mission he didn't find his father. Irongut left him a letter, saying that he had to leave suddenly for Tikira Lake, in the lands of Chult, where he hoped to find something he has looked for in the last decades and was almost hopeless to find by now. He left behind to Harry his lucky dice (he always said he would carry them in the grave with him) and his pearl to assure him he would be back, in no more than two months, according to the letter, with a big surprise for him. Two months and a tenday later, after no notice from his father, Mad Harry left for Chult. He was in sight of the land, when a terrible storm overturned the ship, making it quickly sink. Harry was badly hurt and starting to drown in the rough seas, but when he clutched his father's pearl to him, he suddenly found he was able to breathe the water as easily as air, and move much easier than before. He was able to get to land, where he collapsed, his strenght drained. When he woke the next day, he was pleased to find his pack of things had washed up on shore. But he was in the middle of nowhere. Trusting his luck, Harry struck out into the jungle. He managed to wander about a week, not getting into too much trouble, until he fell through a hidden weak spot into the forest floor. The fall dazed him just long enough for some kind of moving plant to get him wrapped up. Weakened from the long journey, Harry hasn't been able to get free yet, much to his supreme annoyance. But he's been catching glimpses of some terrible dark thing lurking down the passageway, and he knows he'd rather not meet it... [size=1][i][u]Trap-springer[/u][/i] When the appropriate command words are spoken, this little magic spring can perform the following services. [i]Slink[/i] - The device springs end over end up to 100 feet along any passage, counting paces aloud as it goes. [i]Sunk[/i] - When this command is given and a race is named (dwarf, elf, gnome, etc) the trap-springer magically alters its weight to approximate an average weight for the racial type named, thus triggering any pressure plates or pit traps along its course. [i]Heel[/i] - The device will return [i]Stay[/i] - The trap-springer extends horizontally or vertically, making the device rigid and allowing the its owner to measure the height, depth, or length of any passage, or to use the coil as a ladder (or more correctly, a rope). It can stretch itself up to 60' and it's strong enough to support 3,000 pounds. [i]Rung[/i] - Same as [i]Stay[/i], but the device offers a single coil at 1' intervals to act as a foothold. This reduce the lenght it can extend to 50' but lowers the DC of Climb and Balance checks while using it by 10.[/size] [/QUOTE]
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