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[LPF] Into the Wilds Part 1
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<blockquote data-quote="Sezarious" data-source="post: 6773322" data-attributes="member: 6792106"><p>[Sblock=Burning Hands]Sorry, I forgot to put the roll brackets in [roll0][/Sblock].</p><p></p><p><span style="color: #800080"><strong>"Oh Regar, you are a pure genius, pure genius you fabulous wizard, why were you never an evoker?"</strong></span><span style="color: #000000"> A memory appears in the back of his mind. Regar was in a classroom that was lit on fire. He was squealing in terror as he was rolling around on the ground, trying to put out the flames. Gnomish wizards </span></p><p><span style="color: #000000">Buckkera and Jopanda were running in with buckets of water, </span><span style="color: #ff0000"><strong>"You suck Regar!"</strong></span><span style="color: #000000"> Yelled one of them </span><strong><span style="color: #a52a2a">"Yeah, you're hopeless you idiot, why don't you just go home"</span></strong><span style="color: #000000">. Each of them snickered as they put out the final flames in the room. </span><span style="color: #800080"><strong>"Would you guys help me, ahhhh!"</strong></span><span style="color: #000000"> he cried as the flames spread to his hat. </span><span style="color: #ff0000"><strong>"What a loser"</strong></span><span style="color: #000000">, sneered Buckkera as he laughed and left the room, </span><span style="color: #a52a2a"><strong>"Yeah, why don't you conjure up a water elemental to put yourself out you smartass"</strong></span><span style="color: #000000"> yelled the other as he left the room. Well, after quickly getting out of his robes, Regar WAS ok. But he had to run back through the dorms naked at the end of it. If the laughter from the other wizards wasn't bad enough, he was also chased by summoned birds and flying familiars playing the "Get the worm" game.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Regar paused a moment for the memory to replay itself in his mind, before looking at his new spell and smiling, he whispered to himself "</span><span style="color: #800080"><strong>Absolute genius"</strong></span><span style="color: #000000">. With that, he went to bed, tucking spike into his makeshift bed and kissing him goodnight, before laying back looking up at the ceiling, looking forward to the next day.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">With great enthusiasm, he awoke the next day, memorising his spells, he kept the same orisons, however exchanged 'summon minor monster' for 'feather fall' and 'Protection from Evil' for another Summon Monster I spell.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Grinning, he went again to Maenor. </span><span style="color: #800080"><strong> "Maenor, would you mind if when the time comes I memorise 'Magic Weapon' from your book please? If I do the hard work now with your assistance, I can do without the need to decipher it when the time comes? May I do so as or before we leave?" </strong></span><span style="color: #000000">With a smile, he awaits his response.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span>[sblock=Ministats]</p><p>Regar Lilothian - Level 1 Elven Wizard (Conjurer)</p><p>Alignment: NG</p><p>Languages: Common (Venzan), Elven, Gnoll, Goblin, Orc, Sylvan, Draconic (Class), Terran (Linguistics), Deltan (Free (Campaign related))</p><p>HP: 7 = [1d6 + CON (0) + FC (1)] (Wizard 1)</p><p>AC: 14 = [10 + DEX (4) + Armor (0) + Shield (0) + Natural (0) + Size (0) + Misc (0)]</p><p>Touch: 14</p><p>Flatfooted: 10</p><p>INIT: +8 = [DEX (4) + Misc (+4 Familiar)]</p><p>CMB: -1 = [BAB (0) + STR (-1) + Misc (0)]</p><p>CMD: 13 = [10 + BAB (0) + STR (-1) + DEX (4) + Misc (0)]</p><p>Fortitude: +0 = [Wizard 1 (0) + CON (0) + Misc (0)]</p><p>Reflex: +4 = [Wizard 1 (0) + DEX (4) + Misc (0)]</p><p>Will: +0 = [Wizard 1 (2) + WIS (-2) + Misc (0)]</p><p>Speed: 30'</p><p></p><p></p><p>• Acid Splash +4 (1d3+1 (Acid Flask as focus))</p><p>Attack: +4 = [BAB (0) + Ability (4), 25ft Crit: 20/x2, Special: Acid damage</p><p>• Acid Dart +4 (1d6)</p><p>Attack: +4 = [BAB (0) + Ability (4), 30ft Crit: 20/x2, Special: Acid damage</p><p>• Quarterstaff -1 (1d6-1)</p><p>Attack: -1 = [BAB (0) + Ability (-1), Crit 20/x2, Bludgeoning</p><p></p><p></p><p>Weapon Proficiencies: Longbow, longsword, rapier, short bow, club, dagger, heavy crossbow, light crossbow, and quarterstaff</p><p></p><p></p><p>[sblock=Familiar: Greensting scorpion (Spike)]</p><p></p><p></p><p>Greensting Scorpion CR 1/4</p><p>XP 100</p><p>N Tiny vermin </p><p>Init +3; Senses darkvision 60 ft.; Perception +4</p><p>Defense</p><p>AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)</p><p>hp 4 (1d8)</p><p>Fort +2, Ref +3, Will +0</p><p>Immune mind-affecting effects</p><p>Offense</p><p>Speed 30 ft.</p><p>Melee sting +5 (1d2–4 plus poison)</p><p>Space 2-1/2 ft.; Reach 0 ft.</p><p>Special Attacks poison</p><p>Statistics</p><p>Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2</p><p>Base Atk +0; CMB +1; CMD 7 (19 vs. trip)</p><p>Feats Weapon Finesse[SUP]B[/SUP]</p><p>Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth</p><p>Ecology</p><p>Environment warm or temperate deserts, forests, plains, or underground</p><p>Organization solitary or colony (3–6)</p><p>Treasure none</p><p>Special Abilities</p><p>Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.</p><p>Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures.</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Class and Racial Features, Feats and Traits]</p><p>Low-Light Vision: Can see twice as far in dim-light conditions</p><p>Elven Immunities</p><p>Elven Magic</p><p></p><p></p><p>Arcane school: Conjuration - Summoner's charm - Whenever you cast a conjuration (Summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (Minimum 1)</p><p>Acid dart: Standard action - any foe within 30ft ranged touch attack - 1d6 8/day</p><p></p><p></p><p>Spell focus: Conjuration (Class feature): +1 to Conjuration spell DC</p><p>Spell Specialization:Summon monster I (1st Level): Treat the spell as if cast 2 levels higher (Effectively gives 2 extra rounds to the duration of the spell)</p><p>Alertness (Familiar): +2 to sense motive and perception with your familiar on you</p><p></p><p></p><p>Capable (Skill): Become proficient in 1 skill and get +1 (Escape Artist)</p><p>Two world magic (Magic):Learn one extra cantrip from any list</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Skills]</p><p>Escape Artist 9</p><p>Knowledge (Arcana) 9</p><p>Knowledge (Nature) 9</p><p>Knowledge (Planes) 9</p><p>Knowledge (Religion) 9 </p><p>Linguistics 9</p><p>Spellcraft 9</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Spells]</p><p>Spells Known:</p><p>0 Level: All wizard cantrips plus purify food/drink, minus restricted schools</p><p>1st Level: Colour spray, Feather fall, Grease, Mage armor, Mount, Obscuring mist, Protection from evil, Summon monster I </p><p>Learnt from scrolls: -Summon Minor Monster, break, burning hands</p><p></p><p></p><p>Spells Prepared (Ready):</p><p>0 Level: Read Magic, Detect magic, Acid splash </p><p>1st Level: Summon Monster I (Favored school), Mage Armor, Summon Monster I, Feather fall</p><p></p><p></p><p>Spells Expended:</p><p>1st level:</p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Sezarious, post: 6773322, member: 6792106"] [Sblock=Burning Hands]Sorry, I forgot to put the roll brackets in [roll0][/Sblock]. [COLOR=#800080][B]"Oh Regar, you are a pure genius, pure genius you fabulous wizard, why were you never an evoker?"[/B][/COLOR][COLOR=#000000] A memory appears in the back of his mind. Regar was in a classroom that was lit on fire. He was squealing in terror as he was rolling around on the ground, trying to put out the flames. Gnomish wizards Buckkera and Jopanda were running in with buckets of water, [/COLOR][COLOR=#ff0000][B]"You suck Regar!"[/B][/COLOR][B][COLOR=#800000][/COLOR][COLOR=#000000][/COLOR][/B][COLOR=#a52a2a][/COLOR][COLOR=#000000] Yelled one of them [/COLOR][B][COLOR=#a52a2a]"Yeah, you're hopeless you idiot, why don't you just go home"[/COLOR][COLOR=#a52a2a][/COLOR][COLOR=#000000][/COLOR][/B][COLOR=#000000]. Each of them snickered as they put out the final flames in the room. [/COLOR][COLOR=#800080][B]"Would you guys help me, ahhhh!"[/B][/COLOR][COLOR=#000000] he cried as the flames spread to his hat. [/COLOR][COLOR=#ff0000][B]"What a loser"[/B][/COLOR][COLOR=#000000], sneered Buckkera as he laughed and left the room, [/COLOR][COLOR=#a52a2a][B]"Yeah, why don't you conjure up a water elemental to put yourself out you smartass"[/B][/COLOR][COLOR=#000000] yelled the other as he left the room. Well, after quickly getting out of his robes, Regar WAS ok. But he had to run back through the dorms naked at the end of it. If the laughter from the other wizards wasn't bad enough, he was also chased by summoned birds and flying familiars playing the "Get the worm" game. Regar paused a moment for the memory to replay itself in his mind, before looking at his new spell and smiling, he whispered to himself "[/COLOR][COLOR=#800080][B]Absolute genius"[/B][/COLOR][COLOR=#000000]. With that, he went to bed, tucking spike into his makeshift bed and kissing him goodnight, before laying back looking up at the ceiling, looking forward to the next day. With great enthusiasm, he awoke the next day, memorising his spells, he kept the same orisons, however exchanged 'summon minor monster' for 'feather fall' and 'Protection from Evil' for another Summon Monster I spell. Grinning, he went again to Maenor. [/COLOR][COLOR=#800080][B] "Maenor, would you mind if when the time comes I memorise 'Magic Weapon' from your book please? If I do the hard work now with your assistance, I can do without the need to decipher it when the time comes? May I do so as or before we leave?" [/B][/COLOR][COLOR=#000000]With a smile, he awaits his response. [/COLOR][sblock=Ministats] Regar Lilothian - Level 1 Elven Wizard (Conjurer) Alignment: NG Languages: Common (Venzan), Elven, Gnoll, Goblin, Orc, Sylvan, Draconic (Class), Terran (Linguistics), Deltan (Free (Campaign related)) HP: 7 = [1d6 + CON (0) + FC (1)] (Wizard 1) AC: 14 = [10 + DEX (4) + Armor (0) + Shield (0) + Natural (0) + Size (0) + Misc (0)] Touch: 14 Flatfooted: 10 INIT: +8 = [DEX (4) + Misc (+4 Familiar)] CMB: -1 = [BAB (0) + STR (-1) + Misc (0)] CMD: 13 = [10 + BAB (0) + STR (-1) + DEX (4) + Misc (0)] Fortitude: +0 = [Wizard 1 (0) + CON (0) + Misc (0)] Reflex: +4 = [Wizard 1 (0) + DEX (4) + Misc (0)] Will: +0 = [Wizard 1 (2) + WIS (-2) + Misc (0)] Speed: 30' • Acid Splash +4 (1d3+1 (Acid Flask as focus)) Attack: +4 = [BAB (0) + Ability (4), 25ft Crit: 20/x2, Special: Acid damage • Acid Dart +4 (1d6) Attack: +4 = [BAB (0) + Ability (4), 30ft Crit: 20/x2, Special: Acid damage • Quarterstaff -1 (1d6-1) Attack: -1 = [BAB (0) + Ability (-1), Crit 20/x2, Bludgeoning Weapon Proficiencies: Longbow, longsword, rapier, short bow, club, dagger, heavy crossbow, light crossbow, and quarterstaff [sblock=Familiar: Greensting scorpion (Spike)] Greensting Scorpion CR 1/4 XP 100 N Tiny vermin Init +3; Senses darkvision 60 ft.; Perception +4 Defense AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size) hp 4 (1d8) Fort +2, Ref +3, Will +0 Immune mind-affecting effects Offense Speed 30 ft. Melee sting +5 (1d2–4 plus poison) Space 2-1/2 ft.; Reach 0 ft. Special Attacks poison Statistics Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2 Base Atk +0; CMB +1; CMD 7 (19 vs. trip) Feats Weapon Finesse[SUP]B[/SUP] Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth Ecology Environment warm or temperate deserts, forests, plains, or underground Organization solitary or colony (3–6) Treasure none Special Abilities Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures. [/sblock] [sblock=Class and Racial Features, Feats and Traits] Low-Light Vision: Can see twice as far in dim-light conditions Elven Immunities Elven Magic Arcane school: Conjuration - Summoner's charm - Whenever you cast a conjuration (Summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (Minimum 1) Acid dart: Standard action - any foe within 30ft ranged touch attack - 1d6 8/day Spell focus: Conjuration (Class feature): +1 to Conjuration spell DC Spell Specialization:Summon monster I (1st Level): Treat the spell as if cast 2 levels higher (Effectively gives 2 extra rounds to the duration of the spell) Alertness (Familiar): +2 to sense motive and perception with your familiar on you Capable (Skill): Become proficient in 1 skill and get +1 (Escape Artist) Two world magic (Magic):Learn one extra cantrip from any list [/sblock] [sblock=Skills] Escape Artist 9 Knowledge (Arcana) 9 Knowledge (Nature) 9 Knowledge (Planes) 9 Knowledge (Religion) 9 Linguistics 9 Spellcraft 9 [/sblock] [sblock=Spells] Spells Known: 0 Level: All wizard cantrips plus purify food/drink, minus restricted schools 1st Level: Colour spray, Feather fall, Grease, Mage armor, Mount, Obscuring mist, Protection from evil, Summon monster I Learnt from scrolls: -Summon Minor Monster, break, burning hands Spells Prepared (Ready): 0 Level: Read Magic, Detect magic, Acid splash 1st Level: Summon Monster I (Favored school), Mage Armor, Summon Monster I, Feather fall Spells Expended: 1st level: [/sblock] [/sblock] [COLOR=#000000][/COLOR][COLOR=#000000][/COLOR] [/QUOTE]
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