Old School Adventuring - Class in Session - RG

EarlyBird

Explorer
Running Advanced Dungeons & Dragons 1e Tyranny of Dragons campaign, which is going to be super fun.

Not sure if I decided on character gene yet, just know we have some stats rolled and need a place to store characters as they progress.
[sblock=Treasure]
kobold treasure
[/sblock]
[sblock=Experience]
[URL="http://www.enworld.org/forum/showthread.php?587324-EB-s-Tyranny-of-Dragons-PLAYERS-WANTED&p=7352082&viewfull=1#post7352082"]Seek the Keep

The Old Tunnel
Totals:
Tina: 370/2,000
William: 370/2,000
Filmark: 227/2,000
Rumdum: 254/1,250
Tyrial: 227/1,500
Sebastian: (I)330/2,250/(A)250/1,500
[/sblock]
[sblock=Notes]
cultist cloaks picked up 2[/sblock]

Party:
jmucchiello - Ethina 'Tina' Stillwater, human (on the path to becoming a Bard)
TallIan - William Hookton, human fighter
DueceTraveler - Rumdum the Small, halfling thief
hero4hire - Tyrial, human cleric
Khraos - Filmark the Guardsman, human fighter
Leif - Sebastian TenPennies, gnome illusionist/assassin

Links:
OOC
IC
 
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EarlyBird

Explorer
[sblock=Combat]
Round (1 minute)
- 10 six second segments
- NOTE: should list things you can do in a segment
Time:
- 1 segment = 6 seconds
- 1 round = 1 minute (10 segments)
- 1 turn = 10 minutes (10 rounds)
- 1 hour = 60 minutes (6 turns)


Actions in Combat
1) Close to Striking Range
2) Charge
3) Set Weapon
4) Engaged in Melee
- a) attack
- b) parry
- c) fall back
- d) flee
- e) grapple or hold
5) Turn Undead
6) Missile Discharge
- includes grendae like missiles
7) Avoid Engagment
8) Parley
9) Await Action (by other party)
10) Use Magical Device
11) Cast Spell[/sblock]
[sblock=Steps]
1) Determine if either or both parties are SURPRISED.
2) Determine distance, if unknown, between the parties.
3) If both parties are unsurprised, or equally surprised, determine INITIATIVE for that round.
4) Determine the results of whatever actions are decided upon by the party with initiative:
A. Avoid engagement (flee, slam door, use magic to escape, etc.) if possible.
B. Attempt to parley.
C. Await action by other party.
D. discharge missiles or magical device attacks or cast spells or turn undead.
E. Close to striking range, or charge.
F. Set weapons against possible opponent charge.
G. Strike blows with weapons, to kill or subdue.
H. Grapple or hold
5) Determine the results of whatever actions are decided upon by the party which lost the initiative (as per A. through H. above).
6) Continue each melee round by determination of distance, initiative, and action until melee ends due to fleeing, inability to continue, or death of one or both parties.


Surprise: normal surprise happens on a d6 roll of 1-2
Distance: When encounters occur, the distance between concerned parties will be 5" to 10" (d6+4) subject to special circumstances[/sblock]
 
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tglassy

Adventurer
Xull’avin Xorlarrin, Drow Magic User.



Name: Xull'avin Xorlarrin
Alignment: unknown
Race: Elf, Drow
Effective Class: Wizard-1
Former Profession: Gardner/Navigator
Height: 0' 0"
Weight: 000#
Eyes: ???
Hair: White
Age: ???
Surprise: 1 in 8
Movement: 12"
Init Reaction: +3
AC: 6 (-4 from Dex)
Hit Points: 03/03
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Comeliness:
12
17
17
18
14
15
13
To Hit: +0 Damage: +0 Weight Allowed: +100 Open Door: 1-2 BB/LG: 04%
Additional Languages: 6 Chance to Know Spell: 75% MIn # Spells: 8 Max # Spells: 14
Magic Saves Adj: +2 Bonus Spells: n/a, Spell failure: n/a
Reaction/Missile Adj: +3 AC Bonus: -4
HP Adj: +0 System Shock Survival: 88% Resurrection Survival: 92%
Max # Henchmen: 7 Loyalty Adj: +15% Reaction Adj: +15%
SAVING
THROWS

Wizard-1
Paralyzation, Poison
& Death Magic

14
Petrification
& Polymorph

13
Rod, Staff
& Wand

11
Breath
Weapon

15

Spells

12
Armor Class
Wizard 1
10
11
9
12
8
13
7
14
6
15
5
16
4
17
3
18
2
19
1
20
0
20
-1
20
-2
20
-3
20
-4
20
-5
21
-6
22
-7
23
-8
24
-9
25
-10
26

Weapon

Dagger
To Hit
Bonus

+0
Damage Vs
Small/Medium

1d4
Damage
Vs Large

1d3
Range
S/M/L

1/2/3
Attacks
per Round

1/1
Features
Languages Spoken: Common, Undercommon, Elvish, Gnomish, +7
Wizard
Level: 1 XP Earned: 0/2,500 XP Bonus: +10%
# of Weapon Proficiencies: 1; Non-Proficiency Penalty: -5; Next Proficiency: Level 7
Weapon Proficiencies: Dagger​

Equipment
dagger and scabbard
boots, high, hard
cloak
robes
pouch, belt large
backpack
spellbook: read magic, sleep, hold portal, identify
waterskin
bedroll


History
Notes:
It’s possible he joined up with Bregan D’aerth, a mercenary band of Drow males who flaunt society’s rules, but are too useful as spies and mercs to be gotten rid of. Their leader, Jarlaxle, is my favorite character in the Drizzt books. Very flamboyant, very anti Drow. He likes collecting outcast males, especially nobles.

So, if my character fell for a half Drow, and it was discovered, then Jarlaxle could have agreed to relocate her to the surface in exchange for his services. And then they get the letter 7 years later, a drop in the bucket since they’ll live over 700.

Mc too much backstory for a character who will likely die quickly, but most of it wrote itself from what I know of Drow society.

He’ll be more on the good side. Very young, very new to Sorcere, the Drow magic academy, before joining Bregan D’aerth. He’s not very “nice”, and he has a tendency to think himself superior to other races, but he’s not overly cruel.


[sblock=Spellcasting]

Faerie Fire (Alteration) Level: 1
Range: 8"
Duration: 4 rounds/level
Area of Effect: 12 linear feet/level within a 4" radius
Components: V
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When the druid casts this spell, he or she outlines an object or creature with a pale glowing light. The completeness of the lining is dependent upon the number of linear feet the caster is able to affect, about 12' per level (Le. one 6' man or two 3' kobolds). If there is sufficient power, several objects or creatures can be covered by the faerie fire, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures (including those otherwise invisible) are visible at 8" in the dark, 4" if the viewer is near a bright light source. Outlined creatures are easier to strike, thus opponents gain +2 on "to hit" dice. The faerie fire con be blue, green, or violet according to the word of the caster at the time he or she casts the spell. The faerie fire does not itself cause any harm to the object or creature lined.

Dancing Lights (Alteration) Level: 1
Range: 4" + 1"/level
Duration: 2 rounds/level
Area of Effect: Special
Components: V,S,M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When a dancing lights spell is cast, the magic-user creates, at his or her option, from 1 to 4 lights which resemble either;
A) torches and/or lanterns (and cast that amount of light),
B) glowing spheres of light (such as evidenced by will-0-wisps), or
C) one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the Elemental Plane of Fire
The dancing lights move as the spell caster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user. The spell will wink out if the range or duration is exceeded. Range is a base of 4" plus 1" for each level of the magic-user who cast the spell. Duration is 2 melee rounds per level of the spell caster. The material component of this spell is either a bit of phosphorus or wytchwood or a glowworm.

Darkness, 15' Radius (Alteration) Level: 2
Range: 1"/level
Duration: 1 turn + 1 round/level
Area of Effect: 15' radius globe
Components: V, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell causes total, impenetrable darkness in the area of its effect. lnfravision or ultravision are useless. Neither normal nor magical light will work unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell and vice versa. The material components of this spell are a bit of bat fur and either a drop of pitch or a piece of coal.

Sleep (Enchantment/Charm) Level: 1
Range: 3" + 1"/level
Duration: 5 rounds/leve1
Area of Effect: Special
Components: V,S,M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When a magic-user casts a sleep spell, he or she will usually cause a comatose slumber to come upon one or more creatures [other than undead and certain other creatures specifically excluded (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) from the spell's effects]. All creatures to be affected by the sleep spell must be within a 3" diameter circle. The number of creatures which can be affected is a function of their life energy levels, expressed as hit dice and hit points.

CreaturesNumber Affected
Hit DiceBy Sleep Spell
up to 14-16 (4d4)
1+1 to 22-8 (2d4)
2+1 to 31-4 (1d4)
3+1 to 41-2 (1d2)
4+1 to 4+40-1 (1d2-1)

The area of effect is determined by the range and area center decided upon by the spell caster. Slapping or wounding will awaken affected creatures, but noise will not do so. Awakening requires 1 complete melee round. Note that sleeping creatures con be slain automatically at a rate of 1 per slayer per melee round. The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.

Read Magic (Divination) Reversible Level: 1
Range: 0
Duration: 2 rounds/level
Area of Effect: Special
Components: V,S,M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By means of a read magic spell, the magic-user is able to read magical inscriptions on objects - books, scrolls, weapons and the like - which would otherwise be totally unintelligible to him or her. (The personal books of the magic-user, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a curse scroll. Furthermore, once the spell is cast and the magic-user has read the magical inscription, he or she is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is 2 rounds per level of experience of the spell caster. The material component for the spell is a clear crystal or mineral prism. Note that the material is not expended by use. The reverse of the spell, unreadable magic, makes such writing completely unreadable to any creature, even with the aid of a read magic, until the spell wears off or the magic is dispelled. The material components for the reverse spell are a pinch of dirt ond a drop of water.

Hold Portal (Alteration) Level: 1
Range: 2"/level
Duration: 1 round/level
Area of Effect: 80 square feet/level
Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: This spell magically bars a door, gate or valve of wood, metal, or stone. The magical closure holds the portal fast just as if it were securely stopped and locked. The range of the spell is 2" per level of experience of the caster, and it lasts for 1 round per level. Note that any extra-dimensional creature (demon, devil, elemental, etc.) will shatter, such a held portal. A magic-user of four or more experience levels higher than the spell caster can open the held portal at will. A knock spell (q.v.) or dispel magic spell (q.v.) will negate the hold portal. Held portals can be broken or battered down.

Identify (Divination) Level: 1
Range: 0
Duration: 1 segment/level
Area of Effect: One item
Components: V, S, M
Casting Time: 1 turn
Saving Throw: Special

Explanation/Description: When an identify spell is cast, one item may be touched and handled by the magic-user in order that he or she may possibly find what dweomer it possesses. The item in question must be held or worn as would be normal for any such object, i.e. a bracelet must be placed on the spell caster's wrist, a helm on his or her head, boots on the feet, a cloak worn, a dagger held, and so on. Note that any consequences of this use of the item fall fully upon the magic-user, although any saving throw normally allowed is still the privilege of the magic-user. For each segment the spell is in force, it is 15% + 5% per level of the magic-user probable that 1 property of the object touched can become known - possibly that the item has no properties and is merely a ruse (the presence of Nystul's Magic Aura or a magic mouth being detected). Each time a property can be known, the referee will secretly roll to see if the magic-user made his or her saving throw versus magic. If the save was successful, the property is known; if it is 1 point short, a false power will be revealed; and if it is lower than 1 under the required score no information will be gained. The item will never reveal its exact plusses to hit or its damage bonuses, although the fact that it has few or many such plusses can be discovered. If it has charges, the object will never reveal the exact number, but it will give information which is +/-25% of actual, i.e. a wand with 40 charges could feel as if it had 30, or 50, or any number in between. The item to be identified must be examined by the magic-user within 1 hour per level of experience of the examiner after it has been discovered, or all readable impressions will have been blended into those of the characters who have possessed it since. After casting the spell and determining what can be learned from it, the magic-user loses 8 points of constitution. He or she must rest for 6 turns per 1 point in order to regain them. If the 8 point loss drops the spell caster below a constitution of 3, he or she will fall unconscious, and consciousness will not be regained until full constitution is restored 24 hours later. The material components of this spell are a pearl (of at least 100 g.p. value) and an owl feather steeped in wine, with the infusion drunk and a live miniature carp swallowed whole prior to spell casting. If a Luckstone is powdered and added to the infusion, probability increases 25% and all saving throws are made at +4.

[/sblock]
 
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Name: Ethina "Tina" Stillwater
Alignment: Neutral Good
Race: Female Human
Effective Class: Fighter-1
Former Profession: None
Height: 5' 8"
Weight: 143#
Eyes: Green
Hair: Auburn
Age: 18
Surprise: Normal
Movement: 12"
Initiative: +3
AC: 2 (6 base from Scale Mail, -4 from Dex)
Hit Points: 9/9
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Comeliness:
18/44
14
17
18
17
13
15
To Hit: +1 Damage: +3 Weight Allowed: +1,000 Open Door: 1-3 BB/LG: 20%
Additional Languages: 4
Magic Saves Adj: +3 Bonus Spells: 2 1st, 2 2nd, 1 3rd Spell failure: 0%
Reaction/Missile Adj: +3 AC Bonus: -4
HP Adj: +3/+2 System Shock Survival: 97% Resurrection Survival: 98%
Max # Henchmen: 5 Loyalty Adj: +0% Reaction Adj: +5%
Fascinate MoOS unless Wisdom exceeds: 7 Reaction Adj (humans and halflings): +15%
SAVING
THROWS

Fighter-1
Paralyzation, Poison
& Death Magic

14
Petrification
& Polymorph

15
Rod, Staff
& Wand

16
Breath
Weapon

17

Spells

17
Armor Class
Fighter 1
10
10
9
11
8
12
7
13
6
14
5
15
4
16
3
17
2
18
1
19
0
20
-1
20
-2
20
-3
20
-4
20
-5
20
-6
21
-7
22
-8
23
-9
24
-10
25

Weapon

Bastard Sword
Javelin (thrown)
To Hit
Bonus

+2
+3
Damage Vs
Small/Medium

2d4+5
1d6
Damage
Vs Large

2d8+5
1d6
Range
S/M/L

---
2/4/6
Attacks
per Round

3/2
1/1
Features
Languages Spoken: Common, Elven, Giant, Draconic, (open)
Fighter
Level: 1 XP Earned: 458/2000 XP Bonus: +10%
# of Weapon Proficiencies: 4; Non-Proficiency Penalty: -2; Next Proficiency: Level 4
Weapon Specialization: Bastard Sword, +1 To Hit, +2 Damage, +1 attack / 2 rounds
Weapon Proficiencies: Javelin, (open)​

Equipment
Scale Mail
Bastard Sword and Scabbard
Javelin, set of 10
boots, high, hard
belt w/large pouch
waterskin
hooded lantern
backpack
10 iron spikes
one week iron rations
tinder box
4 flasks of oil
2 sp

Loot: 1 sp, 14 cp

History
Ethina was born is a small town north of Beregost. Her grandfather was delighted in unbelievable yarns about how he and few friends would slay dragons. She had no idea how famous he had been for these "tall" tales. Though looking back on it now, she realizes she did come from wealth that was no tied to property or mercantilism. Seeing her re-enacting some of his father's exploits, her father started her on regime of training in arms and armor.

As she grew to be taller, she gravitated toward the longer, heavier swords and become devoted to learning all she could learn about the hand and a half sword. Tragedy eventually struck, her family mansion was razed to the ground by unknown figures in the night. She barely escaped by hiding under her bed. So much for arms and armor training. She found herself on her own with no family, no skills, and a hand-me-down bastard sword she could sell as a mercenary. In Beregost she worked for a while as a barmaid. But the owner did not appreciate how many arms she broke defending herself from unwanted advances. She tried the mercenary route. But the rough and tumble life of easy killing for money was not for her and she parted ways with her mercenary troop as she entered the town of Greenest. But with little money to her name, and a reputation as a poor barmaid, she might have to return to a life of murder for cash if something better doesn't come along.
Ethina Stillwater.png
[sblock="XP"]
Award
Make our way to the keep
The Old Tunnel
Sanctuary (the church)
xp->with bonus
80->88
256->282
80->88
Fighter
88
370
458
[/sblock]
 
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TallIan

Explorer
Name: William Hookton
Alignment: Lawful Good
Race: Male Human
Effective Class: Fighter-1
Former Profession: Animal Husbandry
Height: 6' 5"
Weight: 217#
Eyes: Blue
Hair: Brown
Age: 18
Surprise: Normal
Movement: 12"
Initiative: +3
AC: 3 (6 base from Scale Mail, -3 from Dex)
Hit Points: 7/7
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Comeliness:
18/22
8
13
17
11
14
8
To Hit: +1 Damage: +3 Weight Allowed: +1,000 Open Door: 1-3 BB/LG: 20%
Additional Languages: 1
Magic Saves Adj: 0 Bonus Spells: 1 1st Spell failure: 0%
Reaction/Missile Adj: +2 AC Bonus: -3
HP Adj: 0 System Shock Survival: 75% Resurrection Survival: 80%
Max # Henchmen: 6 Loyalty Adj: +05% Reaction Adj: +10%
Fascinate MoOS unless Wisdom exceeds: 7 Reaction Adj (humans and halflings): +15%
SAVING
THROWS

Fighter-1
Paralyzation, Poison
& Death Magic

14
Petrification
& Polymorph

15
Rod, Staff
& Wand

16
Breath
Weapon

17

Spells

17
Armor Class
Fighter 1
10
10
9
11
8
12
7
13
6
14
5
15
4
16
3
17
2
18
1
19
0
20
-1
20
-2
20
-3
20
-4
20
-5
20
-6
21
-7
22
-8
23
-9
24
-10
25

Weapon

Greatsword
Shortsword
Javelin
To Hit
Bonus

+2
+1
+3
Damage Vs
Small/Medium

1d10+5
1d6+3
1d6
Damage
Vs Large
3d6+5
1d6+3
1d6
Range
S/M/L

---
---
2/4/6
Attacks
per Round

3/2
1/1
1/1
Features
Languages Spoken: Common, Elven
Fighter
Level: 1 XP Earned: 0/2000 XP Bonus: +10%
# of Weapon Proficiencies: 4; Non-Proficiency Penalty: -2; Next Proficiency: Level 4
Weapon Specialization: Great Sword, +1 To Hit, +2 Damage, +1 attack / 2 rounds
Weapon Proficiencies: Javelin, Short Sword​

Equipment
Scale Mail
boots, high, hard
belt w/large pouch
Cloak

GreatSword
Short Sword
Javelin (4)

backpack
one week iron rations
tinder box
waterskin
hooded lantern
2 GP 8 sp

History
William was the third son of a baron. His father was not particularly wealthy and so William's prospects for the future looked slim, he'd be lucky to be lord of a farmstead. When bickering between some other barons broke down into a minor war that threatened to annihilate the Hookton holdings, William's father gathered his three sons and laid out his plans to ensure that the family would continue. The eldest would hold the castle and support one side of the conflict, the second son would "slip away" with a small retinue and support the other, while William was sent out into the world to remain anonymous if both his older brothers should fail and make a name for himself before reclaiming his families rightful lands.

[SBLOCK=XP record]
88 from post 270
[\SBLOCK]
 
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EarlyBird

Explorer
Gutter, human ranger NPC

Name: Gutter
Alignment: Chaotic Good
Race: Male Human
Effective Class: Ranger-1
Former Profession: Woodworker
Height: 6' 0"
Weight: 188#
Eyes: Brown
Hair: Bald (was brown)
Age: 43
Surprise: 1 in 6
Movement: 12"
Initiative: +2
AC: 4 (7 base from Studded, -3 from Dex)
Hit Points: 14/14
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Comeliness:
17
16
14
17
18
07
09
To Hit: +1 Damage: +1 Weight Allowed: +500 Open Door: 1-3 BB/LG: 13%
Additional Languages: 5
Magic Saves Adj: none Bonus Spells: 2 1st, Spell failure: 0%
Reaction/Missile Adj: +2 AC Bonus: -3
HP Adj: +4 System Shock Survival: 99% Resurrection Survival: 100%
Max # Henchmen: 3 Loyalty Adj: -10% Reaction Adj: -5%
SAVING
THROWS

Ranger-1
Paralyzation, Poison
& Death Magic

14
Petrification
& Polymorph

15
Rod, Staff
& Wand

16
Breath
Weapon

17

Spells

17
Armor Class
Ranger 1
10
10
9
11
8
12
7
13
6
14
5
15
4
16
3
17
2
18
1
19
0
20
-1
20
-2
20
-3
20
-4
20
-5
20
-6
21
-7
22
-8
23
-9
24
-10
25

Weapon

Longbow
Dagger
To Hit
Bonus

+2
-1
Damage Vs
Small/Medium

1d6
1d4+1
Damage
Vs Large

1d6
1d3+1
Range
S/M/L

7/14/21
1/2/3
Attacks
per Round

2/1
1/1
Features
Languages Spoken: Common, Goblin, Gnome, Hobgoblin, Bugbear, Dwarf
Ranger
Level: 1 XP Earned: 0/2,250 XP Bonus: +0%
# of Weapon Proficiencies: 3; Non-Proficiency Penalty: -2; Next Proficiency: Level 4
Weapon Specialization: Longbow, Point Blank shooting 6'-30'; +2 To Hit/Dmg plus deals double dmg
Weapon Proficiencies: none​

Equipment
Studded Leather
Longbow
Quiver w/dozen arrows
Dagger and Scabbard
boots, high, hard
cloak
pouch, belt large
waterskin
bedroll
8 cp

History
Not much of your traveling companion Gutter can be decerned. He is an able woodsman and hunter, making most of your late night meals pleaseant ones in terms of food, but the conversation has been very lacking.
View attachment 92756
 

hero4hire

Explorer
Name: Tyrial Nashivaar of Amn
Alignment: Neutral
Race: Male Human
Effective Class: Cleric-1
Former Profession: Trader/Barterer
Height: 6'
Weight: 200#
Eyes: Grey
Hair: Dirty Blond
Age: 21
Surprise: Normal
Movement: 12"
Initiative: +3
AC: 0 (3 base from Banded&Shield, -3 from Dex)
Hit Points: 9/9
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Comeliness:
18
10
15
17
15
16
14
To Hit: +1 Damage: +2 Weight Allowed: +750 Open Door: 1-3 BB/LG: 16%
Additional Languages: 2
Magic Saves Adj: +1 Bonus Spells: 2 1st, 1 2nd, Spell failure: 0%
Reaction/Missile Adj: +3 AC Bonus: -3
HP Adj: +1 System Shock Survival: 91% Resurrection Survival: 94%
Max # Henchmen: 8 Loyalty Adj: +20% Reaction Adj: +25%
Fascinate MoOS unless Wisdom exceeds: 7 Reaction Adj (humans and halflings): +14%
SAVING
THROWS

Cleric-1
Paralyzation, Poison
& Death Magic

10
Petrification
& Polymorph

13
Rod, Staff
& Wand

14
Breath
Weapon

16

Spells

15
Armor Class
Cleric 1
10
10
9
11
8
12
7
13
6
14
5
15
4
16
3
17
2
18
1
19
0
20
-1
20
-2
20
-3
20
-4
20
-5
20
-6
21
-7
22
-8
23
-9
24
-10
25

Weapon

Footman's Flail
Hammer
To Hit
Bonus

+1
Damage Vs
Small/Medium

1d6+3
1d4+3
Damage
Vs Large

2d4+2
1d4
Range
S/M/L

---
1/2/3
Attacks
per Round

1/1
1/1
Features
Languages Spoken: Common, 2 TBD
Cleric
Level: 1 XP Earned: 0/1500 XP Bonus: +0%
# of Weapon Proficiencies: 2; Non-Proficiency Penalty: -3; Next Proficiency: Level 4
Weapon Proficiencies: Flail, Hammer​

Equipment
Banded Mail
Great Helm
Large Shield
Flail, Footmans
Boots, High Hard
Backpack
Map Case
Sm Silver Mirror
Large Belt Pouch
Tinder Box
2 weeks Iron Rations
Iron Holy Symbol
Prayer Beads

[/indent]
10gp, 10sp, 4cp

Loot:

History
Tyrial was born to the Merchant Nashivaar family in Amn. He barely knew his father, who was away overseeing the gold mines in Maztica; Tyrial was raised by his Grandfather who was a member of the Council of Six in Amn. He entered the service of the Church of Waukeen at age 18 and adventures with a keen eye on furthering the financial prospects of his Family.
cleric_finishes_by_dkuang.jpg
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0[/sblock]
 
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Deuce Traveler

Adventurer
Rumdum the Small
male halfling, thief 1, LN

Method II:
STR: 10 (1-2 open doors, 2% B.B./L.G.)
INT: 12 (3 additional languges)
WIS: 12
DEX: 16 (+1 reaction/attack adj., -2 AC)
CON: 14 (88% System Shock Survival, 92% Resurrection Survival)
CHA: 13 (maximun # of henchmen: 5, Loyalty Base 0%, Reaction Adj. +5%)
COM: 13 (modified by CHA +1)

Armor: Leather
Shield: none
Weapons: Dagger (1d4), Sling, Sling Bullet (1d4+1) [20]
Proficiencies: dagger, sling
Equipment: Thieves Picks, Wineskin, Backpack, Silk Rope (50ft), Bulls Eye Lantern, Grappling Hook, Lamp Oil x4, Dry Rations (7 Days)

Languages: Common, Lawful Neutral, Halfling, Goblin, Elf, Dwarf
Oil: yes
poison: possible

money: 6gp 91cp
hp: 4
AC: 6
THACO: 20, 18 w/ranged
Aventure Hook: Leosin Erlanthar, a wandering monk, once saved your life. He’s sent urgent word for you to meet him in a small town called Greenest. Looks like it’s time to pay off that debt.
 

Khraos

First Post
Name: Filmark the Guardsman
Alignment: Chaotic Good
Race: Male Human
Effective Class: Fighter-1
Former Profession: None Height: 6' 1"
Weight: 208#
Eyes: brown
Hair: light brown
Age: 18 Surprise: Normal
Movement: 12"
Initiative: +2
AC: 2 (5 base from Scale Mail & Shield, -3 from Dex)
Hit Points: 7/7
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Comeliness: 17
15
11
17
15
13
14 To Hit: +1 Damage: +1 Weight Allowed: +500 Open Door: 1-3 BB/LG: 13%
Additional Languages: 4
Magic Saves Adj: +3 Bonus Spells: N/A Spell failure: 0%
Reaction/Missile Adj: +2 AC Bonus: -3
HP Adj: +1 System Shock Survival: 91% Resurrection Survival: 94%
Max # Henchmen: 5 Loyalty Adj: +0% Reaction Adj: +5%
Fascinate MoOS unless Wisdom exceeds: 7 Reaction Adj (humans and halflings): +15%
SAVING
THROWS
Fighter-1 Paralyzation, Poison
& Death Magic
14 Petrification
& Polymorph
15 Rod, Staff
& Wand
16 Breath
Weapon
17
Spells
17
Armor Class
Fighter 1 10
10 9
11 8
12 7
13 6
14 5
15 4
16 3
17 2
18 1
19 0
20 -1
20 -2
20 -3
20 -4
20 -5
20 -6
21 -7
22 -8
23 -9
24 -10
25

Weapon
Longsword
Spear
Longbow To Hit
Bonus
+2
+1
+2 Damage Vs
Small/Medium
1d8+3
1d6+1
1d6 Damage
Vs Large
1d12+3
1d8+1
1d6 Range
S/M/L
---
1/2/3
7/14/21 Attacks
per Round
3/2
1/1
2/1
Features
Languages Spoken: Common, Chaotic Good, Dwarf, Gnome, Elven, Orc
Fighter
Level: 1 XP Earned: 0/2000 XP Bonus: +10%
# of Weapon Proficiencies: 4; Non-Proficiency Penalty: -2; Next Proficiency: Level 4
Weapon Specialization: Longsword, +1 To Hit, +2 Damage, +1 attack / 2 rounds
Weapon Proficiencies: Spear, Longbow

Equipment
Armor: Scale Mail and Small Helmet
Shield: Large Shield
Weapons: Sword,Long; Dagger
Inventory:
Boots, High, Hard
Waterskin
Pouch Belt, Large (8 gp)
Cloak
Holy Symbol, Wooden


In Sleeping Quarters (Barracks):
1 Backpack, Leather
1 Bedroll
1 Rations, Iron, 1 Week
1 50ft. Rope
1 Lantern, Hooded
1 Flask of Oil
1 Tinder Box, w/ Flint & Steel
1 Extra Waterskin

Loot:

Adventure Hook:
Adventure Hook: While still a young lad, Filmark's family was driven from their family farm by an orcish raid. Fortunately, the people of Greenest took them in. To repay and protect those who too them in, Filmark has long desired to be a guardsman and warrior and will stop at nothing to protect these people. Anyone who threatens Greenest is Filmark's sworn enemy. Filamrk the Guardian.png
 

Leif

Adventurer
Name: Sebastian TenPennies [answers to "Sebbi," "Basher," or "Sorcerer"]
Alignment: Lawful Evil [a/k/a scarred, ugly, and very p*ssed off about it]
Race: Gnome
Effective Class: Illusionist/Assassin-1/1
Former Profession: Itinerant Fey Creature (Gnome) ie., no skill beyond napping on giant toadstools
Height: 3'-7"
Weight: 48#
Eyes: Golden
Hair: White
Age: 76
Surprise: 1 in 6
Movement: 12"
Initiative: +1
AC: 5 (8 base from Leather, -2 from DEX, -1 from Shield)
Hit Points: 06/06
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Comeliness:
14
16
10
16
15
11
06
Weight Allowed: +200 Open Door: 1-2 BB/LG: 4%
Additional Languages: special due to race
Magic Saves Adj: none
Reaction/Missile Adj: +1 AC Bonus: -2
HP Adj: +1 System Shock Survival: 91% Resurrection Survival: 94%
Max # Henchmen: 4 Loyalty Adj: normal Reaction Adj: normal
SAVING
THROWS

Illusionist-1
Paralyzation, Poison
& Death Magic

14
Petrification
& Polymorph

13
Rod, Staff
& Wand

11
Breath
Weapon

15

Spells

12
Armor Class
Assassin-1
10
11
9
12
8
13
7
14
6
15
5
16
4
17
3
18
2
19
1
20
0
20
-1
20
-2
20
-3
20
-4
20
-5
21
-6
22
-7
23
-8
24
-9
25
-10
26

Weapon

Scimitar
Dagger
Lasso
To Hit
Bonus

+0
+0
+1
Damage Vs
Small/Medium

1d8
1d4
none
Damage
Vs Large

1d8
1d3
none
Range
S/M/L

none
1/2/3
1/2/3
Attacks
per Round

1/1
1/1
1/2
Features
Languages Spoken: Common, Gnome, Goblin, Dwarf, Kobold, Halfling, Hobgoblin, Elf, may speak with small burrowing mammals
Illusionist/Assassin
Level: 1/1 XP Earned: (I)374/2,250-(A)310/1,500 XP Bonus: +10% to Ill. only
# of Weapon Proficiencies: 3; Non-Proficiency Penalty: -2; Next Proficiency: Assassin Level 5
Weapon Proficiencies: scimitar, dagger, lasso​


Spells Known
Level One -- Detect Illusion, Phantasmal Force, Wall of Fog

Spells Prepared
Level One -- Phantasmal Force

Equipment
Leather
Shield, small wooden
Scimitar
Dagger w/scabbard
Lasso (x2)
Gloves of Magic Missiles
boots, low hard
pouch, belt small
2 doses Assassin's Blood (Type A poison)
backpack
traveling spellbook (belonged to Sebastian's brother)
1st: read illusionist magic, phantasmal force, audible glamer, detect illusion
2nd: invisibility, alter self, detect magic
3rd: paralyzation, suggestion, fear
candles, wax (x5)
flint&steel
rations, iron (1 week)
waterskin
bedroll

Treasure:
GP: 13
SP: 00
CP: 00

History
Sebastian Tenpennies and his family were members of the Cult of the Dragon, until our rivals in the cult arranged to wipe all of us out. Attacked during a magical experiment, all of my family was slaughtered and I alone survived, but the Cult of the Dragon believes me to be dead also. Although I survived, I was changed and scarred by the magical backlash, and I want revenge! My hit list consists of three names: a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir. I have now infiltrated a small group of cultists, who linked up with the main assault force set to attack Greenest.
View attachment 97224
 
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