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(Recruiting) Kiss of Darkness--Adventure in my Homebrew Setting

Boddynock

First Post
Well then, Kelloran speaks the following languages:
Common, Dwarven, Elven & Draconic.

He is illiterate but understands the power of the written word and desperately wants to learn to read. He has some coin in hand - and will hold onto as much of it as he can to pay for lessons, if necessary.

Rystil Arden said:
Absolutely--Travel to Thuldyria became necessary for the characters in my face-to-face game to gain access to ancient knowledge, so this may well be a dream that can come true for Kel :)
Oh, cool! :D :cool: :D
 

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Bront

The man with the probe
Nonlethal Force said:
And ... just a rant here ... anyone ever notice that druids who don't take the wolf animal companion really can get hosed in the combat thingy? :) I plan on not taking the wolf - as you probably guessed. My character's badger is really only good after it gets hit and rages! :)
Riding Dogs are good, particularly war trained ones, which is reasonable for an animal companion to be.

Puddles has served Vasha well (Yes, that's the dog's name)
 

Rystil Arden

First Post
Boddynock said:
Well then, Kelloran speaks the following languages:
Common, Dwarven, Elven & Draconic.

He is illiterate but understands the power of the written word and desperately wants to learn to read. He has some coin in hand - and will hold onto as much of it as he can to pay for lessons, if necessary.

Oh, cool! :D :cool: :D
Sounds good :)
 



Boddynock

First Post
Kelloran - human male rogue 1 - final draft

[SBLOCK]
Code:
[b]Name:[/b] Kelloran
[b]Class:[/b] Rogue
[b]Race:[/b] Human
[b]Size:[/b] Medium
[b]Gender:[/b] Male
[b]Alignment:[/b] Chaotic Good (currently CN)
[b]Deity:[/b] Oghma
    
[b]Str:[/b] 12 +1 	 [b]Level:[/b] 1[b]		  XP:[/b] nil
[b]Dex:[/b] 16 +3 [b]	 BAB:[/b] +0		  [b]HP:[/b] 7 (1d6+1)
[b]Con:[/b] 13 +1 	 [b]Grapple:[/b] +1[b]		  Dmg Red:[/b] nil
[b]Int:[/b] 16 +3 [b]	 Speed:[/b] 30'		  [b]Spell Res:[/b] nil
[b]Wis:[/b] 14 +2 [b]	 Init:[/b] +7[b]		  Spell Save:[/b] n/a
[b]Cha:[/b] 13 +1 	 [b]ACP:[/b] -0[b]		  Spell Fail:[/b] 10%
    
[b]          Base   Armor   Shld   Dex   Size   Nat   Misc   Total[/b]
[b]Armor:[/b]	  10	 +2	 +0     +3    +0     +0	   +0	  15
[b]Touch:[/b] 13[b]	 Flatfooted:[/b] 12
    
		[b]Base   Mod  Misc  Total[/b]
[b]Fort:[/b]		0      +1	  +1
[b]Ref:[/b]		2      +3	  +5
[b]Will:[/b]		0      +2         +2
    
[b]Weapon          Attack Damage      Critical[/b]
Dagger (melee)  +1     1d4+1       19-20/x2
Sap             +1     1d6+1 (sub) x2

Crossbow, hand  +3     1d4         19-20/x2
Dagger (thrown) +3     1d4+1       19-20/x2
    
[b]Languages:[/b] Common, Draconic, Dwarven & Elven (spoken only - currently illiterate)
    
[b]Abilities:[/b] Favored class: any; Rogue weapon & armour proficiencies; Sneak attack (+1d6); Trapfinding.
    
[b]Feats:[/b] Dodge; Improved Initiative.
    
[b]Skill Points:[/b] 48	   [b]Max Ranks:[/b] 4/2
[b]Skills	               Ranks  Mod  Misc  Total[/b]
Disable Device         2      +3         +5
Escape Artist          4      +3         +7
Gather Information     2      +1         +3
Handle Animal          2      +1         +3
Hide                   4      +3         +7
Knowledge(Local)       4      +3         +7
Listen                 4      +2         +6
Move Silently          4      +3         +7
Open Lock              4      +3         +7
Profession(Inkeeper)   1      +2         +3
Search                 3      +3         +6
Sleight of Hand        4      +3         +7
Spot                   4      +2         +6
Tumble                 4      +3         +7
    
[b]Equipment:			    Cost      Weight[/b]
Armour, leather                      10.0gp   15.00lb
Backpack                              2.0gp    2.00lb
Blanket, winter                       0.5gp    3.00lb
Bolts, crossbow, 10 (x2)              2.0gp    2.00lb
Crossbow, hand                      100.0gp    2.00lb
Dagger (x2)                           4.0gp    2.00lb
Flint & steel                         1.0gp    0.00lb
Lantern, hooded                       7.0gp    2.00lb
Oil, (1-pint flask)                   0.1gp    1.00lb
Rations, trail (per day) (x4)         2.0gp    4.00lb
Rope, silk (50 ft)                   10.0gp    5.00lb
Sap                                   1.0gp    2.00lb
Tools, thieves'                      30.0gp    1.00lb

[B]Coins:[/B]
Gold pieces (x30)                    30.0gp    0.60lb
Silver pieces (x4)                    0.4gp    0.08lb
[B]Total:[/B]                              200.0gp   41.68lb
    
			 [b]Lgt   Med   Hvy    Lift  Push[/b]
[b]Max Weight:[/b]		 43    44-86 87-130 130   650
    
[b]Age:[/b] 16
[b]Height:[/b] 5'4"
[b]Weight:[/b] 138lb
[b]Eyes:[/b] blue
[b]Hair:[/b] black
[b]Skin:[/b] pale
Appearance: Nervous and wary around others, Kelloran is nevertheless eager to learn, so spends much of his time listening in on conversations at the tables he waits on. His manner is diffident and uncertain but sometimes his excitement at a new concept or a fresh discovery overcomes his caution, and he will launch into a series of questions about the matter at hand. Those who notice him - usually in response to one of his eager questions - see a short, thin young man, with a habit of running his fingers through black hair which is none too clean and tends to gather in spikes. The hair, and the blue eyes in his pale face, give him a vulnerable, surprised look.

Background: Kelloran is an orphan. Taken in by Zaltan the innkeeper while still a toddler, Kelloran's childhood was brutally short. He has spent the last 13 years hiding from Zaltan's rages and dodging Zaltan's blows.

He is slight and undernourished. Continually jumpy, he is adept at keeping his distance both from drunken customers and from his "father", as Zaltan likes to call himself. Having worked mainly in the stables - although he is expected to help out wherever there is need - Kelloran has some small skill with horses and mules.

He aspires to higher things, though. He doesn't yet know what they are, but for the last few years he has been gathering funds for his escape from The Orc's Armpit. Listening to the conversations of adventurers, he has learned that one needs weapons and armour to survive on the road. He has acquired some battered, second-hand leather armour and a pair of scratched and worn daggers. Still, the armour is as clean as he can make it, and the daggers have razor-sharp edges.

Kelloran's greatest treasure, however, is a hand crossbow which he "lifted" from the pack of a guest at the inn. This fellow, who had a rather unsavoury appearance, had riled a barbarian in his cups. It was a mistake! Kelloran saw the fool hit the floor - in several pieces - and raced straight up to his room to see what he could claim. The lock was no problem - he'd had plenty of experience opening doors already - but he had to beat a hasty retreat out the window and down the drainpipe, the crossbow tucked in his shirt. He hadn't expected Zaltan to be quite as quick but the same idea that he'd had - that there might be rich pickings - lent wings to that fat bastard's feet.

Still, it was definitely worth the risk. Kelloran gloated over his crossbow whenever he was certain he wouldn't be disturbed - and he practised incessantly (or at least as often as he could find a moment to spare for it.)

Now there just remained the waiting - until the right moment for freedom arrived.[/SBLOCK]
 
Last edited:

Erekose13

Explorer
Rystil Arden said:
Lessee, Dwarves--the two distinct groups among the local dwarves are those who choose to live on the surface, often in human kingdoms, and those who live in Dvarnhold, their kingdom under the mountain. The surface-dwelling dwarves are staunch allies to their human neighbours and respected smiths and warriors, though some are turned away by their gruff nature. The dwarves under the mountain are strong traditionalists engaged in a longstanding war with the drow for their territory, one that neither side is winning decisively, although the nod goes to the dwarves for the moment, as they have managed to push the drow away from their interests except for minor incursions and the occasional battle. The drow, for their part, put the spin on it that they simply aren't interested anymore. Dwarven love of axes and good ale is legendary, and for leisure they sometimes engage in 'ground-splitting' contests, where they descend upon the ground from above with an axe-attack and see who can cause the mightiest blow. Dwarves worship the dwarf pantheon, with Moradin, Clangeddin, and all the rest of the dwarven gang.

I'll work on a dwarf from Dvarnhold.

[sblock=Rystil]One of an elite group of trained soldiers in the war against the drow, Magorrym Vormundrak has been exiled from the kingdom under the mountain for crimes against the people. He wanders the lands above ground looking for redemption in foreign eyes. A nasty drunk, he has sworn off the heavy dwarven ales but things are getting desparate again and he may turn to his solace in a pint. When at peace he is quite the artist, creating wonderfully detailed rune carvings. Though he has no love of violence when sober, he knows that he is good at it. Perhaps making a mark as a hero and adventurer will help bring him around. He'll start off LE, but move towards LN and hopefully in the end LG provided things don't slide any further. 24hps at 1st![/sblock]

Are we all going to be starting in the same place, or will there be a period of sblocked prelude? Sorry if it has come up already, but with 8 pages in 3 days I might have missed a bit.
 

Rystil Arden

First Post
Erekose13 said:
I'll work on a dwarf from Dvarnhold.

[sblock=Rystil]One of an elite group of trained soldiers in the war against the drow, Magorrym Vormundrak has been exiled from the kingdom under the mountain for crimes against the people. He wanders the lands above ground looking for redemption in foreign eyes. A nasty drunk, he has sworn off the heavy dwarven ales but things are getting desparate again and he may turn to his solace in a pint. When at peace he is quite the artist, creating wonderfully detailed rune carvings. Though he has no love of violence when sober, he knows that he is good at it. Perhaps making a mark as a hero and adventurer will help bring him around. He'll start off LE, but move towards LN and hopefully in the end LG provided things don't slide any further. 24hps at 1st![/sblock]

Are we all going to be starting in the same place, or will there be a period of sblocked prelude? Sorry if it has come up already, but with 8 pages in 3 days I might have missed a bit.
Background stuff--cool, that looks interesting and it makes it easy to tie him in :) Also, wow on the HP! That's like 6 Wizards-worth :D It's that double-Con thing warmains get at level 1, right? :)

As for Preludes--I'm planning on not having a Prelude, but there will probably be a brief period of SBLOCKed posting like in Viridian Plague (if you don't think it's brief, see my other games :heh: ). Last time I ran this, I actually managed to get all but one of the players to meet in a tavern, so it worked out well with little pre-meeting build-up, so we'll see if I can do it again :D
 

Erekose13

Explorer
Rystil Arden said:
Background stuff--cool, that looks interesting and it makes it easy to tie him in :) Also, wow on the HP! That's like 6 Wizards-worth :D It's that double-Con thing warmains get at level 1, right? :)

As for Preludes--I'm planning on not having a Prelude, but there will probably be a brief period of SBLOCKed posting like in Viridian Plague (if you don't think it's brief, see my other games :heh: ). Last time I ran this, I actually managed to get all but one of the players to meet in a tavern, so it worked out well with little pre-meeting build-up, so we'll see if I can do it again :D
No, no VP is definitely brief, it only took 2 RL days to get most people together. I tried looking at one of your earlier games and it was many many pages of sblocks.

Yeah Sturdy = 2*con bonus on top of the regular 1d12+con you get for being a warmain.
 

Lord Wyrm

First Post
Rystil Arden said:
Hmm...that could work. My only concern is that +2 Dex -2 Cha is not really balanced (I know Dwarves get +2 Con -2 Cha, but they shouldn't, and Dex is arguably the most useful stat out there, though you can make do without it). In theory, we'd need to knock out two mental stats, like Shifter, to balance out a Dex raise with no physical penalty, but maybe if it was a -2 Int or Wis, I think it would still be okay (like a Wild Elf)

I only kept the Dex as a holdover from standard elf, I arrived upon Cha penalty because:
The elf is from a warrior culture where hefting an axe is highly important.
Only the physically tough survived exposure to the environs.
The vikings valued cleverness and reasoning as much as skill with the bow and sword hence a lack of either probably would of gotten the kid left in the snow or used on the initial wave against a heavily defended stronghold.

I believe dropping the Ability adjusts would be the best alternative. On the other hand we could make the adjusts +2 Str, +2 Dex and add bonus skill points to make it worth +1 adjust.
What do you think?
 

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