The Lamentation of Lolth - OoC I (Epic CotSQ Campaign)

Verbatim said:
Just got done pulling my second double shift in two days and am dead tired...will check the messages in the morning and try to get something posted...sorry if I am holding things up..

The boards are down or tedious at best... Sleep nothing is that pressing. :)
 

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Bro - As the swamp looms very close ahead of us I've been putting some thought into allowing the lizardfolk to be able to communicate with Moss in order to give you a bit more to do. You've been quite patient and I've been feeling kind of bad that Moss' language barrier is making things tough for you to find a good reason to post, but you still do and for that thanks a bunch! But I'd just like to let you know that I've been considering this and wanted to know how you felt about it before going through with it and all. ;)
 

The language barrier is my own fault. We have an expression in the navy, "Pick your rate pick your fate."
Your rate is your job and with any job you have some advantages and some disadvantages. Anyhow, I knew there would be issues but this is what I wanted to play and it’s easier to play online than at a table.

As for the lizardfolk I would agree with you that they should be able to hear Mosslime speech but that wouldn’t limit my own problem with speaking to the rest of party. I know Verbatim has been way too busy but he might need to handle it still but at least two of us can commutate with them. :)

Also I’m not so sure how much Mosslime would have paid attention to while in town. The world is full of wonders that he hasn’t seen before. :)
 

Wow, didn't even think you saw it that way. Thats great! What you've said will work fine. I did only mean that communication between Moss & the lizardfolk would be possible, not yet with the rest of the party of course. ;) As long as your happy in your position and not feeling left out, thats the important thing! :)
 
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All,

Sorry for the hectic RL thing right now, but I do promise it will get better pretty soon...our building just added a new wing, and I have been basically running the entire LAN myself for that side since my other two guys got banged up real bad in a car wreck Mon morning...since then, I have been pulling doubles to get the job done in time for our deadline...all this overtime means nothing to me since I am salary, but man I'm not used to working like a young buck anymore..*L*

Again, please bear with me, as I don't want to lose Ayden's spot in the game.

Thanks again all..

V
 

You've done more than enough to earn a short hiatus Verbatim, we'll be here when your ready for us. ;)
 
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I accidently posted my character in the rouge's gallery thread b4 it was officially approved. *sorry.*

um... here it is.
Teleri Shadow-Song.
Female Moon Elf
PATRON DEITY: Sehanine Moonbow.
CLASS: Fighter 1st/Cleric 1st .
AGE: 110.
ALIGN: CG.

HEIGHT: 6FT.
WGT: 150.
BUILD: Slender, graceful.
EYES: pale gray.
HAIR: black with two white stripes, starting from each temple.
SKIN: cream-colored.
HOME: Silver mountains

STR: 16 (3)
DEX: 17 (3)
CON: 10 (0)
INT: 11
WIS: 15 (2)
CHA: 10

HIT POINTS: 16
ARMOR CLASS: 13
TOUCH: 13
FLATFOOTED: 10
BAB: +1/GRAPPLE: +3

SPEED: base 30’
CARRYING CAPACITY: (light load is 76 lbs or less, medium load is 67-133 lbs or less. Heavy load is 154-230 lbs)

FORT: 4.
REFLEX: 3.
WILL: 4.
INITITIVE: 3.
MELEE/RANGED: 4/4.


SKILLS: 10
Concentration 1
Craft 1
Diplomacy 1
Handle Animal 1
Heal 1
Knowledge history 1
Knowledge religion 1
Knowledge planes 1
Spot +2
Listen +2
Ride 1
Survival 1

FEATS:
Proficient with all simple and martial weapons
Proficient with all armor types and shields including tower shields
Turn undead
Improved turning
Two weapon fighting

RACIAL SKILLS/ABILITIES
Land speed is 30
Immune to sleep based spells
+2 vs. enchantment spells/effects
Low light vision
+2 bonus on listen, search and spot

LANGUAGES
Elvish. Common.

ARMOR CLASS: 13
TOUCH: 13
FLATFOOTED: 10

BACKGROUND:
Teleri's parents were a ranger and druid respectively (both minor nobles). She grew up deeply rooted in wilderness lore and a love of nature. She then naturally became a ranger, following in her father's footsteps. After a few adventures, Teleri had a vision of a full moon surrounded by a bright halo. This led her to a open meadow, deep within a mountain valley. An ancient elvish woman was waiting for her. This woman told her that Sehanine had called her to her service and led her into the mysteries of that religion. Teleri finished her training under the elvish woman and began once again on her adventures.....

APPEARENCE:
Teleri is beautiful, with the finely chiseled features typical of moon elves. Her eyes are pale grey that tend to change color, depending on the light. Her hair is jet black with two white streaks starting from her temples. She normally wears her hair in a single, wrist thick braid that hangs past her waist. She favors the green and gray of a hunting ranger.

DOMAIN: Sun
Once per day she can perform a greater turning. This is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Bonus spell: Endure elements

SPELLS:
0 LVL: Create water. Cure minor wounds. Bless water
1st LVL: Cure light wounds. Detect undead.

***************************************************

ANIMALS/MOUNTS

LIGHT WARHORSE
(LARGE ANIMAL)
Murnae

HIT DICE: 3d8+9 (22 hp)
INITIATIVE: +1
SPEED: 60 ft. (12 squares)
AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
BASE ATTACK/GRAPPLE: +2/+9
ATTACKS: Hoof +4 melee (1d4+3)
FULLL ATTACKS: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
SPACE/REACH: 10 ft./5 ft.
SPECIAL QUALITIES:
SAVES: Fort +6, Ref +4, Will +2
ABILITIES: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
SKILLS: Listen +4, Spot +4
FEATS: Endurance, Run

Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

***************************************************
MULE
Large Animal
Monk
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13, touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance

Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.
Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

**************************************************
EQUIPMENT
Bit/bridle (1 lbs) = 2gp
Military saddle (30 lbs) = 60gp
Saddle blanket (1 lbs) = 5sp
2 Saddlebags (8 lbs) = 4 gp
1 weeks of iron rations (7 lbs)
Healers kit (1 lbs)
Mess kit (2 lbs)
Cooking kit <several pots/pans> (2 lbs)
Toiletry kit <basic brush, soap, mirror etc> (l lbs)
2 bedrolls/blankets (5 lbs)
2 water-skins (8 lbs)
Holy water 2 vials (2 lbs)
2 sets of explorers outfits (16 lbs)
2 sets of cleric vestments (12 lbs)
Hackamore (1 lbs)
Grooming equipment <brushes, hoof picks etc> (1 lbs)
2 week of feed (140 lbs)
1 week of rations (70 lbs)
Tent (20 lbs)
4 saddlebags (32 lbs)
2 water-skins (8 lbs)
Pack saddle (20 lbs)
Saddle blanket (1lbs)
Crowbar
Silver Holy symbol worn on a thong (0 lbs)
Signet ring (0)
Quiver-Scabbard (1 lbs)

**************************************************
MASTER WORK STUDDED LEATHER:
Armor/Shield Bonus = +3
Maximum Dex Bonus = +5
Armor Check Penalty = 0
Arcane Spell Failure Chance = 15%
Weight = 20


40 ARROWS
Weight = (6 lbs)

MASTER WORK COMPOSITE LONGBOW
DMG SMALL = 1d6
DMG MEDIUM = 1d8
CRITICAL = x3
RANGE INCRIMENT = 110ft
WGT = 3 lbs

MASTERWORK LONG SWORD/SCABBARD
DMG SMALL = 1d6
DMG MEDIUM = 1d8
CRITICAL = 19-20/x2
WGT = 4lbs

Masterwork short sword (2 lbs)
DMG SMALL =1d4
DMG MEDIUM = 1d6
CRITICAL = 19-20/x2
WGT = 2 lbs



GP 890. SP: 50. CP 50.
 
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