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


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Hi, I'm back :) Sorry about any delay I might have caused, but I had to go away for a few days straight after Christmas, and as a result of some rather last minute changes of plan, I didn't have time or opportunity to post here before I left. If my place in the game has gone to someone else, then that's fine. I've not posted for the best part of two weeks, so it's only fair if one of the alternates has taken my place.

OTOH, if there's still room for me, I'd like to join back in. I can have my character finished by tomorrow evening, if you still want him?
 


Mosslime is alive and playing but I figure I wouldn't leave Ayden side, or more likely he wouldn't allow me too, so I'll wait for Verbatim to post. :)

Or at least give him more time too. :D
 

I have a connection now. Only a 28k phone connection, but still, I will be able to show up every other days if not every day. When university will start again, I will show up more often.
 
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All,

We just got a call from my stepson's other set of parents, and are having to rush out to Ohio alot earlier than planned.

I will try to get back as soon as I can, but it may be Sun at the earliest before I can post.

Bro, if you want to post, please do, and I will catch back up as soon as I can.

Majin..sorry about this, as I know not a good way to start the game off..

V
 

Verbatim, no biggie "Life happens". :)

Seonaid, just so you know if you do detect someone as evil most lawful civilizations will frown upon you if you smite them just because they are evil. :) (At least in most gamming worlds, Majin, might want to add upon this if his world concept is different.)
 

Just because I detect them as evil doesn't mean I'll smite them as soon as I know. Of course, if Majin doesn't mind, then I will. :D But I wasn't planning on smiting every evil thing I come across. :)
 

Seonaid said:
Just because I detect them as evil doesn't mean I'll smite them as soon as I know. Of course, if Majin doesn't mind, then I will. :D But I wasn't planning on smiting every evil thing I come across. :)
Cool, I only said as much as you said it was your first time playing a paladin and as much as Mosslime is curious about society and the real world he has no desire to learn about the prison system... :D
 

Here's my character. I'll shift him over to the RG thread and make and IC post once I've had him approved.

Andreas Darants
Male Human Sorcerer 1st lvl
Lawful Good
Str 12 ..pts 4
Dex 14 ..pts 6
Con 13 ..pts 5
Int 14 ..pts 6
Wis 12 ..pts 4
Cha 16 ..pts 10

Hit Points: 5
AC: 14, Touch 12, Flat 12
Init: +2
BAB: +0, Grap +1
Speed: 30' (base 30', load 31.5/130, Light)
Fort +1, Ref +2, Will +3

+1 Melee, Quarterstaff, 1d6+1, 20/x2
+2 Ranged, Longbow, 1d8, 20/x3, 100' r

Medium, 5'8" tall, 160 wt, 19 yrs old
Black hair, brown eyes, tanned skin

Speaks Common, Halruaan, Halfling and Tashalan.

+7 Bluff (4)
+5 Concentration (4)
+6 Knowledge (Arcana) (4)
+4 Ride (2cc)
+6 Spellcraft (4)
+1 Listen (0)
+1 Spot (0)

Feats
- Martial Weapon Proficiency (Longbow)
- Spellcasting Prodigy (+2 bonus to Cha for determining spell DCs and bonus spells per day)

Human Traits
- Bonus skill point at every level
- Bonus feat at 1st level
- Favoured Class: Any

Sorcerer Abilities
- Summon Familiar

Spells Per Day 5/4
0th- Detect Magic, Light, Message, Prestidigitation.
1st- Charm Person, Magic Missile.

Yahoodi, mule.
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 13 (-1 size, +1 Dex, +3 natural), 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 Attacks: -
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.

Carrying: Pack saddle (worn, 15 wt)
Saddlebags (pack saddle, 8 wt)
Bedroll (saddlebags, 5 wt)
Waterskin - water (saddlebags, 4 wt)
10 Torches (saddlebags, 10 wt)
Trail Rations - 4 days (saddlebags, 4 wt)
50' hemp rope (saddlebags, 10 wt)


Born to a rich merchant family, Andreas grew up surrounded by luxury. As are all Halruaan children, he was screened for magical potential at the age of five, and seemed to show a great deal of possible power. Once of a suitable age, his education focused mainly on the arcane arts, Andreas showing great aptitude for learning both magical theory and history, but to his tutors' bafflement, the boy seemed incapable of mastering even the simplest cantrip. After several frustrating years of no progress, Andreas's teachers gave up, declaring that only Mystra's will could be stopping the boy. He returned to his father's estates, and started to learn the family business, along with the basics of riding and hunting, both skills his father felt essential in a young gentleman.

This seemed to be Andreas' destiny, to live the life of a merchant and gentleman, a life of comfort and leisure. A destiny changed while out on a hunting party. It was a crisp sunny day in late autumn when Andreas, his brother Chand, and half-a-dozen other young noble's sons rode out into the woodland, searching for deer. They found a herd, and killed two before giving chase after the rest. Pursuing through the woods, they emerged into a clearing amid a pack of wild boar. Chaos erupted, with two of the deerhounds killed by the boars, and Chand unseated from his horse. Before any other had a chance to react, Andreas watched himself raise his hand and an incandescent missile leapt forth to strike down the boar who threatened his brother. The ride home was awkwardly silent, all present knowing of Andreas's previous lack of any magical ability. Rumours quickly spread around town, the word "Sorcerer" attaching itself to Andreas' name.

Perhaps overly concerned with his own reputation and that of his business, Andreas' father decided that his son should "see a little more of the world". Sending him off with a hefty allowance, he hoped that moving Andreas out of sight would lessen the rumor-mongering. Over the last few months, Andreas has traveled slowly north, freely spending the gold funding his trip. He's just arrived in Dagger Falls, down to his last few coins and starting to worry about how he's going to get back home...

Andreas has the bearing and manner of a gentleman, although he perhaps lacks some of the expected etiquette. Used to having the finer things in life, he's yet to adjust to his now meager budget. Worry about what he's going to buy his next night at an inn or hot meal is only just starting to set in, and with it the first grey clouds of depression shadow his normally cheery mood. He is still ignorant of the real reasoning behind his exploration of the Realms, and is sure that his family will rescue him if his need becomes dire. Although a wish to return home is starting to grow within him, he's enjoying his adventurous trip.

Andreas is of average height and weight. His black waist-length hair is braided back, and his light brown eyes tend to have some merriment within. He's good-looking, with a slim athletic build. His garb is currently hard wearing explorer's clothing, although is has something of the fashion currently favoured by the well-to-do youth of Halruaa. A royal blue tricornered hat sits atop his head, complimenting his fine woolen cloak of the same hue. A dark leather pouch rest on his left hip, the strange odours emanating from it enough to deter any but the bravest or most foolhardy of thieves. A silver-hilted dagger hangs at the front of his belt, and a longbow made of a muted yellow wood is slung over one shoulder.


Leather Armor (worn, 15 wt) 10 gp
Explorer's Outfit (worn, 0 wt)

Spell component pouch (belt left, 3 wt)
Belt pouch (belt right, 0.5 wt)
Dagger (belt front, 1 wt)

Longbow (left shoulder, 3 wt)
Quiver (right shoulder, 3 wt)
Backpack (center back, 2 wt)

Flint & Steel (backpack, 0 wt)
Scrolls (backpack, 0 wt):
- Comprehend Languages
- Disguise Self
- Expeditious Retreat
- Magic Weapon
- Summon Monster I
- True Strike
- Rope Trick

Coins- 1 gp, 7 sp, 10 cp (belt pouch, 0 wt)
 
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