[v.3.5] Campaign Guide: Heroes of Carnell PbP Game!

Knightfall

World of Kulan DM
CURRENT PLAYERS
Aust Thale: Locke Darkmoss (TBD)
MetaVoid: Litrix Maekrix (NG male Dragonblooded human, Marshal 4 / Sentinel 2 / Anointed Knight 5) [LA +1, ECL 12]
Neurotic: Maur Deepdelver (LG male Sonnthord dwarf, Cleric of Moradin 5 / Ordained Champion 4 / Divine Disciple 3)
ScottDeWar_jr: Quinn Inagui (LN male Charan human, Fighter 12)
TaranTheWanderer: Minvelepharadan 'Phar' Tamlyranth (CG male silver/gray elf hybrid, Elf Paragon 3 / Evoker 9)
— Character was originally played by Scotley. He has either left EN World or his Real Life has taken him away from gaming. The character is now played by Taran.
Tellerian Hawke: Angus Alexander MacKillan (CG male Harqualian centaur, 4 HD, Ranger 3 / Forest Reeve 2) [LA +3, ECL 11]

DM's Note — Game is Full.
----------------------------
Main NPCs/Ex-PCs
Caerth Heart-of-Oak (N male half-orc, Druid 11 / Warshaper 1) [Ex-PC]
— Character was created and played by JustinCase; currently a temporary NPC. Character will be kept permanently in reserve in case JustinCase can return to the game.
Aureus Canus (LN female hutaakan, 1HD/Rogue 7/ Divine Bard 3) [Ex-PC]
— Character was originally created and played by Tailspinner; she was also played by Thateous. She is now permanently an NPC.

Minor NPCs
Lorien Mornyano (N male silver elf, Bard 7) [Ex-PC]
— Character was originally created and played by Blackrat; he was also played by Trogdor1992. He is now permanently an NPC.

EX-PLAYERS
Tailspinner
Thanee
: Sheyla Bladesong
Thateous
Trogdor1992
renau1g
: Halmar the Unseen
Dog Moon: Reneg Desrek
Scotley (status unknown?): Phar
Voda Vosa


A list of deities for the Lands of Harqual. I've also included my domains list for Kulan.
 

Attachments

  • Harqual Gods List.pdf
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  • Kulan Domains List.pdf
    552.8 KB · Views: 1,409
Last edited:

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Thanee

First Post
Sheyla Bladesong, Elven Cleric of Corellon Larethian

Character archived by Knightfall
[SBLOCK=Sheyla Bladesong]Sheyla Bladesong
female Silver Elf, 7th-level Cleric of Corellon Larethian (21,350 XP; 11.08.2009; Beach Spiders)
Medium Humanoid (Elf)

Hit Dice: 7d8+7 (39 hp) (Rolls 2nd-7th)
Initiative: +4
Speed: 30 ft.
Armor Class: 20[21] (+4 Dex, +6 armor, [+1 shield]), touch 14, flat-footed 17
Base Attack/Grapple: +5/+9
Attack: MW Cold Iron Longsword +11 melee (1d8+4/19-20) or Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3)
Full Attack: MW Cold Iron Longsword +11 melee (1d8+4/19-20) or Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Turn Undead 4/day
Special Qualities: Elf Traits, Chaotic Good Aura, Chaotic Good Spells, Spontaneous Casting of Cure Spells
Saves: Fort +6, Ref +6, Will +10 (+2 vs. Enchantments)
Abilities: Str 16(18), Dex 18, Con 12, Int 13, Wis 18(20), Cha 12
Skills: Heal +10(5), Knowledge (religion) +6(5), Listen +12(5cc), Spot +12(5cc); * Armor Check Penalty 0
Feats: Simple Weapon Proficiency, Elf Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency (except Tower Shield), Weapon Focus (Longsword), Point Blank Shot, Rapid Shot, Combat Expertise, Improved Trip, Power Attack
Alignment: Chaotic Good

[SBLOCK=Sheyla]
97104.jpg
[/SBLOCK]

Sheyla stands 5 feet 6 inches tall and weighs 112 pounds. She is 127 years old. Her long, silverblonde hair is worn open, a few strands of hair framing the fine-featured face with emerald eyes. Her slender figure is dressed in comfortable green clothes, on top of which she wears her finely crafted chain shirt. The holy symbol of Corellon Larethian is attached to a simple silver chain around her neck. Along with her small backpack and a grey-green cloak, she wears two crossed sheathes on her back, holding her longswords. Her darkwood longbow is slung over her shoulder and a quiver with arrows is hanging from her weapon belt. A buckler is sometimes strapped to her left arm, on which she also wears a silver bracelet, which is covered in flames, that apparantly do not burn her, shedding light equivalent to that of a torch.

Sheyla speaks Common, Elven and Celestial.

Spells: As 7th-level cleric
Domains: Elf, War
Spells per Day: (6/6+1/4+1/3+1/2+1; save DC 15 + spell level):
0 - Detect Magic (3), Light, Resistance (2);
1st - Bless (2), Command, Divine Favor, Shield of Faith (2), Magic Weapon (D);
2nd - Hold Person, Remove Paralysis, Spiritual Weapon (2), Cat's Grace (D);
3rd - Invisibility Purge, Magic Circle against Evil, Protection from Energy, Magic Vestment (D);
4th - 1 slot free, Divine Power, Divine Power (D).

Equipment: MW Cold Iron Longsword, Silver Longsword, Darkwood Composite Longbow (+4 Str), Cold Iron Arrows (40), +2 Mithril Shirt, MW Buckler, Heward's Handy Haversack, Bedroll, Winter Blanket, Belt Pouch, Waterskin, Everburning Silver Bracelet (10 gp), Silver Holy Symbol of Corellon Larethian, Holy Water (3), Diamond Dust (500 gp), Silver Dust (25 gp), Belt of Strength +2, Periapt of Wisdom +2, Pearl of Power (1st), Wand of Cure Light Wounds (50 charges); 28 gp, 4-7 sp, 0 cp.

Background: Hailing from the Kingdom of the Silver Leaves in the northern parts of the Great Forest of Harqual in the Northern Heartlands, Sheyla grew up in peace, learning the arts of swordplay and archery. But peace never endures, and her homelands were constantly threatened by attacks of humanoid warbands. When Sheyla was considered mature, she became a cleric of Corellon Larethian, to be able to help and protect her kin. The ideals he stands for, have long been her own as well, so it was just a natural progression.

[SBLOCK=Silver Elves]Silver Elf Society
The silver elves of the Great Forest have one of the oldest kingdoms in existence on Harqual. The Kingdom of the Silver Leaves has existed since before the rise of the Empire of Swords. Being the oldest existing kingdom on the continent allows silver elves to have a unique perspective on the events of the last few thousand years. While even the oldest of the silver elves alive today was born several hundred years after the end of the Divinity War, the race as a whole understands where humanity has been. The elves worry that humanities natural tendencies too destroy themselves could plunge the continent into endless war again. They work towards teaching humans to work together or at least behave diplomatically to each other, whenever they can.

Silver elves are the most commonly encountered elves on the continent of Harqual, which is surprising considering the insular nature of most of their people. In truth, most of the silver elves encountered in human lands have chosen to live beyond the bounds of the Kingdom of the Silver Leaves. These elves aren't necessarily outcasts from the kingdom but in most cases they have shed the traditions of their people completely and behave more 'human' then elven. The Kingdom of the Silver Leaves will allow any silver elf to return to the elven way of life, as long as the elf wanting to come home wasn't cast out of the kingdom.

The greatest city of the silver elves is simply known as Silverleaf. Most humans refer to silver elves as being from the city-state of Silverleaf in the Great Forest, to those from other lands. In truth, their are as many as six other great elven cities around the shores of Lake Silverleaf, it's just that most humans have never heard of them. The Kingdom of the Silver Leaves is an enigmatic place full of strange wonders, beautiful glades and cultivated gardens. The first five miles around Lake Silverleaf in any direction is considered lived in and tamed by elven standards. Most humans don't notice that much of a difference until they come within a mile of the lake. Silver elves are extremely protective of their lands even going so far as to place powerful magical wards close to the lake and lesser wards the further one gets away from the city of Silverleaf. Humans that blatantly destroy nature in the Great Forest usually find themselves escorted out of the forest by a patrol of very well armed elven rangers.

Silver elves tend to be very chaotic in their youth but then migrate towards neutrality, as they get older. This change takes place over long periods of time and the most venerable of the continent's silver elves are true neutral in alignment. Silver elves are one of the only races as a whole that believe completely in the tenets of the Balance. They often ally themselves with the druids of the Daghdha and the Majestic Dragons of Harqual. Syliphiinax, The Majestic Green, lives within the boundary of the Kingdom of the Silver Leaves and is one of their greatest allies. Many silver elves belong to an order of knights, sponsored by these Dragons of the Balance, called the Knights Majestic.[/SBLOCK]

[SBLOCK=What Sheyla knows about the World]You have traveled a lot through the eastern lands of Harqual duirng your adventuring career. You known the Great Forest of your homeland well and have many friends and family members still living there. The leader of the Kingdom of the Silver Leaves is an elf man named Menkhar Silversun, the High One of Silverleaf. He has lead your people since the time of the Ogre Wars. He is renown as a hero to your people.

You have visited the elves living in the Duchy of Minar to the northwest of the Strandlands. They were welcoming to you and your companions but they seemed a little strange to you. Many of them live more like humans than elves. Many of them are exiles of the Knotwood, which has fallen to hordes of demons and blood elves.

You have also heard of the rise of great religious leader in the lands west of where you are know, pst the Thunder Mountains. He is said to be the chose of his god, the North God known as Jalivier.

You know their is a land of semi-civilized barbarians just north of the Strandlands and have heard rumors of city-states to the south. You quickly learned that the Thunder Mountains are filled with mountain orcs and worse. You've even fought some of them.[/SBLOCK][/SBLOCK]
 
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Blackrat

He Who Lurks Beyond The Veil
archived version of the PC
[sblock="Lorien Mornyano"]
Code:
CHARACTER NAME : Lorien Mornyano
RACE (CR) : Male Elf
CLASS (LEVEL) : Bard 7
ALIGNMENT : N
SIZE : Medium
SPEED : 30 ft.
LANGUAGES
Common, Draconic, Elven, Sylvan, Barbarian.

EXPERIENCE : 21000
CASH : 1020gp, 80sp, 40cp

ABILITY SCORES
Str 12 (+1) (12/base)
Dex 17 (+3) (13/base +2/race +2/item)
Con 12 (+1) (13/base -2/race +1/level)
Int 17 (+3) (17/base)
Wis 10 (+0) (10/base)
Cha 15 (+2) (15/base)

SAVES
FORT +3 (2/brd 1/con)
REF +8 (5/brd 3/dex)
WILL +4 (5/brd 0/wis)

HIT POINTS : 34 (6+4+3+4+3+4+3+7)
ARMOR CLASS
Standard : 18 (+3/dex +4/armor +1/deflecion)
Touch : 14
Flat-Foot : 14

INITIATIVE : +7
BASE ATTACK : +5
RANGED : +8
MELEE : +6

WEAPONS
+1 Longsword +7; 1d8+2; 19-20/x2
Mw C.Longbow 10; 1d8+1; x3 (Range 110ft)

RACIAL TRAITS
-Immunity to magic sleep effects, and a +2 racial saving throw bonus
against enchantment spells or effects.
-Low-Light Vision
-Weapon Proficiency: longsword, rapier, longbow, shortbow
-An elf who merely passes within 5 feet of a secret or concealed door
is entitled to a Search check to notice it as if she were actively looking
for it.

CLASS FEATURES
Bardic music: Countersong, Fascinate, Inspire courage +1,
Inspire competence, Suggestion
Bardic knowledge +10

FEATS
1: Improved Initiative
3: Weapon Focus Longbow
6: Quick Draw

SKILLS
Balance              5+3+2=10
Bluff                5+2=7
Diplomacy            10+2+2=14
Gather Information   10+2=12
Hide                 10+3+5=18
Listen               5+2=7
Move Silently        10+3=13
Perform Sing         10+2=12
Perform String Inst. 5+2+2=9
Sleight of Hand      5+3+2=10
Tumble               10+3=13
UMD                  5+2=7

Bardic Knowledge     10

SPELLS: 0:3/D, 1:4/D, 2:3/D
A0: Dancing Lights, Detect Magic, Ghost Sound, Prestidigation,
Read Magic, Summon Instrument
A1: Alarm, Charm Person, Feather Fall, Identify
A2: Cure Moderate Wounds, Hold Person, Shatter, Tongues

EQUIPMENT: [17970gp, 9sp]
Explorer's Outfit [10gp]
Mithral Shirt [1100gp]
Cloak of Elvenkind [2500gp]
Gloves of Dexterity [4000gp]
Ring of Protection +1 [2000gp]
Ring of Sustenance [2500gp]
Signet Ring (House Mornyano) [5gp]

Efficient Quiver [1800]
-MW Composite Longbow (+1 str Bonus) [500gp]
-+1 Longsword [Heirloom]
-Arrows (20) [1gp]
-Cold Iron Arrows (20) [2gp]
-Silver Arrows (20) [3gp]

Handy Haversack [2000gp]
-Courtier's Outfit [30gp]
 -Jewelry [50gp]
-Everburning Torch [110gp]
-Silk Rope (50ft) & Grappling Hook [11gp]
-MW Elven Lute [100gp]
-Lorien's Writing Kit
 -Book x2 30gp
 -Inkvial 8gp
 -Inkpen 1sp
 -Everburning Candle 110gp

Belt Pouch x3 [3gp]
-Caltrops [1gp]
-Signal Whistle [8sp]
-Smokestick x2 [40gp]
-Potion of Resist Fire [300gp]

Spell Component Pouch [5gp]
Scroll Case [1gp]
Wand of CLW [750gp]
A nobleborn from Silverleaf, Lorien only knew the life of song and joy when growing up. Swordplay was sport to him and the bow was an instrument of beauty, not of war. But childhood never lasts long, and the content life of court became boring for the young elf who wanted to see the distant lands he had heard tales of. He journeyd far and wide and for a while settled with the wild cousins of Silver Elves living on the north edges of the Great Forest. There he truly learned what it meant to use the bow. Decades of life on the road has roughed the soft youth off of Lorien, and he is a hardy adventurer now, but his manners still speak of noble upbringing.

Lorien is a softspoken elf, with the manners of a noble contrasted by the confidence of a warrior. He stands quite tall for an elf, being 5'7" and weighs around 120 lbs. His skin has taken a soft tan from the years on the road but his silvery hair and bright green eyes effectively reveal his heritage.

[sblock="What Lorien knows"]You've heard tales of the Thunder Lands since you were young. The tales talk of old, worn out cities and nature at its wildest. The Thunder Lands are a place of adventure and conflict. You've had run-ins with the mountain orcs of the Black Kingdom and the warlords of the City-state of Flamerule to the west. You've also heard stories of heroes...

It was several years ago. A band of heroes stopped some sort of planar invasion and war erupted in the lands west of where you are now. Pitched battles that beset good versus evil and that lead to the subjugation of the domain of Anoria by Flamerule's infernal worshipping rulers. The war did not reach the Strandlands; although, many Strandlanders fought on both sides as mercenaries.

At least, that's the story.

There is an odd land of barbarians to the north. They are lead by a barbarian who has taken the title of Baron and who rules his barbaric land as a king rules a kingdom. It would seem odd to the barbarians of the Twilight Lands, north of your homeland.

It has been ages since you've been home. You've become an outsider amongst your own people. You never liked courty life and you found solace amongst the Twilight barbarians and gains a good friend as well. You've known Halmar since he was a boy. He's been a good friend and a staunch ally. The two of you have saved each other's life many times.

Along the road you've heard rumors of elves living to the south in a large desert. Their culture is said to revolve around one deity who isn't a traditional elven god. You've also heard rumors about strange ruins in the desert and a hidden tower said to stand so high that it reaches the sun and moon. A tower of evil.

You know there are city-states to the south and that one may be inhabited by winged, bird-like humanoids from another plane of existance that were brought here during the time of The Transformation. There is also said to be decadance in the southern city-states but know one could tell you anything for certain. Someone did refer to a city-state known as Yuln, however.[/sblock]

Current HP: 31 (34 [max.])[/sblock]
 
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renau1g

First Post
Character Archived by Knightfall
[sblock=Halmar the Unseen]
Code:
CHARACTER NAME : Halmar the Unseen
RACE (CR) : Male Human
CLASS (LEVEL) : Barbarian 5/Rogue 2
ALIGNMENT : CG
SIZE : Medium
SPEED : 40 ft.
LANGUAGES
Common, Barbarian.

EXPERIENCE : 21000
CASH : 265 gp

ABILITY SCORES
Str 18 (+4) (17/base + 1 level)
Dex 16 (+3) (14/base +2 item)
Con 14 (+2) (14/base )
Int 13 (+1) (13/base)
Wis 12 (+1) (12/base)
Cha 13 (+1) (13/base)

SAVES
FORT +6 
REF +6 
WILL +4 

HIT POINTS : 69/69 (6+4+9+9+9+9+9+14)
ARMOR CLASS
Standard : 19 (10+6+3)
Touch : 13
Flat-Foot : 16

INITIATIVE : +2
BASE ATTACK : +6/+1
RANGED : +8/+3
MELEE : +10/+5

WEAPONS
+1 Greataxe  +11/+6; 1d12+7; x3
C.Longbow +8/+3; 1d8+4; x3 (Range 110 ft.)

RACIAL TRAITS
Human:     
*  Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* Human base land speed is 30 feet.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

CLASS FEATURES
Barbarian:
Rage (2/day)
Fast Movement (already included)
Uncanny Dodge (level 2)
Trap Sense (level 3)
Improved Uncanny Dodge (level 5)

Rogue:
Trapfinding
Evasion (level 2)

FEATS
1: Dodge
Human: Mobility
3: Spring Attack
6: Iron Will

SKILLS
Balance              3+3-1+2=7
Climb                 7+4-1=10
Disable Device    10+1=11
Hide                 7+3-1+5=14
Listen               10+2=12
Jump                5+4+4 (speed)-1+2=14
Move Silently       7+3-1+5=14
Search               10+1+5=16
Spot                  10+1=11
Tumble               6+3-1+2=10


EQUIPMENT: [18,735gp ]
Cold Weather Outfit [8gp]
Boots of Elvenkind [2,500 gp]
Cloak of Elvenkind [2,500 gp]
+1 Mithril Breastplate [5,350 gp]
+1 Greataxe [2,320 gp]
Gloves of Dexterity [+2] [4,000 gp]
Composite Longbow (+4) [500 gp]
-Arrows (40) [2gp]
-Cold Iron Arrows (20) [2gp]
-Silver Arrows (20) [3gp]
Potion of [I]Invisibility[/I] [300 gp]
Goggles of Minute Seeing [1,250 gp]

Background/Description:
TBD[/sblock]
 
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Dog Moon

Adventurer
Character Archived by Knightfall.
-------------------------------------------------------------------------------------------
[sblock=Reneg Desrek]I'm still missing stuff right now, I know. But this is what I got so far.

Code:
CHARACTER NAME : Reneg Desrek
RACE (CR) : Human
CLASS (LEVEL) : Druid 7
ALIGNMENT : N
SIZE : Medium
SPEED : 30 ft.


EXPERIENCE : 23000
CASH : 

ABILITY SCORES
Str 14
Dex 13
Con 15
Int 14
Wis 18
Cha 12

SAVES	Class	Ability	Total
FORT		5	2		7
REF 		2	1		3
WILL 		5	3		8

HIT POINTS : 47 ( http://invisiblecastle.com/roller/view/1957275/ )
ARMOR CLASS
Standard : 16 (+1 dex, +2 armor, +2 heavy wooden shield, +1 nat)
Touch : 11
Flat-Foot : 15 

INITIATIVE : +1 (dex)
BASE ATTACK : +5
RANGED : +
MELEE : +

WEAPONS
Staff +7 melee 1d6+2

ARMOR
Leather
Hvy Wood Shield

LANGUAGES
Common, Sylvan, Druidic, Draconic

CLASS FEATURES


FEATS
1: 	Spell Focus (Conjuration)
Human: Track
3: 	Augment Summoning
6: 	Natural Spell

SKILLS		Ranks	Ability	Misc	Total
Concentration	10	2			14
Handle Animal	10	1			11
Nature		10	2		2	14
Ride			10	1			11
Spellcraft		10	2			12
Spot			10	4			14
Survival		10	4		2	16


SPELLS: 0:6/D, 1:5/D, 2:4/D, 3:3/D, 4:2/D
0th 	Create Water, Detect Magic, Detect Poison, Mending, Purify Food and Drink, Read Magic
1st	Charm Animal, Cure Light Wounds, Entangle, Longstrider, Shillelagh
2nd	Barkskin, Bull's Strength, Soften Earth and Stone, Wood Shape
3rd	Dominate Animal, Poison, Stone Shape
4th	Giant Vermin, Spike Stone

CLASS ABILITIES:
Spontaneous Casting of Nature's Ally
Animal Companion!
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Wild Shape 3/day

EQUIPMENT: (570g 0s 0c)
Feath Token (Tree) x2 (800g)
Bag of Tricks (Tan) (6.300g)
Handy Haversack (2.000g)
Amulet of Natural Armor +1 (2.000g)
Robe of Useful Items (7.000gp)
Stone of Alarm (2.700g heirloom item)
Small iron box built with handles with numerous insects inside
Heavy Warhorse with Riding Saddle (230gp)

Reneg Desrek was destined to be a Druid. Well, not be Destiny, capital D, but because his father and mother had both been Druids and he was expected to become one as well. They taught him everything he should know about being a Druid and though he hadn't really wanted to be one [a Bard seemed more much DASHING, a Paladin seemed much more awe-inspiring, and a Barbarian was fearsome], but he sort of ended up being one anyways because he was sort of lazy at heart. That's probably why he enjoyed summoning companions so much. Why do the work when an animal could do it for him?

Of course this had gotten him into trouble into the past. Why were there claw marks all over the furniture? Well, the grizzly bear was trying to rearrange. Why were so many of the dishes broken? The dog wasn't well capable of taking the dishes from the sink and licking them on his own, but he sure had tried. Quite impressive indeed, actually, though his parents of course were NOT impressed.

Still, they couldn't help but feel a little bit if pride for their son. Despite this lazy streak, he had managed to find a cute girl, a bookish girl who everyone said was evil but Reneg was sure she was just rebelling against her parents like he had. It wasn't his fault he had gotten her pregnant. Well, maybe it was. At least he hoped it was! When she disappeared, he blamed his parents. He didn't know why he blamed them; it was just a natural instinct to blame them for his problems. They told him he didn't know where his girlfriend was. Frustrated, he set out from home in search of his pregnant girlfriend].

As a going away present, they gave him a rock. Can you believe that? A ROCK? Supposedly it was a Stone of Alarm. If he attached it to something and someone touched it, it alerted him to the presence of an intruder. That was apparently how his grandfather had met his grandmother. That was a story he certainly hadn't wanted to know, but his parents said it was a good-luck charm and he should take it with him. He figured he might as well. It may come in handy, after all.

Robe of Useful Items: Number of Patches: 12 ( http://invisiblecastle.com/roller/view/1957298/ )
Items: http://invisiblecastle.com/roller/view/1957299/ http://invisiblecastle.com/roller/view/1957310/
[Only rolled 10 items first time, but I should have done 12, so second link is for the last 2 rolls to make 12]
Dagger
Bullseye lantern (filled and lit)
Mirror (a highly polished 2-foot-by-4-foot steel mirror)
Pole (10-foot length)
Hempen rope (50-foot coil)
Sack

1d100 → [77] = (77): Minor scroll of one randomly determined spell
1d100 → [13] = (13): Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
1d100 → [46] = (46): Mule (with saddle bags)
1d100 → [3] = (3): Bag of 100 gold pieces
1d100 → [9] = (9): Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
1d100 → [65] = (65): Potion of cure serious wounds
1d100 → [55] = (55): Pit, open (10 ft. by 10 ft. by 10 ft.)
1d100 → [54] = (54): Pit, open (10 ft. by 10 ft. by 10 ft.)
1d100 → [74] = (74): Rowboat (12 ft. long)
1d100 → [39] = (39): Ladder, wooden (24 ft. long)
1d100 → [29] = (29): Gems, 10 (100 gp value each)
1d100 → [84] = (84): War dogs, pair (treat as riding dogs)[/sblock]
 
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Voda Vosa

First Post
archived version of the PC:
[sblock=Quinn Inagui]
[sblock]
Code:
 Name: Quinn Inagui
Class: Fighter
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral 


Str: 18 +4 (15+1+2I)Level: 7        XP: -
Dex: 14 +2 (14)     BAB: +7/+2         HP: 84 (1d10+2)
Con: 15 +3 (15)     Grapple: +11/+6   Dmg Red: 0
Int: 13 +1 (13)     Speed: 30'        Spell Res: 0
Wis: 13 +1 (13)     Init: +2      Spell Save: +0
Cha: 12 +1 (12)     ACP: -4         Spell Fail: 0%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +5    +0    +2    +0    +0    +1    18
Touch: 12              Flatfooted: 16

                         Base   Mod  Misc  Total
Fort:                      5     +3   +1     +9
Ref:                       2     +2   +1     +5
Will:                      2     +1   +1     +4

Weapon                 Attack   Damage     Critical
MW Spiked Chain        +13/+7  2d4+4      x2
Net                     +9/+4     -         -
Longbow                 +9/+4   1d8+4      x3

Languages: Common, Dwarven.

Abilities: 
Human:     
*  Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* Human base land speed is 30 feet.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

Feats: Exotic weapon prof. Combat expertise. Improved trip. Dodge. Mobility. Spring attack. Weapon focus (spiked chain). Whirlwind Attack


Skills               Ranks  Mod  Misc  Total
Climb                  7    +4          +11
Intimidate             7    +1          +8
Jump                   9    +4          +13 
Ride                   7    +4          +11 
Swim                   7    +4          +11 

Equipment: 
Breastplate +1                    1250           
Chain spiked MW                  320gp   10lb 
Gloves of Ogre power            4000gp   
Cloack of Resistance +1         1000gp  
Net                               20gp   6lb 
Potion of Cure light wounds x2   100gp
Compòsite Longbow (Str +4)       500gp 
Arrows
Bed roll
Flint and steel
Iron pot	
X days of trail ration
Waterskin
                 
Money: 3
[/sblock]
A life of fight is what Quinn has always desire. Lucky he was born in the city of Gladiators! The northern cities provide a good training ground for the young warrior, and he soon grew in strength and renown, as many of the coliseums in the city pay him good money to fight the slave gladiators, in a commemorative fight, freedom against slavery. Of course Quinn always won the fights he was in, his employees made sure of it. After some years of competitions and just a few defeats, Quinn decided that the pety gladiators of his home city wont offer him any more challenge. He knew their tactics, and as far as he was concerned they were no dign opponents for him.
So he picked up all his prizes, won over many battles in the dusty arenas and crowded coliseums, and started a journey. A lone wanderer looking for a worthy opponent.
That seemed like a good idea first. At least before he stood up against monsters way to powerful to be defeated by his skills alone.
Life taught Quinn the hard way, that he should not be so arrogant.
Beaten, thirsty and hungry, he arrived to the Strandlands. May be these lands would offer him better chances.

Still lacks equipment.

[sblock=What Quinn knows]You grew up in the City-state of Sulinon, also known as the City of Coliseums. you father had been a slave-gladitior of some renown while your mother had been a highborn lady who bought, bed, and eventually freed your father. He took his freedom and left Sulinon soon after your birth. Your mother, dishonored, took her own life.

You were raised a bastard child in the care of the city until you were old enough to earn your way in the city's arenas. You have your father's skill and your mother's agility and rose to fame in the city. However, you needed more than just the crowd's roars for blood in your life, so you took to the road to seek adventure and fame elsewhere.

The road was difficult and full of monsters and bandits. You quickly learned that the world outside the arena is a even more dangerous place. You've visited the other Chara Cities -- enslaved Sange, rotted Favir, and Apollo's sacred Hellekan. You've explored the streets of Deepwater and walked the edge of the desert known as the Great Expanse. You know of Tyr and its coliseum and have shaken in fear at the sight of the Infernal spires and domes of the City-state of Flamerule.

But now, now you come to the Freeholds of the Strand, the Strandlands, and you have gained new friends/allies in your search for your next challenge. They are still new to you; although, they seem to know each other. You haven't yet decided whether or not you can trust these people with your entire story but you have com to trust them in a fight. Halmar in particular.

There seems to be good people here in the Strandlands but there are also monsters in the wilderness and orcs in the mountains, nearby. Perhaps here, in this land of warriors, you will find your place in the world or perhaps it will only be the next stop on the road.

Anything is possible.[/sblock][/sblock]
 
Last edited by a moderator:


Knightfall

World of Kulan DM
[MENTION=478]Thanee[/MENTION], [MENTION=27761]Blackrat[/MENTION], [MENTION=54810]renau1g[/MENTION], [MENTION=23023]Dog Moon[/MENTION], [MENTION=51271]Voda Vosa[/MENTION]:

I'm curious to find out if any of you are willing to continue with this adventure. I had lost the links to the main threads, but figured out a way to rediscover them.

If not, I might try creating a new PbP game here, or try to restart my PbP game on The Piazza.

Cheers!

KF
 

Knightfall

World of Kulan DM
Hmm,

After looking at the threads, it seems to me that part of what we did is missing from the threads. I think the Great Crash might have erased some of the content. Do any of you remember if the PCs got off the beach?
 

Voda Vosa

First Post
What Little I remember is that we were fighting spiders. Keep in mind this was like 5 years ago. I'll be willing to give it a try.
 

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

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