Wolves at the Door 3.5 D&D (Full)

Aztec Ace

First Post
Wolves at the Door: A Dungeons and Dragons 3.5 Adventure

I am starting D&D 3.5 game open to up to 5 players. Characters will begin at 1st level and abilities will be generated using 4d6 dropping the lowest dice. Roll these 6 times and assign to the stats as you please. Characters will have max hit points at first level. Please use only the 3 core 3.5 books to build your characters. Each character starts with 100 gp’s to purchase equipment.

The game will begin in village of Ravensford which is located in the northern lands of the human kingdom of Vestel. The region contains dense conifer forests, wide meadows, deep cold rivers, and rolling hills. To the north is the Wildermarch, a heavily forested mountainous area with wild untamed creatures and barbarian tribes (the red haired Yungor). To the south is an area of wide valleys leading to temperate coastal plains. There are several human kingdoms along the southern coastal plains (Rosul, Blegona, Secland, and Alador). To the east lies a high mountain range much like the Rockies holding several city-fortresses of the Dwarven Clans. To the west lies a vast savannah crossed by wide rivers. Many Halfling settlements can be found along these rivers. Nomadic human tribes (the black haired dark skinned Husar) also live on this vast grassland. On the other side of this savannah can be found the Elistar, the land of the elves, with its deep mysterious forests, crystal clear lakes, and cities built on giant living trees. Gnomes live a gypsy lifestyle as they travel about in caravans of oxen pulled wagon-houses. Far across the southern sea lies the exotic land of Yan (almond eyed and ivory skinned with black hair) with their towers of alabaster and robes of the finest silks.

I am going to keep the history of the land at a minimum. You will learn as you play. Over 300 years ago there was an elvish civil war. The Elven Kingdom broke up into two factions. The Green (isolationists who believed in peace with the other races) and The Grey (expansionists who believed all other races where inferior). After many years of bloody conflict the Grey faction retreated to the lands far to the north. A dwarven stronghold and its entire clan were destroyed during the war which is a sore point with any dwarf-elf relations.


I will post the Gods next.
 
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I'm game

Several of my games have been slow lately & may die, so I think I can rationalize starting a new one. (I need a good rationalization every day, don't you reckon?) This sounds pretty cool. Aztec Ace, it looks like your name & Avatar are from an old comic book of the same name I haven't seen since the mid 80s. Is that right? Is it still around?

I'd probably want to play an elven Bard or Cleric, depending upon the Dieties and the die rolls. Should I post her right here?
 
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Many of my games have been dying lately too, here's hoping this one goes better.


Derian Iago

Human Male, Sorcerer 1
0xp
Alignment: Chaotic Good
Weight: 150
Height: 5'9
Age: 16

St:..12 (+1)
Dex:13 (+1)
Con:14 (+2)
Int:.16 (+3)
Wis:15 (+2)
Cha:18 (+4)

AC:.........11
HP:...........6
Initiative:.+5
BaB:.........0
Ranged:...+1
Melee:.....+1
Attacks:..1d8 19/20*2 (Light Crossbow)
Saves: Fort:+2, Reflex:+1, Will:+4


SPELLS:

0:5, 1:4,
Spells known:
0: Detect Magic, Light, Mage Hand, Prestidigitation
1: Mage Armour, Sleep.

DC:10+4+spellevel


SKILLS:.........Total,Ranks,Ability,Special

Bluff:..........................4 (0+4)
Concentration:.............6 (4+2)
Diplomacy:..................6 (2+4) (Crossclass)
Knowledge (Arcana):.....7 (4+3)
Sense Motive:..............4 (2+2) (Crossclass)
Spellcraft:...................7 (4+3)
Speak language (Draconic):........1 (crossclass)
Speak language (Undercommon):.1 (Crossclass)


FEATS:

ESCHEW MATERIALS [GENERAL]
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

IMPROVED INITIATIVE [GENERAL]
Benefit: You get a +4 bonus on initiative checks.
Special: A fighter may select Improved Initiative as one of his fighter bonus feats.


LANGUAGES:
Celestial
Common
Elven
Goblin
Infernal
Undercommon


ITEMS:

Explorer's Outfit:...............10gp
Light Crossbow:................35gp
Crossbow Bolts*20:...........20gp
Quiver:.............................0gp
Signet Ring:.5gp

Backpack:....2gp
Waterskin:...1gp
Bedroll:........2sp
Rations*2:...10sp
Mirror:........10gp
Comb:..........2sp
Toothbrush:..1sp
Soap:..........2sp
Sealing Wax:.1gp

GOLD:15


APPEARANCE
Black hair and eyes, tanned white skin, flawless boyish good looks with a hint of something not-quite-human that makes him look all the more attractive to members of the opposite sex.


BACKGROUND
Derian was born into one of the poorer families in Troll's Cauldron, a backwater town in Vestel. Both his parents and several of his siblings died in a devastating plague that swept trough the slums and left him and a younger brother in the care of an older sister, Limi.
Bound by love into providing for her much younger brothers and unable to find other work she found herself forced into prostitution. While she worked herself to a slow and degrading death her brothers finally had enough food on the table and clothes on their backs.
Derian was only six when she started working. He suspected what she was doing, but in the slums you did what you had to do to survive. Food was scarse and expensive, famines and plagues continued to ravage the slums, and there was no other way. She saved his life every day, though he's cursed himself for it ever since.
Limi caught syphillis at the age of 19 and lay dying for weeks, in terrible madness and agony. Derian could do nothing to help her. He (age 10) and his brother Keg (7) left town the day she died, leaving their drafty temenent and taking what little money they had left out on the road. They left with no plan except finding their way to the capital of Vestel, fleeing their terrible past and somehow building a new life in the King's City.
They never arrived. A gang of outlaws found them on the road, bound them up and sold them, and a bunch of other hapless victims, as slaves to an Hobgoblin tribe to the north. Derian spent the next five years there, Keg only survived six months.
Derian grew up in the Breakbone Tribe. It was there he became a man, it was there he first killed and it was there his gift finally manifested itself. The labour that broke so many others only made him stronger. It built his body as it built his hatred and bitterness.
He grew older, he grew into a man, and he caught the eye of the Chieftain's wife, Krrga. He had even less choice than his sister used to have, at the age of thirteen he became the secret lover of the Chieftain's wife. She had the power to kill him at a whim and the Chieftain would surely kill them both when he found out. That gave them both power over each others, power built on violence, blackmail and passion. Krrga held a position of great power in the tribe and gradually that power became Derian's as he learnt to manipulate her better. She grew to both love and resent him and as time progressed her feelings deepened into obsession.
Meanwhile Derian plotted the destruction of the tribe. From his hidden position of power he would pull the string that was Krrga and the allies she had gained trough his advice to bring the tribe into conflict with the other tribes in the area. A conflict that would surely be their undoing. The details are irrelevant, for the plan failed.
As Derian sought to increase his power by strengthening Krrga's Krrga made plans of her own. She saw allies gathering, drawn by the words Derian had put in her mouth and she realised that her newfound power could liberate her from Derian's grasp. She put the process in motion to overthrow her husband from power. In her eagerness she acted too soon.
Krrga's behavior caused increasing suspicion in the Chieftain. His informants reported disturbing signs of beginning insurrection and it seemed as though she was reaching for power within the Tribe, eventually to overthrow him. He gathered his most loyal warriors and struck hard and fast.
Krrga was not taken by surprise and at her signal her own forces sped into motion. As the fires started flaring up Derian realised that he had both failed and succeded, and more importantly that he was in mortal danger himself. In the increasing chaos he fled the camp, after stealing what he could of Krrga's gold.
He had almost escaped from the camp when he ran into a warrior. The Hobgoblin grinned as he raised his spear and Derian cursed himself for his foolishness, he knew that he was dead. In desperation he cursed his assailant then felt a strange pulling on his mind, a weird instinct that passed in an instant. When his mind cleared the Hobgoblin lay on the ground, snoring. He bent down and slit the beast's throat.
Eventually he found his way back to civilization, and met the first kind person he'd seen in years. Wounded and starving, teetering on the edge of unconciousness he had no strength to be suspicious. The old man took him in, healed his wounds and spoke of the greatness of the Gods. He saw the great potential of the boy and Derian seized the opportunity. He had no interest in the Gods, but the priest had much else to teach.
A year later, wiser in the ways of magic and the world Derian left. Ravensford was just down the road.

----
 
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I have a 1st level dwarf rogue languishing in another game, so I could brough him here if you allow me, changing the stats to the ones I´m rolling right now.
 

Here´s it:

NAME: Rásvid Without Name

Race: Dwarf
Class: Rogue
Level: 1
Alignment: N
Experience: 0 xp.

AGE: 65
HGT: 4´1´´
WGT: 140 lb
SEX: Male

Abilities:
STR: 11(+0)
DEX: 16(+3)
CON: 16(+3)
INT: 12(+1)
WIS: 11(+0)
CHA: 7(-2)

HP: 6+3=9

Saves:
..............Total...Base...Ability
Fort..........+3......+0......+3
Ref...........+5......+2......+3
Will..........+0......+0......+0

Skills: (number of skill points: (8+1)x4=36 points.

Spot +6=4 ranks +0 Wis
Listen +6=4 ranks +0 Wis
Search +6=4 ranks +0 Wis
Hide +7=4 ranks +3 Dex
Move Silently +7=4 ranks +3 Dex
Tumble +7=4 ranks +3 Dex
Balance +5=2 ranks +3 Dex
Climb +3=2 ranks +0 Str
Open Lock +7=4 ranks +3 Dex
Disable Device +4=2 ranks +1 Int
Appraise +3=+2 ranks +1 Int

Feats: Weapon finesse

Languages

Common
Dwarven
Undercommon

Combat stats:

AC: 16 (+3 Studded Leather +3 Dex) (+4 against Giants) –1 armor check penalty

Speed 20 feet.

Initiative: +3 (+3 dex)
Attack: Melee: +0, ranged +3 (+1 against orcs and goblinoids)
Weapons:
Short Sword: +3, Damage: 1d6 Critical: 19-20/x2
Sling: +3, Damage: 1d4 Critical: 19-20/x2
Dagger: +3 melee, +3 ranged Damage: 1d4 Critical: 19-20/x2

Special qualities and class features:

Darkvision.
Stonecraft
Bonus with metal and stone items
Resistant to poison
Resistant to spells and spell like abilities
Sneak attack +1d6
Trapfinding

Equipment:

Short Sword
Dagger
Sap
Sling
10 sling bullets
Studded leather armor
Backpack with:
-waterskin
-one day´s trail rations
-bedroll
-sack
-Thieves tools

5 gold coins

Rásvid was a member of the clan Steelhammer, a proud family of miners and artisans, living embodyment of the most pure dwarven way of life: hard work, respect for elders, and loyalty to the clan. Dunathar turned to be the family´s black sheep; though talented, his capacities were oriented to the wrong kind of things. That things were, well, himself. As he grew up, his distaste for the clan´s laws did the same: not that he thinks they are stupid or not useful, following them blindly is. This kind of personal philosophy, and some petty thefts from visitors and (more unforguiveable) family members finally meant the stripping of his family name and exile. Now, he sees a way to amass as much money as he can, with the secret hope of being allowed back if he becomes rich enough.

Dunathar looks like your typical dwarf, except for the lack of heavy armor and weapons and that he carefully trimmers his black beard and tries to show as much wealth as possible -currently none, though-
 
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Add me to the list.

The gaming is getting slow like they say. I just dumped 5 games I was in due to lack of posting.

Halfling Paladin for me!
I'll have him written up Pronto.... Hey! that's his name!

“Pronto” Elijah Goldstar
Halfling, 1st-Level Paladin
Small Humanoid (Halfling)
Hit Dice: 1d10+1 (11 hp)
Initiative: +0
Speed: 15 ft. (3 squares) in armor. /20 ft. (4 squares) no armor
Armor Class: 17 (+1 size, +1 Dex, +4 scale armor, +1 light shield), touch 12, flat-footed 16
Base Attack/Grapple: +1/–2
Attack: Longsword +4 melee (1d6/19–20) or Short Bow +3 ranged (1d4/x3)
Full Attack: Longsword +4 melee (1d6/19–20) or Short Bow +3 ranged (1d4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Halfling traits
Special Qualities: Halfling traits, Paladin traits
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 13, Dex 13, Con 13, Int 10, Wis 14, Cha 17
Skills: Climb +2*, Hide +4*, Jump +3*, Listen +4, Move Silently +3*, Ride (dog) +5, Handle Animal + 7 *-4 from Armor Penalty not applied.
Feats: Weapon focus (Longsword)
Alignment: Lawful Good
Advancement: As Paladin
Level Adjustment: +0
Halfling Traits (Ex): Halflings possess the following racial traits.
— +2 Dexterity, –2 Strength.
—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A halfling’s base land speed is 20 feet.
— +2 racial bonus on Climb, Jump, and Move Silently checks.
— +1 racial bonus on all saving throws.
— +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
— +1 racial bonus on attack rolls with thrown weapons and slings.
— +2 racial bonus on Listen checks.

Languages: Common and Halfling.

Paladin Traits: Aura of good, detect evil, smite evil 1/day

BIO: Pronto (as the Humans call him) Is a Halfling a breed apart from his people. At an early age he made contact with a Paladin in a local human church and begged to be his squire. The human (Carter Hall) saw the potential with in the Halfling boy and accepted his offer. Many years and many campaigns have passed since that day and Carter decided that Pronto needed to find his own destiny.
He gave Pronto his spending money and left him in an area that needed a hero.

Pronto is a tall Halfling at 3’6” and 55 pounds. He has long brown hair with thick sideburns and brows. His bright blue eyes always sparkle with joy even in the worst of situations. Pronto is an accomplished animal trainer and his focus is on riding and war dogs. He rarely wears shoes.

Equipment:
Scale mail
Light shield
Halfling sized Longsword
Halfling sized Short bow
Backpack w/ waterskin
1 days rations
Bedroll
Flint and Steel
Sack
Hooded Lantern
3 pints of oil
Quiver w/ 20 arrows
Wooden Holy symbol
14 GP cash.
 
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Manzanita said:
Aztec Ace, it looks like your name & Avatar are from an old comic book of the same name I haven't seen since the mid 80s. Is that right? Is it still around?

Yep you got it right. Aztec Ace was a Eclipse Comic from the 80'. It was written by Doug Meonch and the art was done by Dan Day. It's one of my favorite comics. It was only around for less than a dozen issues though.


AZTEC-ACE-3.JPG
 
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Character Name: Sh'valis Silverhand
Player Name: Thels
Dungeon Master: Aztec Ace
Race&Gender: Wood Elf Male
Class&Level: Ranger1
Alignment: Neutral Good
Deity: Allesnshar, The Fey Queen
Size: Medium
Age: 131
Height: 5'2"
Weight: 121lb
Skin&Eyes: Tanned, Brown
Hair: Reddish Brown

Strength: 19 (+4)
Dexterity: 18 (+4)
Constitution: 10 ( 0)
Intelligence: 10 ( 0)
Wisdom: 14 (+2)
Charisma: 7 (-2)

Fortitude Save: +2 (+2 Base, +0 Con), +2 against Enchantments
Reflex Save: +6 (+2 Base, +4 Dex), +2 against Enchantments
Will Save: +2 (+0 Base, +2 Wis), +2 against Enchantments

Melee Attack: +5 (+1 Base, +4 Str)
Ranged Attack: +5 (+1 Base, +4 Dex)
Initiative: +4 (+4 Dex)

Max Weight: 116 (Light), 233 (Medium), 350 (Heavy)
350 (Over head), 700 (Off ground), 1750 (Push or drag)
Movement Speed: 30/x4, 20/x4, 20/x3

Armor Class: 16 (+2 Armor, +4 Dex)
Hit Points: 8 (of 8)
Experience: 0 (need 1000)

Languages: 2 (2 Racial)
Common
Elven

Skills: 24 (6/level)
Hide +8 (+4 Ranks, +4 Dex)
Listen +8 (+4 Ranks, +2 Wis, +2 Race)
Move Silently +8 (+4 Ranks, +4 Dex)
Search +6 (+4 Ranks, 0 Int, +2 Race)
Spot +8 (+4 Ranks, +2 Wis, +2 Race)
Survival +6 (+4 Ranks, +2 Wis)

Feats:
Combat Reflexes
Track

Racial Abilities:
Sleep Immunity
Low-Light Vision
Weapon Profieciency: Longsword, Rapier, All Bows

Class Abilities:
Armor Proficiency: All Light
Shield Proficiency: Basic
Weapon Proficiency: All Simple and Martial
Favored Enemy: Humanoid (Orc) +2
Wild Empathy

Weapons:
Greatsword (To Hit +5, Dmg 1d12+6, Crit 19-20/x2, Two-Handed, Slashing, Mediumsized, 8lb, 50gp)
Shortbow (To Hit +5, Dmg 1d6, Crit 20/x3, Ranged, Piercing, Mediumsized, 2lb, 30gp)

Armor:
Leather (Armor +2, Max Dex +6, Check -0, Light, 15lb, 10gp)

Other Equipment:
Explorer's Outfit (Free)
60 Arrows (9lb, 3gp)
Belt Pouch (0.5lb, 1gp)
Backpack (2lb, 2gp)
-Bedroll (5lb, 1sp)
-Flint and Steel (0lb, 1gp)
-Hempen Rope (10lb, 1gp)
-Sack (0.5lb, 1sp)
-10 Torches (10lb, 1sp)
-Water Skin (4lb, 1gp)
-Whetstone (1lb, 2cp)
-Winter Blanket (3lb, 5sp)

Total Weight: 70lb
Money: 0pp, 0gp, 1sp, 8cp

Background: Sh'valis was born and grew up in the deep forests of Elistar to the far west. Reluclant to the peacefull lifes most elves enjoy, Sh'valis was found out walking in the forests alone nearly every day and later on also spent most his nights out. One day he simply decided he had seen enough of the nearby forests and decided to travel to the savannah's in the east. Annoyed by the halflings he encountered on his way, he decided to evade the settlements until one day he arrived at the human kongdom of Vestel.
 
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Thels said:
Woot, 1st level games rock.

Lessee, you got a Cleric or Bard, a Sorceror, a Rogue and a Paladin. How about a Ranger?

Do you allow races from the MM (It IS one of the 3 core books)? If so I'll be a Wood Elf. Otherwise either High Elf (= PHB elf) or Human.


Hummmm,
Ok I will allow a Wood Elf. It kinda fits the mold of the game. Though Wood elves and High elves are the same race. They just had a different upbringing and training.
 


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