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You are here: Home --> Forum Home --> Recent posts by Vorrioch
Topic: For Whom the Bell Tolls Q&A
Subject: I’m glad you enjoyed it


I’ll be posting up the results of Abraham’s identifications, an updated party inventory and possibly another epilogue for the adventure at some point over the next couple of days.

If you are still interested in helping the town raise some of the money then the obvious target might be either a small clan of ogres who’ve been harrying the road to the North and who are judged to have amassed a fair fortune over the years, or an old elven burial mound out in the hills that the townsfolk swear point blank is haunted and which is also believed to hold a quite substantial array of wealth. Alternatively… rumours are beginning to trickle in of some very strange goings on in the Massingberd Barony to the south.

Just tell me what you’re planning to do and I’ll write up the next adventure accordingly.

Oh, and you can expect to level up soonish as well... so hopefully some of you might be able to make your saves once in a while! (So many NPCs to keep track of... )

Posted on 2008-03-15 at 13:35:58.

Topic: For Whom the Bell Tolls Q&A
Subject: Lights! Camera! Action!


I’ll be opening up a new room in chat within the next couple of minutes. We won’t be starting the game itself before 10, to be fair to anyone who can’t be online before we’d actually agreed to start, but it would be great if everyone could start making a move over in the next ten minutes or so.

There’s a couple of quick points I’d like to take care of before we begin and then, with any luck, we should be able to get the next adventure in progress.

Hope to see you all in chat shortly.

EDIT: Having some last minute computer problems. Be in there just as soon as I can get the thing to work.

DOUBLE EDIT: Finally got it working. Sorry about that

Posted on 2008-03-14 at 21:46:10.
Edited on 2008-03-14 at 21:51:41 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: Game night


I’m just writing to let everyone know that we will be running again this evening as planned.

My assumption for this evening is that you’re following Kaelyn’s suggestion and heading off to the nearest market-town (Bridhvale) to sell and identify some of your treasure from last weekend. I’ve posted a brief description of Bridhvale in the first page of this thread in case anyone would like to know a little more about the town. Everyone else willing, I’d like to make this sort of thing a regular feature… you tell me what you want to do next each week and I’ll write up the following adventure accordingly.

If you’d like to ask any more questions or make any last minute alteration changes to your characters before the game starts then just let me know. That said, I look forward to seeing you all in chat later this evening.

EDIT: I've given you a description of a few more key NPCs in Bridhvale as well.

Posted on 2008-03-14 at 13:41:35.
Edited on 2008-03-14 at 15:50:24 by Vorrioch

Topic: What Dreams Become - Q/A
Subject: A couple of questions…


1. Did you approve Hiram to learn Blast and Savant? I made the request here in the Q&A about a week ago and haven’t heard back from you about it since.
2. If so, can Hiram use it when possessing someone (like a spirit could when it had claimed a victim)? Or just when he’s hovering about as a ghost?

No particular reason I’m asking, of course…

Posted on 2008-03-12 at 18:08:51.

Topic: In Memoriam [Recruitment]
Subject: No problem


I've levelled her up, and posted her in the Q&A thread.

If you'd like to make any changes to her statline or proficiencies before the game continues then I'd appreciate it if you could let me know by Friday.

Posted on 2008-03-11 at 23:43:58.
Edited on 2008-03-11 at 23:44:24 by Vorrioch

Topic: In Memoriam [Recruitment]
Subject: Well, not quite…


First off: as I recall from the original session, I made it clear that you could buy Healing Potions for 50gp a shot. It seems only fair to give new players the same sort of options, especially when their character classes restrict the amount of actual money they can start with.

But to answer your actual question… you’re right.

I imagine that by the time you get to the upper spell levels the cost would increase exponentially, simply because most casters of that level would have better things to do with their time and because the demand would be so much greater.

Any temple with access to an alchemical lab and the right ingredients can put their acolytes to work scribing low level scrolls and enchanting potions. If they want to create something capable of 6th or 7th level magic… chances are that even their high priest won’t be up to the job and they’d need to find a higher level outsider.

Also… you’ll have a chance of failure when trying to cast spells from scrolls of a higher level than you’re normally allowed (DMG, p.196) . So even if Emmerus (at 4th level) did somehow get hold of a 7th level spell scroll (not normally castable until 14th level) he’d have a 50% chance of failure with a 35% chance that it rebounded on himself and his friends.

Posted on 2008-03-11 at 22:22:47.

Topic: In Memoriam [Recruitment]
Subject: Okay then…


I’ll add your character to the party list just as soon as you send her in.

Does a Healing Potion and a Potion of Barkskin sound alright for your character’s bonus potions? I’m working on the assumption that a potion or scroll costs roughly 50 gp per spell level, so this would give you the same equipment value as any other starting character.

Posted on 2008-03-11 at 21:57:55.
Edited on 2008-03-11 at 21:58:30 by Vorrioch

Topic: In Memoriam [Recruitment]
Subject: I’ve just looked over the Shapeshifter kit


...and it looks absolutely fine.

The only issue that I’d have is with the restrictions on starting funds… as it might not make sense for your character to be carting around vast stacks of money, would you be willing to just start with a couple more potions instead?

Either way, I’ve put up rules for character creation in the Q&A (http://www.rdinn.net/view_topic.php?topicid=899&page=1). Once you’ve sent me your character I’ll PM you at some point before Friday with what your character knows about the surrounding area and the disturbances there.

Posted on 2008-03-11 at 19:52:39.

Topic: In Memoriam [Recruitment]
Subject: Works for me… I’ll add you in the Q&A thread.


I’m willing to consider kits on a case-by-case basis (because, let’s face it, a lot of them aren’t exactly balanced). None of the characters currently in play are using them, but Ayrn will be when he gens his new character up.

Regarding introducing your character to the party, how would you feel about your druid being a protector of the area around the town the party will be travelling to (which should give you a good reason to get into the action when things kick off)? This really is just a suggestion, any other introduction you’d prefer is fine with me.

Posted on 2008-03-11 at 19:23:35.

Topic: In Memoriam [Recruitment]
Subject: Of course


There most definitely will be room for a couple more players, and if you'd like to join the game it would be great to have you on board. TBH I had meant to put up a new recruitment thread advertising it yesterday... I just didn't quite get around to finishing the flavour text.

To answer your second question, we've managed to start both sessions so far around the 10pm mark... as far as I recall the Friday may have begun about 10 minutes late due to sorting out last minute character issues, but the Saturday started at about 10 on the dot. Ideally, that's the way I'd like to keep things.

As I understand things, the party will be setting off for the nearest town in order to sell/ identify some of the items they recovered from the keep. When they get there, they may well discover that it has problems of its own. Introducing new characters shouldn't be an issue at this point, just tell me what you'd like to play and we can sort something out.

Posted on 2008-03-11 at 18:01:01.
Edited on 2008-03-11 at 18:03:51 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: That'd be absolutely fine...


I've always read the rules to mean that for each bonus language permitted by your intelligence you could choose either to buy either a Non-Weapon Proficiency or a language (which, coincidentally, cost 1 NWP slot each).

I probably just miscounted when looking over your character, it just seemed like you had a lot more proficiencies than would normally be possible for a character of your level.

Posted on 2008-03-11 at 14:48:19.

Topic: For Whom the Bell Tolls Q&A
Subject: Regarding ability scores…


Can I ask why? If the issue is that you’d like to play a class or kit with insanely high ability requirements and aren’t sure that you’ll have enough ability points to make it work then we can sort something out. The obvious solution would probably be either to look at waiving some of the ability restrictions in the first place or for me to give your character however many extra stat point seemed appropriate and compensate by letting you start one level lower than the rest of the party.

If it’s just a desire for a more high-powered style of play then (unless everyone else feels the same way) I’m inclined to say no. I really like the way that a 70 point spread works in that you can either be slightly above average in everything with a balanced stat-line or really exceptional in one or two areas at the expense of everything else. In my opinion this tends to create more interesting characters than if I let you all start with way above average abilities in everything.

But, that said… if everyone else really wants a more high-powered play style then I’m not going to stand in your way. I’ll just upstat a few of your enemies as well (so if stats in the 15-18 range become pretty standard within the party, then they will for the enemies you’re fighting as well) and throw in a few more orcs/ zombies/ bandits into each encounter.

***

If you’d prefer to create a new character then that’s fine with me. I’ll probably drop you a PM every once in a while telling you what you find in your travels.

The one comment I’d make is that if you do decide to multi-class you’ll only receive a number of proficiencies equal to the most advantageous of your two classes… not a total of the two [check the rules for multi-classing, on p.61 of the PHB]. I think you’d added the two together for Aranel.

Posted on 2008-03-11 at 12:59:56.

Topic: What Dreams Become
Subject: Papering over the cracks


“Hiram,” Annabell replied, finally mustering the courage to speak, “things are going bad.”

“I’m sure I can take care of that,” the ghost replied offhandedly; the girl was terrified already, and it hardly seemed appropriate to further burden her with his personal doubts. “Oh, and when Doctor Mullins returns, perhaps you could remind her that she has nothing to worry about? She does a good job here, and I’ve no intention of imposing upon her further.”

“Now, if you’ll excuse me, I’m off to see what can be done about our uninvited visitor. Perhaps you should try to relax, put on some music or something. I’ll return by the end of the evening and we can work on a few more hours’ sleep.” The phantom’s manner was brisk, though not altogether unsympathetic- there were a great many more loose ends for him to take care of and he simply could not afford to spend much more time here.

[OOC: If Annabell has nothing further to say.]

His work here done for the present, Hiram neatly unfolded Einhart’s signed permit, ripping it into a multitude of tiny pieces and depositing them tidily in the room’s wastepaper bin. Strolling quickly to the end of the ward, the spectre released his grip on the security guard’s mind: Tom Bradley had official permission for the morning’s absence and Hiram was too preoccupied with the situation at hand to waste time considering any further possible complications. There was a strange presence in his hospital and as the disembodied spectre continued through the familiar maze of wards and corridors he was unable to altogether brush off the sensation that there some malevolent force was close at hand, lurking unseen and monitoring him as he pressed forward.

It took some hours, weaving his way through the outlying wards… those that had not been refurbished, but the ghost had no concept of exhaustion. Old crisp packets, broken needles and other refuse rustled and crinkled beneath Hiram’s ethereal feet, unwelcome reminders of a recent abuse upon the old place from which it had scarcely yet recovered. The spectre could hardly help but question: once this present bout of insomnia was resolved, would the asylum be permitted to fall into such disrepair once more and if so, could anything be done to prevent it? He could not afford to squander what little time was available on such doubts, however, and instead continued onwards, into the old boiler room at the dead and forgotten heart of the hospital complex.

There were memories here the phantom would not countenance, refused to even consider as they would not tally with his desired view of an orderly hospital past- but the ghost was struck by the unmistakeable conclusion that he had unearthed the source of this present disturbance. Suddenly the charred and blackened visage of the intruding apparition actually made some manner of sense… albeit one that Hiram had no particular intention of delving into too closely. Destroy the hospital boiler… and perhaps he could be rid of the trespasser as well.

It was getting dark, Hiram reminded himself, and the afternoon would soon be at an end. No doubt Einhart would have gathered the papers he had requested and, in return, he would uphold his end of the bargain and offer the head doctor the protection he had been promised. He would pass on what he had discovered here and, come morning, Doctor Einhart could send a team to dismantle the boiler, while the phantom himself stood guard to ensure their efforts were not disrupted. The disturbance would end and the asylum could be restored to the peace Hiram demanded of it.

OOC: Hiram’s going to be returning to stand guard over Einhart, who should hopefully have gathered the files he was asked to. Unless they’re disturbed, Hiram will just continue reading over Einhart’s shoulder until he signs out, at which point he’ll escort the doctor out until they reach his car.

Also, would you mind making another Ghost Speech roll for me?

Posted on 2008-03-11 at 12:37:58.

Topic: In Memoriam [Recruitment]
Subject: Works for me


If you’re both going to be around, though, then you’re quite welcome to run different characters on the same computer. (Which worked for Kaelyn and SilentOne last time).

Friday it is then! Hopefully Ayrn will be able to join us for the second session.

Posted on 2008-03-10 at 18:52:47.

Topic: In Memoriam [Recruitment]
Subject: That might be best then...


We'll run again this Friday, and I'll assume that Ayrn's character took a slightly different route and won't be along until the next session. Given the campaign background I've been working on that shouldn't be a problem and will actually make perfect sense IC.

BTW Ayrn... have you decided who you'd like to play for this one? It would be really helpful to know who we'll have in the party.

Posted on 2008-03-10 at 18:33:08.

Topic: For Whom the Bell Tolls Q&A
Subject: A few thoughts regarding identification…


I’ve just checked the rules in the PHB for identifying items.

Basically, each time the spell is cast the caster has a chance equal to ten times his or her level to discover a number of magical properties about the item (or a combination of different items) up to his or her level. There is additionally a small chance (4%) that caster will make a mistake and get a false reading. If the caster fails any of these checks then they will be unable to learn any more about that particular item until they gain a level.

A pearl of at least 100 gp value is required as a material component.

I’m choosing to ignore the rules for the caster losing Constitution each time they cast this spell… they strike me as somewhat unfair and don’t really add anything to the game.

So… basically there’s a couple of options here:

1. Either we ret-con things to decide that Aranel (if he decides to remain in the party) is capable of casting identification. He will have a 30% chance to identify up to three magical properties of the items recovered each time he casts the spell. Each casting will require 100 gp of spell components.

2. Or the party travels to a city and finds a wizard willing to identify the items for them. The odds of successful identification should be better here, assuming that the mage in question is actually of a decent level, but he’ll probably want some payment for his time (each casting of the spell takes eight hours). Obviously, you run the additional risks of an NPC deliberately misinforming you or seeking to claim the items for their own.

Either way, let me know what you’re doing and we can either downtime it or sort things out during the next game session.

Posted on 2008-03-10 at 18:14:38.
Edited on 2008-03-10 at 18:19:02 by Vorrioch

Topic: In Memoriam [Recruitment]
Subject: Not a problem


Either Friday or Saturday night would be fine for me. When can everyone else make it?

As far as I’m concerned, the start time isn’t much of an issue. I suggested 10 pm as I was guessing that it wouldn’t be too early for most players living in the USA or Canada and as it would give us a reasonable amount of time to play each evening. I can understand that real life and family need to take priority for you… but I’m not going to be able to commit to running much beyond 2pm for much the same reasons. I’ve got final exams to revise for over Easter and if I’m not able to get to sleep before about 4-5 am I won’t be able to work the next day.

If you’d like to drop in and out every other week then that’s fine with me, I’m sure we can find a decent reason IC for your character being at some sessions but missing others. Ditto for dropping into each session a bit late each game night… if you’re still interested in playing I’m sure we can find a way to make it work.

Also, I totally agree with what you said about the tabletop feel. I got the same impression from both nights’ sessions and really hoped that everyone else did too. It’s been a while since I last played a proper tabletop game of D&D either.

Posted on 2008-03-10 at 17:55:50.

Topic: In Memoriam [Recruitment]
Subject: I do indeed…


I’ve opened up a new Q&A thread for the game ( link ) and will start writing up a new recruitment post shortly.

Unless you tell me otherwise I’m assuming that you’re keeping all of the items recovered from the ruined elven temple. The sheriff divided the 200 gp reward equally between the six characters who helped clear out the keep- any other funds can be distributed between the party as you wish.

Also, did Emmerus return the oil flasks and scroll to the villagers? If so, I’ll take them off of your inventory.

Posted on 2008-03-10 at 16:15:19.
Edited on 2008-03-10 at 16:28:58 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: House Rules and OOC Information


Character Creation:

- Characters will begin play at 6th level, or 5/5 if choosing to multi-class.
- Kits will be allowed, subject to DM approval.
- Characters will receive 70 stat points to divide between their 6 attributes.
- Start with maximum hit points at 1st level, average hit points for every level after that.

Equipment:

Begin play with:
- Any armour up to plate mail and a shield if you want one.
- Any number of standard, non-magical weapons
- Any other mundane equipment within reason
- Up to 200 gold pieces in cash.

Magic Items:

The party unearthed a few magical items during the course of their first few adventures, and I’m willing to allow new players an equalizer.

- Up to 3 healing potions, antidotes to poison or 1st level scrolls.

And either:

- 3 2nd level scrolls

Or

- 1 3rd level scroll.

Or

- 1 minor magical item (which you’ll need to clear with me first). A +1 or equivalent item will be fine, anything more powerful probably won't be.)

House Rules:

1. After finally digging out some of my old 2nd ed. books for the first time this year, I couldn’t escape the conclusion that some of the class/ race restrictions seem a bit arbitrary.

Therefore, I’d like to make it clear that I am willing to consider allowing characters to take class levels not normally permitted to their race and skills not normally allowed to their class. The only real conditions are that a) it seems reasonable and not horribly overpowered and that b) it’s not going to step on the toes of other party members too much. I want to make sure that everyone’s having fun and feels like they can contribute to the party.

2. For the same reasons, I’m willing to allow human characters to multi-class. (Subject to the bounds of common sense- which probably rules out Paladin/ Thieves for example). Alternatively, if a character of any race wants to branch out and take a level in a different class then I’m sure we can house-rule it. One of the few things I really like about 3rd ed. is the flexibility it offers characters and I’d like to give you some of the same options.

3. Unless we reach a situation where PCs are actively trying to kill each other (which should hopefully never happen!) I’m not going to worry about rolling initiative in combat. Just tell me what you’re trying to do and I’ll roll for everyone in the party before letting the monsters have their round.

The one exception to this will be if someone (where a PC or a monster) wants to hold their action from the previous round, in which case they might choose to interrupt the normal combat sequence.

4. If you want your character to go shopping, spend a couple of hours in a tavern looking for information or perform some other non life threatening activity between sessions then just post here or PM me with the details and we can downtime it. Otherwise, I’ll just try to take care of this kind of stuff during the first few minutes of play… I don’t thing anyone’s going to want to spend the first half-hour of each session browsing over equipment lists unless we absolutely have to.

Obviously, if you want to do something which might put your character’s life in serious danger, then we’ll need to deal with it in uptime. Even just journeying to the nearest big city might be grounds for an adventure in itself if the area’s been claimed by bandits or if there’s a dragon on the road.

5. If you can’t make a session then I’m just going to assume your character’s not actually there until you turn up. Enemies won’t attack you and you won’t take any damage but your character won’t actually be doing anything either.

6. I’m going to be house-ruling monster stats… a lot. The intention here will just be to improve the fun of the game (no “save or die” poisons, which hadn’t quite been filtered out yet in 2nd ed.) and to introduce an element of unpredictability. As you’ve probably already guessed, you won’t find stats for the “witch” your party defeated at the end of the second adventure in any of the Monstrous Manuals. Expect to see a good many more home-brewed creature types as the game progresses.

7. Regarding XP… unless anyone objects, I’ll just let your characters level up once every few sessions. As I tend to give out more experience for good roleplay and completing in-character goals than killing monsters anyway, it all seems a bit pointless.

Also, because I want all of my players to be able to have fun and contribute something to the group when they do show up I’m not going to penalise people for missing sessions. Obviously, though, their characters won’t have any of the gold or magical artifacts that the party’s uncovered for the adventures they missed unless the rest of you choose to share with them.

Posted on 2008-03-10 at 16:07:40.
Edited on 2008-05-06 at 18:41:50 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: Cdnflirt's Character


Name: Vanima Gwen
Player: cdnflirt
Gender: Female
Race: Elf
Class: Fighter/ Mage
Alignment: Neutral Good
Religion:
Level: 5/5
Hit Points: 32
Spells: 4 1st level, 2 2nd level, 1 3rd level

Strength: 8
Dexterity: 10
Constitution: 15
Intelligence: 15
Wisdom: 8
Charisma: 14

Long bow: THAC0 15, Damage 1d8/1d8, Rate of Fire 2
Long sword: THAC0 15, Damage 1d8/1d12
Dagger: THAC0 16, Damage 1d4/1d4-1

Armour Class: 5 (Elven Chain)

Weapon Proficiencies:

Long bow
Long sword
Staff
Short bow
Dagger

Languages:

Common
Elven

Non-Weapon Proficiencies:

Animal Handling [7]
Etiquette [14]
Hunting [7]
Reading/ Writing [17]
Riding, Land-based [13]
Spell craft [14]
Ancient History [15]

Saving Throws:

Paralysation/ Poison/ Death Magic: 11
Rod/ Staff/ Wand: 11
Petrification/ Polymorph: 12
Breath Weapon: 13
Spell: 12

Race/ Class Abilities:

+ 1 to hit when using bows or swords
90% resistance to sleep and charm spells
Detect secret doors
Chance to surprise opponents
60’ infravision

Equipment:

Spell book
Spell components
Elven chain
Long bow
Arrows
Long sword
Dagger
Wand of Magic Missiles [6 charges]

Backpack
Belt pouch [50 gp in various coinage]
Trail Rations [1 week]
Water skin
Rope [50’]

White Palamino [AC 7, MV 24, HD 3, hp 15, THAC0 17, AT 2, DMG 1d2/1d2).
Saddlebags

Spells in Spellbook

Burning hands
Sleep
Comprehend Languages
Identify
Detect Magic
Read Magic
Charm Person
Magic Missile

Blindness
Improved Phantasmal Force
Invisibility
Melf's Acid Arrow
Mirror Image
Ray of Enfeeblement

Fireball

Posted on 2008-03-10 at 16:01:29.
Edited on 2008-05-10 at 15:03:54 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: Jozan1's Character


Name: Iskandel Hessel
Player: Jozan1
Gender: Male
Race: Human
Class: Paladin
Alignment: Lawful Good
Religion: Pelor
Level: 6
Hit Points: 40

Strength: 12 (Max Press: 140, Open Doors: 7, Bend Bars/ Life Gates: 4%)
Dexterity: 7
Constitution: 12
Intelligence: 9
Wisdom: 13
Charisma: 17 (Max Henchmen:: 10, Loyalty Base +6, Reaction Adjustment: +5)

Two-handed Sword: THAC0 15, Damage 1d10/3d6
Dagger: THAC0 15, Damage 1d4/ 1d4-1

Armour Class: 2 [Plate Mail +1]

Weapon Proficiencies:

Two handed sword
Heavy Crossbow
Heavy horse lance
Dagger
Longsword

Languages:

Common
Dwarven

Non-Weapon Proficiencies:

Local History [17]
Reading/ Writing [10]
Religion [13]
Riding, Land Based [16]

(1 Unfilled NWP Slot)

Saving Throws:

Paralysation/ Poison/ Death Magic: 9
Rod/ Staff/ Wand: 11
Petrification/ Polymorph: 10
Breath Weapon: 11
Spell: 12

Class/ Race Abilities:

Detect Evil [60’]
Immune to disease
Cure Disease 2/ week
Lay on Hands [Can heal 12 hp 1/day]
Aura of Protection [Evil creatures suffer -1 to hit]
Turn undead as a 3rd level cleric
Call warhorse
Limited to 10 magic items
Cannot retain wealth
Cannot associate with evil characters
Must tithe

Equipment:

Plate Mail +1
Two handed sword
Dagger
Holy Symbol

Backpack
Belt pouch [175 gp, 4 sp, 4 cp] [In various coinage]
Trail Rations [1 week]
Water skin
Rope [50’]
Lantern
Oil Flasks [2]

Turn Undead:

Skeleton or 1 HD: T
Zombie: 4
Ghoul or 2 HD: 7
Shadow or 3-4 HD: 10
Wight or 5 HD: 13
Ghast: 16
Wraith or 6 HD: 19
Mummy or 7 HD: 20

Heavy Warhorse: AC 7 [5 with barding], HD 3+3, hp 20, AT #2, THAC0 17, DMG 1d8/1d8.

Posted on 2008-03-10 at 15:57:41.
Edited on 2008-04-17 at 20:37:24 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: Brianna's Character


Name: Valendara “val” for short
Player: Brianna
Gender: Female
Race: Elf
Class: Mage/ Priestess of Corellon
Alignment: CG
Religion: Corellon
Level: 5/5
Hit Points: 22
Spells: Cleric: 3 1st level, 3 2nd level, 1 3rd level. Mage: 4 1st level, 2 2nd level, 1 3rd level.

Strength: 8
Dexterity: 14
Constitution: 12
Intelligence: 18
Wisdom: 10
Charisma: 8

Flail: THAC0 18, 1d6+1/2d4
Longbow: THAC0 17, 1d8/1d8, ROF 2
Long sword: THAC0 17, 1d8/1d12

Armour Class: 5 (Elven Chain)

Weapon Proficiencies:
Flail
Longbow
Long sword

Languages:

Ancient Elven
Common
Draconic
Elven

Non-Weapon Proficiencies:

Ancient History [17]
Direction Sense [11]
Herbalism [16]
Reading/ Writing [19]
Religion [10]
Spell craft [16]

Saving Throws:

Paralysation/ Poison/ Death Magic: 9
Rod/ Staff/ Wand: 11
Petrification/ Polymorph: 12
Breath Weapon: 15
Spell: 12

Race/ Class Abilities:

Weapon Proficiencies: Any

1st Level: +2 Charisma to other elves
5th Level: +2 to saving throws vs. poison, automatic save against spider venoms.
9th Level: Goblinoids make saving throws vs. Priest spells at -2.

Spell Spheres:

Major: All, Charm, Combat, Creation, Guardian, Healing, Necromantic, Protection, Sun, War, Wards.

Minor (restricted to spells of 3rd level or less): Astral, Chaos, Summoning, Thought.

+ 1 to hit when using bows or swords
90% resistance to sleep and charm spells
Detect secret doors
Chance to surprise opponents
60’ infravision

Equipment:

Spell book
Spell components
Elven chain
Long sword
Long bow
Quiver of arrows

Backpack
Belt pouch [0 gp in various coinage]
Flint and Steel
Glass Bottle
Trail Rations [1 week]
Water skin
Grimorie/jourmal
Soap
Personal care items
Pepper balls (10) (Hottest peppers available super fin grind, put into very small paper packets with a rock in bag ties with thread) to be thrown against enemy or hand smashed in face and eyes)
Healing Potions [5]
Scroll of Invisibility (Wizard 2)
Scroll of Flame Blade (Priest 2)
Scroll of Fire Resistance (Priest 2)

Spells in Spellbook: S/day 4/2/1

Grease
Hold Portal
Sleep
Identify
Detect Magic
Read Magic
Charm Person
Magic Missile

Blindness
Improved Phantasmal Force
Melf’s Acid Arrow
Mirror Image
Strength

Haste

Clerical Spells: S/day 3/3/1

Turn Undead:

Skeleton or 1 HD: T
Zombie: T
Ghoul or 2 HD: 4
Shadow or 3-4 HD: 7
Wight or 5 HD: 10
Ghast: 13
Wraith or 6 HD: 16
Mummy or 7 HD: 19
Spectre or 8 HD: 20

Posted on 2008-03-10 at 15:57:15.
Edited on 2008-04-22 at 13:39:41 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: SilentOne’s Character:


Name: Arys Lotusbane
Player: SilentOne
Gender: Female
Race: Elven
Class: Ranger
Alignment: Neutral good
Religion:
Level: 6
Hit Points: 40

Strength: 13 (Max Press: 140, Open Doors: 7, Bend Bars/ Life Gates: 4%)
Dexterity: 13
Constitution: 14
Intelligence: 9
Wisdom: 14
Charisma: 7

Long sword: THAC0 14, Damage 1d8/ 1d12
Composite Longbow: THAC0 14, Damage 1d8/ 1d8 [2 attacks/ round]

Armour Class: 5 [Chain Mail]

Weapon Proficiencies:

Long sword
Longbow
Spear
Quarterstaff

Languages:

Common
Elven

Non-Weapon Proficiencies:

Animal Lore [9]
Reading/ Writing [11]
Tracking [16]
Set Snares [12]

Saving Throws:

Paralysation/ Poison/ Death Magic: 11
Rod/ Staff/ Wand: 13
Petrification/ Polymorph: 12
Breath Weapon: 13
Spell: 14

Race/ Class Abilities:

Hide in Shadows: 47%
Move Silently: 52 %

Dual Weapon Fighting
Befriend Animal
Racial Enemy: +4 to hit when fighting undead

+ 1 to hit when using bows or swords
90% resistance to sleep and charm spells
Detect secret doors
Chance to surprise opponents
60’ infravision

Equipment:

Composite Longbow
Long swords [2]
Chain mail
Quiver of arrows

Backpack
Belt pouch [95 gp, 1 sp, 4 cp] [In various coinage]
Trail Rations [1 week]
Water skin
Rope [50’]
Grappling Hook
Antidote to Poison

Posted on 2008-03-10 at 15:56:49.
Edited on 2008-05-10 at 15:04:51 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: Kaelyn’s Character:


Name: Emmerus Zane
Player: Kaelyn
Gender: Male
Race: Human
Class: Cleric
Alignment: Neutral Good
Religion: Pelor
Level: 6
Hit Points: 45
Spells: 5 1st level, 5 2nd level, 2 3rd level

Strength: 12 (Max Press: 140, Open Doors: 7, Bend Bars/ Life Gates: 4%)
Dexterity: 7
Constitution: 16 (+2 HP/ level)
Intelligence: 10
Wisdom: 16 (Will Saves +2, Bonus Spells: 2 1st level, 2 2nd level)
Charisma: 9

Footman’s Mace: THAC0 18, Damage 1d6 + 1/ 1d6
Sling: THAC0 18, Damage 1d4 + 1/ 1d6+1 [2 attacks/ round]
Light Crossbow: THAC0 18, Damage 1d8/ 1d8

Armour Class: 4 (Chain Mail and Shield)

Weapon Proficiencies:

Footman’s Mace
Sling
Light Crossbow

Languages:

Common
Old Tongue

Non-Weapon Proficiencies:

Local History [10]
Reading/ Writing [11]
Religion [16]
Spellcraft [8]
Ancient History [9]

(1 Unfilled NWP Slot)

Saving Throws:

Paralysation/ Poison/ Death Magic: 9 [7]
Rod/ Staff/ Wand: 13 [11]
Petrification/ Polymorph: 12
Breath Weapon: 15
Spell: 14 [12]

Equipment:

Holy Symbol
Chain Mail
Shield
Footman’s Mace
Sling
Sling Bullets
Light crossbow
Crossbow bolts

Backpack
Belt pouch [81 gp, 2 sp, 4 cp] [In various coinage]
Trail Rations [1 week]
Water skin
Rope [50’]
Antidote to poison
Holy Water
Oil of Bless Weapon

“Snakebiter’s Ring” [jade ring, slows poison]
Rope [20’]
Cow bells
Holy Symbol

Mule
Cart

Turn Undead:

Skeleton or 1 HD: D
Zombie: T
Ghoul or 2 HD: T
Shadow or 3-4 HD: 4
Wight or 5 HD: 7
Ghast: 10
Wraith or 6 HD: 13
Mummy or 7 HD: 16
Spectre or 8 HD: 19
Spectre or 8 HD: 20

Henchman:

Joshua Cayton

3rd level Human Fighter

AC: 3
HP: 25

Long Sword: THAC0 17, DMG 1d8+2/ 1d12+2, Attacks 3/2.

Strength: 10
Dexterity: 9
Constitution: 15
Intelligence: 10
Wisdom: 8
Charisma: 13

Weapon Proficiencies:

Long Sword (Specialised)
Medium Horse Lance
Heavy Crossbow
Dagger

Languages:

Common

Non-weapon Proficiencies:

Animal Handling (7)
Etiquette: 13
Riding, Land-based (11)
Singing (13)

Paralysation/ Poison/ Death Magic: 13
Rod/ Staff/ Wand: 15
Petrification/ Polymorph: 14
Breath Weapon: 16
Spell: 16


Equipment:

Long sword
Chain mail
Shield

Backpack
Belt pouch
Water skin
Trail rations (1 week)
Money (50 crowns in various coinage)

Posted on 2008-03-10 at 15:56:21.
Edited on 2008-05-10 at 15:14:07 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: Dragon Mistress' Character:


Name: Isilifeline
Player: Dragon Mistress
Gender: Female
Race: Elf
Class: Fighter
Alignment: Neutral Good
Religion:
Level: 6
Hit Points: 40

Strength: 14 (Max Press: 170, Open Doors: 8, Bend Bars/ Life Gates: 7%)
Dexterity: 18 (Reaction Adjustment: +2, Missile attack: +2, Defence Adjustment: -4)
Constitution: 14
Intelligence: 10
Wisdom: 8
Charisma: 6 (Reaction Adjustment: -2)

Long sword: THAC0 14, Damage 1d8/ 1d12
Longbow: THAC0 11, Damage 1d8+2 / 1d8+2 [2 attacks/ round]
Dagger: THAC0 15, Damage 1d4/ 1d4-1

Armour Class: 1 (Chain Mail) [0 with Buckler]

Weapon Proficiencies:

Longbow [Specialised]
Long sword
Dagger

Languages:

Common
Elven

Non-Weapon Proficiencies:

Animal Lore [10]
Bowyer/ Fletcher [17]
Reading/ Writing [11]

Saving Throws:

Paralysation/ Poison/ Death Magic: 11
Rod/ Staff/ Wand: 13 [11]
Petrification/ Polymorph: 12
Breath Weapon: 13 [11]
Spell: 14

Racial Advantages

+ 1 to hit when using bows or swords
90% resistance to sleep and charm spells
Detect secret doors
Chance to surprise opponents
60’ infravision

Dryad Blessing:

Gift of Woodland Affinity: Hide in Shadows and Move Silently as a ranger of equivalent level when in woods or forest.

Equipment:

Chain Mail
Buckler
Composite Longbow
Long sword
Daggers
Quiver of arrows

Backpack
Belt pouch [11 gp, 1 sp, 4 cp] [In various coinage]
Trail Rations [1 week]
Water skin
Rope [50’]
Torches [9]
Healing Potions [4]
Pepper [2 Ibs]
Paper


Posted on 2008-03-10 at 15:56:00.
Edited on 2008-04-19 at 15:39:47 by Vorrioch

 


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