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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Q & A ~ Land of Xenophobia ~
Parent thread: Land of Xenophobia
    Messages in Q & A ~ Land of Xenophobia ~
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Hammer
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Hieroglyphics Test

Dark Arena Positions">


This is a Crude Rendition of the Dark Arena and your positions before the First Wave of Opponents are released from that 20 foot by 20 foot square in the middle of the image!

Please Note that Each Sqare represents 5 feet of the Dark Arena Sands!

The 8 squares at the top of the image are where the Fighters are located at the North End of the Dark Arena, the Monks on the East End are to the right and the Clerics on the West End are to the left.

Our group is at the bottom of the image which is the South End of the Dark Arena!

You will notice on the South End that the squares are numbered 1-8 which gives your numerical position on the graph map!

Each Character is Located on the Appropriate Square by Numerical Position as Follows:

1. Bumble Brew - PC Wizard
2. Cunning Fox - PC Cleric
3. Sir Yder - PC Knight
4. Ullrich Orico Uppsdrada the Silver Bear - PC Ranger
5. ThunnGarr the Mighty - NPC Barbarian
6. Sirae Amberlyn Foxfire - PC Knight
7. Shandra - PC Monk
8. Ariane Arvendre - PC Paladin

NOTE that there is basically 85 feet between our prisoner gladiator line and the 20 by 20 elevator! [Which is a Section of the Dark Arena Sand that goes to several levels below to receive and disembark passengers so to speak!]

Also NOTE there is Only 10 Feet of Open Space Behind Our Backs, so if you move back 2 squares then you have moved 10 feet and Your Back Will Be Against The Wall with Your Opponents Advancing!

By the way, while I am thinking of it, if your character has a move of 30 feet then you can move up to 15 feet and attack an adjacent opponent with a hand held weapon or shoot a projectile weapon!

If you move over half your move ability then you are unable to attack in the same round.

Something you will need to keep in mind when the first wave of opponents emerge from the middle of the Dark Arena!

Also, your Dark Arena Opponents will have the First Initiative, but when they first emerge you do have the option of moving half your move ability and launching an Arrow or Bolt if you have a Bow or Crossbow available!

I will be listing the available Weapons and Armor from the Dark Arena Weapon Cache provided for the Prisoners, but I need to get some sleep soon!

Friday is my Busy Day!

I also need to post the Ranger and Cleric info for Nomad and ShadowDragon!


Posted on 2008-09-18 at 21:56:58.
Edited on 2008-09-18 at 22:43:54 by Hammer

CirroWolf
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(*giggles in the corner*) Err..u

If I recall, there's the large arena (200+ x 200+ sq foot arena), the elevator (10 x 10?) and the audience. What are the tiny squares?


Posted on 2008-09-18 at 22:07:48.

Hammer
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Remember these are hieroglyphics ...

..... as I am NOT an artist with a drawing board.

Each of the squares represents 5 feet and the Dark Arena area is actually 220 feet long and 220 feet wide.

I had to have a 20 foot by 20 foot area for the "elevator" that brings up the prisoner gladiators and the opponents, especially the opponents!

Might be a Tight Squeeze if it was only 10 by 10 instead of the 20 x 20 area.

The image you see is just the Sand area of the Dark Arena where we will be fighting for survival and freedom!

The spectators are surrounding the outside of the image!

Fantasy, so Please Use Your Collective Imagination!

I will be keeping track of the movements, but I have to be conservative as to how many images are placed in this adventure because of the bandwith it takes to view the images!

Special Thanks to Almerin for letting me know the procedure for placing images here and the guidelines for doing so!


Posted on 2008-09-18 at 22:28:50.

CirroWolf
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oops, I meant 20 x 20

OK! I get it, I so get it

Btw,I'll post later tommorow


Posted on 2008-09-19 at 01:41:00.

Hammer
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No problem because ...

..... originally I had posted 10 x 10 but when I got the graph paper and analyzed the situation it was obvious to me that it needed to be 20 x 20 to work the way it needed to!

Looking forward to everyone's post ... mine included also!



Posted on 2008-09-19 at 08:17:08.

Hammer
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Just posted an ...

..... entry for Bumble Brew and plan to post another before I set the stage for the Opening Battle!

My PC Character posts will begin with BUMBLE BREW so you know it is my character postings, while my Castle Keeper posts will have various titles appropriate to the scenario!

Time to get active!

I also need to post the weapons and armor available to all prisoners [Class Restrictions Apply like my Wizard cannot wear armor!] plus some info on Rangers and Clerics for Nomad and ShadowDragon!

Hopefully we will be ready to go by late Sunday!


Posted on 2008-09-19 at 22:36:28.

CirroWolf
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Yeah

We're getting somewhere. Hang on hang on, I'm typing up my post now.


Posted on 2008-09-19 at 22:54:37.

Hammer
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Cool post ...

..... by Cirro and the dangling plot hook was a nice touch to whet my appetite for more adventure!

Looking forward to more and everyone else contributing!

Am adjusting the Dark Arena Prisoners Weapons Warehouse info to post here soon!


Posted on 2008-09-20 at 07:59:18.

Hammer
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Dark Arena Prisoners Weapons Warehouse

Determining Encumbrance for PC Characters
Each Character has an Encumbrance Rating or ER base of 10

Add the Strength Modifier [if any] to the base of 10

If Strength or Constituion is a Prime Attribute then you add +2 to the ER rating and if you have both STR and CON as Prime Attributes then you would have +4 to the ER base of 10 [+2 STR and +2 CON]

Example: Ranger with STR and CON as Prime Attributes has a starting ER base of 10 +2 +2 = 14 and add the STRENGTH Modifier for an 18 Strength +3 for a total of 17 ER

You compare the EV to the ER and can carry up to 5 times your ER

Encumbrance Category None = 0 to 1x ER
Light = 1x ER to 2x ER
Moderate = 2x ER to 3x ER
Heavy = 3x ER to 4xER
Overburdened = 4x ER to 5x ER

Any Item with a "w" in parenthesis means used for wearing and if wearing [such as armor] then deduct -1 from the EV

For example Plate Mail Armor has 4 EV but worn is -1 = 3 EV

List of Available Weapons [Non-Magical]

You will be allowed to carry 5x ER of Weapons/Armor/Clothing into the Dark Arena

You will stack these items in your own personal pile on the Square Directly Behind Your Assigned Number [10 ft behind you!] and choose what you will carry to begin the Dark Arena adventure!

Missiles and Ranged
Arrows (20) 2 EV [Encumbrance Value]
Bolts (12) 2 EV

Decided that a Quiver w/20 Arrrows or a Quiver w/12 Bolts will count for 2 EV for either one!
Composite Longbow 1d8 damage 110ft range 4 EV
Heavy Crossbow 1d10 damage 120 ft range 5 EV
Javelin 1d4 damage 30 ft range 3 EV

Clothing Robe 2 EV(w) to be worn by Cleric and Wizard
Trousers 1 EV(w) to be worn by Monk
Soft Boots are 0 EV(w) and all PC Characters have the option of wearing Soft Boots for Combat or fighting Bare Footed

Armor and Helms [AC = Armor Class]
Please Note that Each Character has an Armor Class or AC base of 10 when wearing Normal Clothing

Leather Armor +2 AC 2 EV(w)
Ring Mail +3 AC 3 EV(w)
Hide +3 AC 4 EV(w)
Studded Leather +3 AC 3 EV(w)
Scalemail +4 AC includes a Leather Coif +1 AC for blows to the Head 4 EV(w)
Full Chain Suit +6 AC includes a Chain Mail Coif +4 AC for blows to the Head 4 EV(w)
Plate Mail +7 AC includes a Normal Helm +5 AC for blows to the Head 4 EV(w)

Helms to wear in addition to Leather Armor, Ring Mail, Hide or Studded Leather Armors Leather Coif +1 AC for blows to the Head 1 EV(w)
Chain Mail Coif +4 AC for blows to the Head 1 EV(w)
Normal Helm +5 AC for blows to the Head 1 EV(w)

Shields Small Wooden Shield +1 AC applicable against 1 foe per round 2 EV
Medium Wooden Shield +1 AC applicable against 2 foes per round 3 EV
Large Wooden Shield +1 AC applicable against 3 foes per round 4 EV

2-Handed Weapons Two-Handed Axe 1d8 damage 4 EV
Great Scimitar 2d6 damage 4 EV
Two-Handed Sword 2d6 damage 5 EV

Single-Handed Weapons Club 1d6+1 damage 10 ft range when thrown 2 EV
Dagger 1d6 damage 1 EV
War Hammer 1d8 damage 4 EV
Quarter Staff 1d6 damage 4 EV
Scimitar 1d6 damage 3 EV
Long Sword 1d8 damage 3 EV
Short Sword 1d6 damage 2 EV
Battle Axe 1d8 damage 3 EV
Hand/Throwing Axe 1d6 damage 10 ft range when thrown 2 EV
Spear 1d6 damage 20 ft range when thrown 2 EV
Broad Sword 2d4 damage 3 EV
Hatchet 1d4 damage 2 EV

Fighting with your Fist causes 1d2 damage

NOTE: This may take a tad bit longer, but I will post the ER for each PC Character so each of us can figure out what we are carrying into the Dark Arena to begin our battle!

You May Want to Consider Bringing Enough Missile & Ranged Weapons along with some Weapons that can be Thrown because you are going to need them!







Posted on 2008-09-20 at 11:01:57.
Edited on 2008-09-21 at 17:05:45 by Hammer

Hammer
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Bumble Brew the Elf Wizard

Bumble Brew Wizard Elf Hit Dice 1d4 = 4 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH
13 = +1 Attribute Modifier
DEXTERITY 13 and add +1 Race Attribute Modifier is 14 = +1 Attribute Modifier
CONSTITUTION 14 and subtract -1 Race Attribute Modifier is 13 = +1 Attribute Modifier
INTELLIGENCE [Prime Attribute] 15 and add the Permanent +3 from reading Tome of Clear Thought is 18 = +3 Attribute Modifier
WISDOM [Prime Attribute] 15 and add the Permanent +3 from reading Tome of Understanding is 18 = +3 Attribute Modifier
CHARISMA 14 = +1 Attribute Modifier

ENCUMBRANCE RATING Base = 10
Strength Attribute Modifier = +1
Intelligence Prime Attribute = 0
Wisdom Prime Attribute = 0
Encumbrance Rating = 11

ENCUMBRANCE VALUE with Final Adjustments for Wearing
Robe is 2 EV(w) = 1 EV
Soft Boots is 0 EV = 0 EV
Ring of Fire Elemental Command is 0 EV = O EV
Staff of Power [50 Charges] is 4 EV = 4 EV
Wand of Cure Critical Wounds [50 Charges] is 0 EV = 0 EV
Club is 2 EV = 2 EV
4 Daggers (is 1 EV x 4) is 4 EV = 4 EV
Total Encumbrance Value is 12 = 11 EV

Overburdened Encumbrance Points Remaining = 44 of 55 EV
10 Clubs x 2 EV = 20 EV
20 Daggers x 1 EV = 20 EV
2 Quivers of 20 Arrows x 2 EV = 4 EV
Total EV for Overburdened Encumbrance Points = 44 EV added to the 11 EV is the Maximum for Encumbrance
PLEASE NOTE that Bumble Brew selected the 2 Quivers of 20 Arrows so that her teammate Cunning Fox can use them if he needs to! Plus the Extra Clubs and Daggers can also be shared with Cunning Fox as both characters use these type weapons and they are positioned close to each other in the Dark Arena!
As the Castle Keeper I have decided that Cunning Fox being a Native American would Certainly Know How to Use a Bow and Arrow!

Clerics get "Special" as a Weapon Option and I have ruled that Cunning Fox receives the Composite Long Bow as a Special Weapon!

Having Trained with her teammates and under the guidance of ThunnGarr the Mighty, the young Wizard has the Wisdom to bring extra Clubs and Daggers for herself and Cunning Fox, plus some Arrows for her teammate because his proficiency with the Ranged Weapon May Save Her Life!

FIRST LEVEL WIZARD SPELLS
O Level
1. Ghost Sound
2. Mage Hand
3. Message
4. Prestidigitation

1st Level 1. Burning Hands
2. Magic Missle
Bonus Spell. Shocking Grasp









Posted on 2008-09-20 at 13:26:00.
Edited on 2008-09-23 at 22:15:45 by Hammer

Hammer
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Cunning Fox the Human Cleric

Cunning Fox Cleric Human Hit Dice 1d8 = 8 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH [Prime Attribute]
15 = +1 Attribute Modifier
DEXTERITY [Prime Attribute] 15 and add the Permanent +3 from reading Manual of Quickness and Action is 18 = +3 Attribute Modifier
CONSTITUTION [Prime Attribute] 11 = 0 Attribute Modifier
INTELLIGENCE 10 = 0 Attribute Modifier
WISDOM [Prime Attribute] 16 and add the Permanent +3 from reading Tome of Understanding is 19 = +3 Attribute Modifier
CHARISMA 13 = +1 Attribute Modifier

ENCUMBRANCE RATING Base = 10
Strength Attribute Modifier = +1
Strength Prime Attribute = +2
Dexterity Prime Attribute = 0
Wisdom Prime Attribute = 0
Encumbrance Rating = 13

ENCUMBRANCE VALUE with Final Adjustments for Wearing
Soft Boots is 0 EV = 0 EV
Bag of Tricks [Rust Colored] is 0 EV = 0 EV
Ring of the Ram [50 Charges] is 0 EV = 0 EV
Staff of the Woodlands [50 Charges] is 4 EV = 4 EV
Plate Mail Armor including a Normal Helm is 4 EV(w) = 3 EV
Composite Longbow is 4 EV = 4 EV
Quiver of 20 Arrows is 2 EV = 2 EV

Overburdened Encumbrance Points Remaining = 52 of 65 EV 15 Clubs 15x2EV is 30 EV = 30 EV
6 Quivers of 20 Arrows 6x2EV is 12 EV = 12 EV
10 Daggers 10x1EV is 10 EV = 10 EV

ShadowDragon Your Extra Quivers of 20 Arrows have a carry value of 2 EV so be sure to stock up on some extras! Cleric can also use Club, Dagger and War Hammer as well as the Quarterstaff, but you already have the Quarterstaff covered with Your Staff of the Woodlands! Just Let Me Know by PM or in the Q&A messages!
You May Only Choose Weapons and Armor from the list posted earlier in the Q&A in addition to any of the Special Gift Magical Items given to your character 2 weeks ago [Special Gift Magical Items You Keep for the Adventure!]
These are Weapons and Armor that are Provided by the Dark Arena Consortium for the Emancipation Sand Dance!

When You Win Your Freedom and Receive Your Treasure You May Buy Equipment for the Adventure!

After Being Hailed as Heroes and Champions for a 2-Week Celebration!

As the Castle Keeper I have decided that Cunning Fox being a Native American would Certainly Know How to Use a Bow and Arrow!

Clerics get "Special" as a Weapon Option and I have ruled that Cunning Fox receives the Composite Long Bow as a Special Weapon!

ShadowDragon below is the List of Spells that Your deity Granted You for the Emancipation Sand Dance!

Remember that Each Spell is Only Used Once!

FIRST LEVEL CLERIC SPELLS
O Level
1. Create Water [creates 2 gallons/level of pure water]
2. First Aid [bandages bleeding wound]
3. Light [object shines like a torch]

1st Level 1. Cure Light Wounds [cures 1d8 damage]
Bonus Spell. Sound Burst [a pulse of sound that causes 1d8 damage]





Posted on 2008-09-20 at 13:26:27.

Hammer
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Sir Yder the Human Knight

Sir Yder Knight Human Hit Dice 1d10 = 10 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH [Prime Attribute]
14 and add the Permanent +3 from reading Manual of Bodily Exercise is 17 = +2 Attribute Modifier
DEXTERITY 13 = +1 Attribute Modifier
CONSTITUTION [Prime Attribute] 16 and add the Permanent +3 from reading Manual of Bodily Health is 19 = +3 Attribute Modifier
INTELLIGENCE 12 = 0 Attribute Modifier
WISDOM 8 = -1 Attribute Modifier
CHARISMA [Prime Attribute] 18 = +3 Attribute Modifier

ENCUMBRANCE RATING Base = 10
Strength Attribute Modifier = +2
Strength Prime Attribute = +2
Constitution Prime Attribute = +2
Charisma Prime Attribute = 0
Encumbrance Rating = 16

ENCUMBRANCE VALUE with Final Adjustments for Wearing
Soft Boots is 0 EV = 0 EV
+2 Armor of Fire Resistance [Plate] includes Helm of Telepathy [Normal Helm]is 4 EV(w) = 3 EV
+2/+4 Dragon Slayer [Longsword] is 3 EV = 3 EV

10 EV Points Remain for adding Weapons without Effect Against Movement and Dexterity!

*** Assigned the following:
Composite Long Bow is 4 EV = 4 EV
Quiver of 20 Arrows is 2 EV = 2 EV
Hand/Throwing Axe is 2 EV = 2 EV
Spear is 2 EV = 2 EV


If Abraxis fails to contact me in the next couple of days then I will assign Weapons so we can get on with the adventure without waiting for him!

Overburdened Encumbrance Points Remaining = 64 of 80 EV
***** Assigned the following Extra Weapons:
10 Javelins 10x3EV is 30 EV = 30 EV
10 Spears 10x2EV is 20 EV = 20 EV
5 Quivers of 20 Arrows 5x2EV is 10 EV = 10 EV
1 Club 1x2EV is 2 EV = 2 EV
1 Hand/Throwing Axe 1x2EV is 2 EV = 2 EV


Abraxis If You Read This in Time Decide What Other Weapons You Want to Use! Just Let Me Know by PM or in the Q&A messages!

You May Only Choose Weapons and Armor from the list posted earlier in the Q&A in addition to any of the Special Gift Magical Items given to your character 2 weeks ago [Special Gift Magical Items You Keep for the Adventure!]
These are Weapons and Armor that are Provided by the Dark Arena Consortium for the Emancipation Sand Dance!

When You Win Your Freedom and Receive Your Treasure You May Buy Equipment for the Adventure!

After Being Hailed as Heroes and Champions for a 2-Week Celebration!



Posted on 2008-09-20 at 13:26:59.
Edited on 2008-09-28 at 10:04:31 by Hammer

Hammer
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Ullrich the Human Ranger

Ullrich Ranger Human Hit Dice 1d10 = 10 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH [Prime Attribute]
18 = +3 Attribute Modifier
DEXTERITY [Prime Attribute] 16 and add the Permanent +3 from reading Manual of Quickness and Action is 19 = +3 Attribute Modifier
CONSTITUTION [Prime Attribute] 16 = +2 Attribute Modifier
INTELLIGENCE 17 = +2 Attribute Modifier
WISDOM [Prime Attribute] 15 and add the Permanent +3 from reading Tome of Understanding is 18 = +3 Attribute Modifier
CHARISMA 12 = 0 Attribute Modifier

ENCUMBRANCE RATING Base = 10
Strength Attribute Modifier = +3
Strength Prime Attribute = +2
Dexterity Prime Attribute = 0
Wisdom Prime Attribute = 0
Encumbrance Rating = 15

ENCUMBRANCE VALUE with Final Adjustments for Wearing
Soft Boots is 0 EV = 0 EV
Full Chain Suit Armor including a Chain Mail Coif Helm is 4 EV(w) = 3 EV
+2 Oath Bow [Composite Long Bow] is 4 EV = 4 EV
Quiver of 20 Arrows is 2 EV = 2 EV
+3 Sylvan Blade [Long Sword] is 3 EV = 3 EV
Short Sword is 2 EV = 2 EV
Dagger is 1 EV = 1 EV

Overburdened Encumbrance Points Remaining = 60 of 75 EV

***** Assigned Weapons include:
1 Quiver of 20 Slaying Arrows [Kobolds] 1x2EV is 2 EV = 2 EV
15 Quivers of 20 Arrows 15x2EV is 30 EV = 30 EV
10 Spears 10x2EV is 20 EV = 20 EV
2 Daggers 2x1EV is 2 EV = 2 EV
1 Short Sword 1x2EV is 2 EV = 2 EV
1 Club 1x2EV is 2 EV = 2 EV
1 Hand/Throwing Axe 1x2EV is 2 EV = 2 EV


Nomad Your Extra Quivers of 20 Arrows have a carry value of 2 EV so you could choose 30 Quivers, but since Rangers may fight with Any Weapons You May Want to Include Some Other Choices! Just Let Me Know by PM or in the Q&A messages!

You May Only Choose Weapons and Armor from the list posted earlier in the Q&A in addition to any of the Special Gift Magical Items given to your character 2 weeks ago [Special Gift Magical Items You Keep for the Adventure!]
These are Weapons and Armor that are Provided by the Dark Arena Consortium for the Emancipation Sand Dance!

When You Win Your Freedom and Receive Your Treasure You May Buy Equipment for the Adventure!

After Being Hailed as Heroes and Champions for a 2-Week Celebration!



Posted on 2008-09-20 at 13:27:31.
Edited on 2008-09-28 at 10:45:06 by Hammer

Hammer
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Sirae Amberlyn Foxfire the Human Knight

Sirae Amberlyn Foxfire Knight Human Hit Dice 1d10 = 10 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH [Prime Attribute]
15 and add the Permanent +3 from reading Manual of Gainful Exercise is 18 = +3 Attribute Modifier
DEXTERITY 15 = +1 Attribute Modifier
CONSTITUTION [Prime Attribute] 16 and add the Permanent +3 from reading Manual of Bodily Health is 19 = +3 Attribute Modifier
INTELLIGENCE 14 = +1 Attribute Modifier
WISDOM [Prime Attribute] 14 = +1 Attribute Modifier
CHARISMA [Prime Attribute] 18 = +3 Attribute Modifier

ENCUMBRANCE RATING Base = 10
Strength Attribute Modifier = +3
Strength Prime Attribute = +2
Constitution Prime Attribute = +2
Charisma Prime Attribute = 0
Encumbrance Rating = 17

ENCUMBRANCE VALUE with Final Adjustments for Wearing
Soft Boots is 0 EV = 0 EV
+1 Plate Armor of the Fathom including the Helm of Comprehend Languages [Normal Helm] 4 EV(w) = 3 EV
+3 Feathered Sword [Longsword]is 3 EV = 3 EV
Composite Longbow is 4 EV = 4 EV
Quiver of 20 Arrows is 2 EV = 2 EV

NOTE to Brianna This leaves you with 5 EV to carry without penalty on your movements, so you have the following 4 options:

1. Hand/Throwing Axe is 2 EV = 2 EV
and 3 Daggers is 3 EV = 3 EV

2. Small Wood Shield is 2 EV = 2 EV
and Hand/Throwing Axe is 2 EV = 2 EV
and Dagger is 1 EV = 1 EV

3. Medium Wooden Shield is 3 EV = 3 EV
and Hand/Throwing Axe is 2 EV = 2 EV

4. Medium Wooden Shield is 3 EV = 3 EV
and 2 Daggers is 2 EV = 2 EV


*** Assigned you option #2
1 Small Wood Shield is 2 EV = 2 EV
1 Hand/Throwing Axe is 2 EV = 2 EV
1 Dagger is 1 EV = 1 EV

Overburdened Encumbrance Points Remaining = 68 of 85 EV

***** Assigned You the following:
1 Small Shield is 2 EV = 2 EV
1 Medium Shield is 3 EV = 3 EV
1 Battle Axe is 3 EV = 3 EV
10 Quivers of 20 Arrows 10x2EV is 20 EV = 20 EV
10 Daggers 10x1EV is 10 EV = 10 EV
5 Clubs 5x2EV is 10 EV = 10 EV
5 Spears 5x2EV is 10 EV = 10 EV
5 Hand/Throwing Axes is 10 EV = 10 EV


You May Only Choose Weapons and Armor from the list posted earlier in the Q&A in addition to any of the Special Gift Magical Items given to your character 2 weeks ago [Special Gift Magical Items You Keep for the Adventure!]
These are Weapons and Armor that are Provided by the Dark Arena Consortium for the Emancipation Sand Dance!

When You Win Your Freedom and Receive Your Treasure You May Buy Equipment for the Adventure!

After Being Hailed as Heroes and Champions for a 2-Week Celebration!



Posted on 2008-09-20 at 13:27:59.
Edited on 2008-09-28 at 11:45:40 by Hammer

Hammer
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4361 Posts


Shandra the Elf Monk

Shandra Monk Elf Hit Dice 1d12 = 12 Hit Points BtH [Bonus to Hit] = 0

CHARACTER ATTRIBUTES
STRENGTH
16 = +2 Attribute Modifier
DEXTERITY [Prime Attribute] 17 and add +1 Race Attribute Modifier is 18 and add the Permanent +3 from reading Manual of Quickness of Action is 21 = +3 Attribute Modifier
CONSTITUTION [Prime Attribute] 18 and subtract -1 Race Attribute Modifier is 17 and add the Permanent +3 from reading Manual of Bodily Health is 20 = +3 Attribute Modifier
INTELLIGENCE 15 = +1 Attribute Modifier
WISDOM 15 = +1 Attribute Modifier
CHARISMA 12 = 0 Attribute Modifier

ENCUMBRANCE RATING Base = 10
Strength Attribute Modifier = +2
Constitution Prime Attribute = +2
Dexterity Prime Attribute = 0
Encumbrance Rating = 14

ENCUMBRANCE VALUE with Final Adjustments for Wearing
Robe is 2 EV(w) = 1 EV
Soft Boots is 0 EV = 0 EV
Bracelets of Deflection is 0 EV = 0 EV
Staff of the Woodlands [50 Charges] is 4 EV = 4 EV

Total Encumbrance Value is 6 = 5 EV

*** I am assigning the following:
Composite Long Bow is 4 EV = 4 EV
Quiver of 20 Arrows is 2 EV = 2 EV
1 Club is 2 EV = 2 EV
1 Dagger is 1 EV = 1 EV

Grand total is 15 EV = 14 EV

Dragon Mistress You Now Have 9 EV of Weapons to Add to Your Arsenal without having a Negative Effect on Movement or Dexterity!

*** See Assigned Weapons Above!
Choose from either Composite Bow or Crossbow and Quiver of 20 Arrows or 12 Bolts. Also Club, Dagger, Hand/Throwing Axe, Hatchet or Javelin as you already have a Quarterstaff with the Staff of the Woodlands!

Overburdened Encumbrance Points Remaining = 56 of 70 EV

You Already have the 10 Javelin of Lightning 10x3EV is 30 EV = 30 EV

***** I am assigning
5 Quivers of 20 Arrows 5x2EV is 10 EV = 10 EV
5 Clubs 5x2EV is 10 EV = 10 EV
6 Daggers 6x1EV is 6 EV = 6 EV



Make sure you bring more Quivers if you choose the Composite Long Bow!

Dragon Mistress just PM me or post a message in the Q&A for what weapons you want to add for the Emancipation Sand Dance!

***** See Assigned Weapons for Over Burden Carry EV Above!


Posted on 2008-09-20 at 13:28:30.
Edited on 2008-09-28 at 12:26:54 by Hammer

   


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