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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Dungeon of the Unhallow Q&A
Parent thread: Dungeon of the Unhallow v3.5
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Skari-dono
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Karma: 102/11
1514 Posts


Dungeon of the Unhallow Q&A

Welcome to this unholy dungeon, my little kittens. How you got here is entirely up to you, although the most common ways are as follows:

1. Dying in the Dungeon of the Unhallow gets you sent right back to a random cell, usually one on the same level as you died on. This means that if a character dies in the game, he gets resurrected instantly at a random place in the dungeon and can return later on.
2. Openly worshipping an evil deity will often get you sent to the Dungeon. This usually involves selling your soul or getting punished by a good deity.
3. Angering an evil deity will often get you sent to this place. It has proven to be a good prison so far and has held many creatures there for millenia (usually because of the resurrection factor).

You are free to think of another way but these are the most common.

This is the Q&A thread for a game centered on the Dungeon of the Unhallow, a single plane that is occupied by a vast prison. The creation of the Dungeon is shrouded in mystery and secrecy, and it is unlikely that anyone knows the truth except for the deities themselves.

What is known is that escape is nigh impossible. There exist only few stories about this plane simply because nearly no one has returned to speak of it. What little is known about it is that only the greatest of heroes can escape it, and even they need to be extremely lucky in addition to their skills.

You have been imprisoned in the Dungeon for a long time, some for weeks, others for years. You may have dreams of escaping, or you may have lost hope. But a powerful earthquake rekindled your hope for escape as your cells were shattered open. Now you just need to find the way out of this place.

This thread will include:
2 Houserules (including material from Unearthed Arcana)
3 Planar Information and Notable Places
4 Notable NPCs (what you know them as and a short description)
5-12 Charactersheets
13 Undivided Party-Loot
14 Easy Access Map-list

Also, here's gonna be a quick overview of PC's current stats.
Name - Player - HP - XP
Kaylena Kursall - Celediel - 37 HP - 28,180 XP
Germyn - Mephistopholes - 45 HP - 28,180 XP
David Pil - gboy - 69 HP - 28,180 XP
Katsumi - Brianna - 64 HP - 28,180 XP
Miliani Aelorothi - Savrit - 60 HP - 28,200 XP
Aurora Dawnsinger - Dragon Mistress - 75 HP - 28,180 XP

Game will be updated every Friday around noonish GMT (or later that day). Enjoy.

P.S.: Because of the game's situation and setting, you can reserve a seat in the game for later use in case you somehow do not have the time at this time. So if you do not have the time now to take part in the adventure, you can reserve your seat and bring a character later on. Your seat will remain reserved until you specifically state that you will not be using it.


Posted on 2009-04-15 at 15:50:15.
Edited on 2009-05-09 at 00:27:49 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Houserules

From Unearthed Arcana (page number):
Enviromental Racial Variants (5)
Elemental Racial Variants (15)
Variant Character Classes (47)
Spontaneous Metamagic (151); Daily Uses
Item Familiar (170)

From Dragon Compendium, vol 1 (page number):
Arcane Alterations: Templates for Spells (144)
The Glyphs of Cerilon (147)
Good Hits and Bad Misses: Alternate Critical Hits and Fumble Rules (232)

If you do not have the above mentioned books, you can PM me and ask for details. Most of these only add options for the players anyway and only the Spontaneous Metamagic and Good Hits and Bad Misses rules are in constant effect.

Other houserules not found in books:
Activity XP - You will get XP just for being active in the game. Each time I update, those who have posted at least once will get experience points equal to their current level x10 (so 80 for starters). This is in addition to any other XP you might get, and this is not for every time you post but for every week you are active.
Roleplay XP - Of course, since this is a roleplaying game, you'll get XP for good roleplay. This bonus is entirely based on my own views on what counts as good roleplay.
Other bonus XP - I allow myself you award you with bonus XP for anything I think deserves such reward.


Posted on 2009-04-15 at 15:50:34.
Edited on 2009-04-15 at 17:28:35 by Skari-dono

Skari-dono
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Karma: 102/11
1514 Posts


Planar Information and Notable Places

Dungeon of the Unhallow The Dungeon is a vast area that mostly serves as a prison for both the wicket and the pure. It is nearly an endless labirynth with very few features. Stairs allow travels between the Dungeon's many levels and stationary portals allow a quick travel nearly anywhere on the plane. Escaping the plane is very difficult and teleportation from it is greatly hindered (but not into it).
A recent earthquake has turned many of the prisoners into commonly sighted inhabitants.

Dungeon of the Unhallow's Traits The Dungeon has the following traits:
*Alterable Morphic: You can affect this plane normally.
*Finite Size: Although increadibly vast, the Dungeon of the Unhallow has boundries.
*Neutral-Aligned: Just like the Material Plane, characters or creatures suffer no ill effect on this plane regardless of alignment.
*Impeded Magic: Any spell or spell-like ability that involves moving a character or creature from one place to another is more difficult to cast. This includes the Blink spell and the equivilant.

Dungeon of the Unhallow's Links There are no known portals leading to or from the Dungeon, although some of the very few stories about the plane suggest that such portals do exist.

Dungeon of the Unhallow's Inhabitants Any creature of any alignment and size can be found in the Dungeon of the Unhallow. Even divine beings are known to have been stuck in a cell or two at random places of the Dungeon.

Dungeon of the Unhallow's Features So far, the Dungeon of the Unhallow's features are obscure and unknown. As you explore the vast prison, notable features will be added here.


Posted on 2009-04-15 at 15:50:57.
Edited on 2009-04-15 at 23:06:33 by Skari-dono

Skari-dono
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1514 Posts


Notable NPCs

None as of yet, but they will be added here when you meet them.


Posted on 2009-04-15 at 15:51:17.
Edited on 2009-04-24 at 00:12:21 by Skari-dono

Skari-dono
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1514 Posts


Celediel's Character

Kaylena Kursall
Human Shade, Neutral, Medium Outsider, Shadowcaster 6

(Shade template: Forgotten Realms campaign setting, p314; Shadowcaster: Tome of Magic)

Initiative: 2
BAB: 3
AC: 13/17 = 10 + Dex modifier 2 + 1 armor bonus(+4 deflection in shadow)
Touch AC:12/16 Flat Footed AC: 11
HP: 37 (6d6+12, unless you have a special rule that would trend the kept rolls higher)

STR: 12
DEX: 15
CON: 14
INT: 18 (17 to start, +1 at lvl 4)
WIS: 16
CHA: 16

FORT: 5+2+1=8
REF: 2+2+1=5
WILL: 5+3+1=9
Grapple: 4 = BAB 3+STR Mod 1
Weapon
Dagger: +4 hit, 1d4+1 dmg

Special--Shadowcaster:
1: Fundamentals of shadow (3), apprentice mysteries (spell)
2: Bonus feat
3: Umbral sight (darkvision 30')
4: Bonus fundamental
5: Sustaining shadow (1 meal/week)

Racial, Human:
1 extra feat at level 1
4 extra skill points at level 1 and 1 extra at each additional level
Shade (looks like a lot, but costs two levels):
In shadowy illumination or darker, add the following--
Con/Cha +2
Listen/Spot +4
Hide/Move Silently +8
Fast Healing 2
Control Light
Invisibility
Darkvision 60'
Shadow Image
Speed +20'
+4 deflection to AC
+2 atk/dmg
SR 11+CL (17)

Feats
Insightful (CArc)
Empower Mystery (ToM 136)
Extend Mystery (ToM)
Shadow Familiar (ToM)
Improved Familiar (FRCS)

Skills
Concentration +11 (+12)
Hide +19
Knowledge (arcane) +12
Knowledge (the planes) +12
Move Silently +19
Spellcraft +11
Spot +12 (+16)

Languages
Common, Draconic, Dwarven, Elven

Familiar:
Sarcy, tressym, CG
(FRCS 309 and dark, ToM 161)
tiny, extraplanar animal
speed: 40, fly 60 good
special qualities: scent, poison immunity, darkvision 60', Hide in Plain Sight, resistance to cold 10, superior low-light vision.
6HD, 18 HP
Init +2
AC 17 (+2 size, +2 dex, +3 natural)
Attacks 2 claws +6 melee, bite +1 melee
Damage claws 1d2-4, bite 1d3-4
Face/Reach 2.5'x2.5'/0'
Saves Fort +7, Ref +4, Will +8
Abilities Str 3, dex 15, con 10, int 12, wis 12, cha 13
Skills Balance +10, Climb +5, Hide +24, Listen +11, Move Silently +17, Spot +10
Feats Weapon Finesse (claw, bite), Alertness (within arm's reach), improved evasion, share spells, empathic link, deliver touch spells, speak with master

Mysteries:
Fundamentals (su, each 3/day) - Arrow of Dusk, Black Candle, Shadow Hood, Umbral Hand
Apprentice (spell, each 1/day) - Dark Terrain (Carpet of Shadow, Black Fire, Clinging Darkness) and Eyes of Darkness (Bend Perspective, Piercing Sight, Killing Shadows)

Items/Equipment:
Orb of Shadow (ToM, works like a pearl of power) 1st, 1000
Heward's Handy Haversack (DMG) 2000
Bracers of armor +1 (D250) 1000
Artificer's Monocle (M72) 1500
Mask of Sweet Air (M116) 2000
Pearl of Speech (orcish) (M118 ) 600
Boots of Stomping (M78 ) 600
Cloak of Resistance +1 (D253) 1000
Brooch of Stability (M83) 1000
Potions of Cure Light Wounds x5 250 (1d8+1)
Bag of Endless Caltrops (M151) 800
bedroll, a couple bells, a few candles, some chalk, flint and steel, grappling hook, 50 ft. silken rope, a hammer, small steel mirror, 3 flasks oil, 3 days' rations, 20 sheets paper, 1 bottle ink, pen, sewing needles, thread, a whistle, sealing wax and signet ring, waterskin, peasant's outfit (a simple dirty dress), healer's kit.

Grand total: 1130. I don't expect unspent money to have been left with personal effects or to have much use in this setting.

Kaylena has pursued perfection of magical discipline from a young age. As her skills grew, the lust for the power inherent in pure shadow overcame her attachment to humanity and she underwent the transformation to shade. With those abilities, she started taking jobs as a freelance thief, whenever the objective coincided with her own interests. She traveled light (everything but the dagger and other things worn is stuffed into the pack) and wore her straight, black hair down to her waist. As she accepted riskier contracts, the need for a second set of eyes directed her research toward the small, winged cat-creatures as well as the necessary techniques to find one from the Plane of Shadow.
With Sarcy at her side, her goals grew ever loftier. She followed a lead about a magical artifact imbued with shadow energies that a cultist sect believed belonged to their deity and were willing to pay a hefty sum for it. Even though she had no intention of turning such an object over to evil-worshipers, she was caught red-handed in the sanctuary where it was held when the lights flared up around her.
Though she was not evil, the trap that had been laid was monitored by people expecting such and unwilling to listen to her pleas for mercy. Prejudice fueled her punishment and banishment to the Dungeon of the Unhallow.
Sarcy would not be separated from her, and she spent much time in a cell surrounded by continual flames which cast no shadows and gave her no respite.
One day (or night, for it was impossible to discern in this place), the foundations shook and the stone walls were rent, revealing a darkened hallway on the other side. She would become one with the blessed sanctuary of shadow yet again.

Her head was shaved when her sentence commenced, adding insult, (you decide how much time has passed and how much has grown back since) and her charcoal skin is almost the same shade as her once-white dress. Her pale-blue eyes are always wide-open and casting about for danger.


Posted on 2009-04-15 at 15:51:37.
Edited on 2009-04-20 at 10:38:27 by Skari-dono

Skari-dono
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Karma: 102/11
1514 Posts


Mephistopholes' Character

Germyn Name: Germyn
Class: Ranger
Alignment: Chaotic Neutral
Deity: None
Level: 4th
Size: Medium
Age: 129
Gender: Male
Height: 5’ 8’’
Weight: 165 lbs
Eyes: Yellow
Hair: Black

Abilities
STR 18 4
DEX 16 3
CON 16 3
INT 12 1
WSD 16 3
CHA 9 -1

Hitpoints: 45
Base Attack Bonus: +5
Initiative: 3
Speed: 30
AC: 18 (Base+10, Shield+1, Dex+3, Magic+2, Natural+2)

Saving Throws:
Fort: 10
Refl: 10
Will: 6

Weapons:
+1 Short Sword +9 1d6+5 19-20
+1 Short Sword +9 1d6+3 19-20 (Offhand)


Feats:
Multi-Attack: Attack penalties on secondary natural attacks are reduced from -5 to -2.

Weapon Focus (Short Sword): +1 to weapon attack rolls.

Two Weapon Defense: +1 shield modifier to armor class, as long as you are wielding two weapons.

Quick Draw: Draw or sheath weapon as free action.

Two Weapon Fighting: Reduce penalties for fighting two handed.

Track: Make survival checks to track.

Favored Enemy: +2 on bluff, listen, sense motive, spot, survival and damage rolls against Evil Outsiders.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Iron Will: +2 to Will Saves

Low-Light Vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.

Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.


Spells Prepared:
Entangle (1st Level)

Skills
Concentration: 6
Heal: 12
Hide: 12
Dungeonieering: 10
Listen: 12
Move Silently: 12
Search: 10
Spot: 12
Survival: 12
Change Shape: 12

Languages
Common, Sylvan

Gear:
Shapshifter’s Belt: This belt is specially crafted for use by shape shifters. It is magically enchanted to automatically stretch or shrink to fit the frame of a shifting lycanthrope or other creature. It has room for weapon scabbards, and on its front is large belt pouch. This pouch is in fact a small extra-dimensional space which can carry up to 35 pounds of gear. Unfortunately, only smaller items like potions or coins can fit into the bags opening. Despite its large load capacity, the belt never weighs more than 2 pounds.
Bracers of Armor +2
Potion of Cure Light Wounds x2
Potion of Cure Moderate Wounds x3
Potion of Spiderclimb
Potion of Haste
Potion of Invisibility






Hybrid Stats:
Abilities
STR 20 5
DEX 20 5
CON 20 5
INT 12 1
WSD 16 3
CHA 9 -1

Hitpoints: 47
Base Attack Bonus: +5
Initiative: 5
Speed: 30
AC: 20 (Base+10, Shield+1, Dex+5, Magic+2, Natural+2)
Damage Reduction 5/silver.

Saving Throws:
Fort: 12
Refl: 12
Will: 6

Weapons:
+1 Short Sword +10 1d6+6 19-20
+1 Short Sword +10 1d6+3 19-20 (Offhand)
Bite +8 1d6+4 x2



Wolf Stats:
Abilities
STR 20 5
DEX 20 5
CON 20 5
INT 12 1
WSD 16 3
CHA 9 -1

Hitpoints: 47
Base Attack Bonus: +5
Initiative: 5
Speed: 50
AC: 17 (Base+10, Dex+5, Natural+2)
Damage Reduction 5/silver.

Saving Throws:
Fort: 12
Refl: 12
Will: 6

Weapons:
Bite +8 1d6+4 x2

Background
Germyn was born in one of the deep forests of the material plane. He grew up amongst tall oaks, the fey of ancient groves and sylvan magics. Naturally, when he grew up, he wanted to become a ranger, and help to protect his ancient homeland. He learned the ways of the forest from his father, and took to them quickly. He had many adventures, the most notable of which was when he was bitten by a werewolf as he fought it. To his chagrin, he contracted the disease of Lycanthropy, and, on the next full moon, turned into a wolf and began to roam the forest. Germyn decided to keep his affliction from his parents, an to turn it to his will. He began to train himself in controlling his curse, turning it into a potent weapon. One day, he attacked and successfully destroyed a cult of Nerull that was worshiping in his forest, and making ritual sacrifices of local wildlife. Little did Germyn know, but the small cult had been in the middle of the rites of preparing a powerful artifact that would drastically increase the influence of Nerull on the material plane. At a critical juncture, Germyn burst in on the ceremony ruining it as he killed the priests. But as the last cultist breathed his final bubbling breath, he called out to his master for retribution. The god, angered by the ruination of his plan, was all to eager to oblige. A black bolt of lighting flew from the heavens and struck Germyn, striking him unconscious. When he awoke, he found himself in a cell in the world of the Unhallowed Dungeon, where he has remained for the past 100 years. Magic has lengthened his lifespan, hardly aging him at all as he suffers in his lonely cell.

Description
Germyn is a rough looking man, who could best be described as rugged. He was never refined, and 100 years in the Unhallowed Dungeon haven't done much for his appearance. His hair is a wild tangle which falls down to his shoulders, and is done up in a simple leather thong. He has full beard (thick, though it doesn't hang off his face. Like Chuck Norris), which is matted and pitch black, like the rest of his hair. However, there is a streak of silver hair that runs from his chin, along his left cheek, and continues up his head to his scalp. He is well muscled, and doesn't wear much. After learning from experience that clothes can get in a werewolves way, he wears only his magic belt, and a loin-cloth tied firmly into it.

Personality
Germyn's personality matches his appearance. Gruff, he doesn't speak much, and when he does, it tends to be short and to the point. While on the material plane, Germyn was idealistic and very much a "classic neutral good" person, a century of incarceration has made him somber. His one goal is now to escape the hellish plane on which he is imprisoned, and to punish as many of his captors as he can. The thoughts of freedom and revenge now obsess him, and he is driven almost solely by them.


Posted on 2009-04-15 at 15:51:52.
Edited on 2009-04-20 at 15:39:29 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


gboy's Character

David Pil David Pil
Wild Elf, Lawful Evil, Medium Humanoid (Elf), Fighter 5/Order of the Bow Initiate 3

(Order of the Bow Initiate can be found in Complete Warrior, described on pages 68-70)

Initiative: 7
BAB: 8
AC: 21 = 10 + 6 ( +1 Mithral Breastplate) + 5 (Dex modifier)
Touch AC: 15 Flat Footed AC: 16
HP: 69 (12 (10+2 at first level)) + 4d10+8 (36) + 3d8+6 (21)

STR: 16
DEX: 24 (Base 18 + 2 (Racial) + 2 (Gloves of Dex +2) + 2 (adjustments at 4th and 8th level)
CON: 15
INT: 10
WIS: 14
CHA: 15

FORT: 5+2 = 7
REF: 4+7 = 11
WILL: 4+2 = 6
Grapple: 11 = BAB 8+STR Mod 3
Weapon
+1 Composite Longbow (+3 Str Mod) : +17/+12 hit, 1d8+6 dmg

+1 Composite Longbow (+3 Str Mod) : +15/+15/+10 hit, 1d8+6 dmg (with Rapid Shot)

+1 Composite Longbow (+3 Str Mod) : +18 hit, 1d8+7 dmg (Within 30 feet (point blank shot))

+1 Composite Longbow (+3 Str Mod) : +16/+16/+11 hit, 1d8+7 dmg (Within 30 feet, Rapid Shot)

Special-- Fighter/Order of the Bow Initiate:
Bonus Feats every second level. (Fighter)
Ranged Precision: As a standard action you may make a single precisely aimed attack roll with a ranged weapon dealing an extra 2d8 damage. You must be within 30 feet of your target. This attack only works only on creatures with discernible anatomies. Creatures immune to critical hits and sneak attack are also immune to this attack.
Close Combat Shot: You can attack with a ranged weapon in a threatened are and not provoke an attack of opportunity.


Racial, Wild Elf:
+2 Dex/ -2 Int
Base Land Speed 30 ft.
Low-Light Vision
Immunity to Sleep effects.
+2 Racial Bonus on saving throws against enchantment spells or effects.
+2 Racial Bonus on Listen, Search and Spot checks.
Automatic Searching: When you pass within 5 feet of a secret door, you are entitled to a search check to notice the door.

Feats:
Point Blank Shot (Level 1)
Precise Shot (Level 1 Fighter Bonus Feat)
Rapid Shot (Level 2 Fighter Bonus Feat)
Weapon Focus (Composite Longbow) (Level 3 Feat)
Weapon Specialization (Composite Longbow) (Level 4 Fighter Bonus Feat)
Ranged Disarm (Level 6 Feat) (Complete Warrior page 103)

Skills:
Craft (Bowmaking): +11
Knowledge (Religion): +7


Languages
Common, Elven

Items/Equipment:
+1 Composite Longbow (Str Mod +3) (2600)
+1 Mithral Breastplate (5200)
Gloves of Dex +2 (4000)
3 Potions of Cure Moderate Wounds (300x3 = 900)
100 Arrows: 5 gp.
5 Potions of Shield of Faith +2 (5x50 = 250
Grand total: 12955

Character History:

David Pil was a simple elf who lived in seclusion. He always remained within the confines of the Law, however he didn't necessarily keep to them with the best intentions. He found his interest more in finding ways to keep to the law, bust still put his best interest before him. The exploitation of the Law, while still remaining in in the confines of it was the most fun ever.

Traveling the world, he found he was able to kill some people while providing a lawful justification. His bow never left his side, and he kept a small tally on his right arm under his bracer as to how many people he has killed.

However, one particularly nasty case came up. He had killed a man who he had accused of stealing his arrows. However, when he lost the case, he was turned upon, and accused of the murder himself. They also looked upon his precious murders, and noticed how strange many of them were. Finding him guilty on charges of murder. Feeling it was necessary, they sent David to the Unhallow Dungeon, to live out his days.

However, with the recent earthquake, David found the chance to escape. The "crimes" he had been accused of were perfectly legal. And now, he would take vengeance on those who falsely accused him.


Posted on 2009-04-15 at 15:52:10.
Edited on 2009-05-03 at 21:27:59 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Brianna's character

Katsumi/Human
Human Animal3/Mnk2: ECL 8
Size M
hp 64 HD 4d8+16 + 2d8+8
Alignment LN
Height 6",
Weighs about 155 lbs,
Hair Black hair,
Skin GOlden tan
Eyes Golden eyes.
FIgure/frame wiry,well muscled,definitely female.

Str 16
Dex 16
Con 18
Int 14
Wis 18
Cha 14

SV Fort +9, Ref +8, Will +10;

Spd 30 ft

AC 22, touch 17, FF 19;

Init +3;

BAB +4;
Grapple +7;
Atk:
+7 melee (1d6 + 3, Unarmed),
+5 melee (1d6 + 3, Unarmed Flurry),
+8 melee (1d8 + 4, Tetsubo +1 (Adamantine)),
+7 melee (1d6 + 3, Nunchaku),
+7 melee (1d4 + 3, Sai), +7 melee (1d6 + 3, Siangham),
+7 ranged (1d2, Shuriken);

Leopard Combat
Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.

SQ low-light vision, scent, Alternate form, lycanthropic empathy;

Languages spoken: Common

Skills and Feats:
Acrobatics +3,
Appraise +2,
Balance +7,
Bluff +2,
Climb +4,
Concentration +4,
Control Shape +7,
Craft (Armorsmith) +2,
Craft (Bowmaking) +2,
Craft (Embroidery) +2,
Craft (Gemcutting) +2,
Craft (Locksmithing) +2,
Craft (Other) +2,
Craft (Trapmaking) +2,
Craft (Weaponsmith) +2,
Diplomacy +2,
Disguise +2,
Escape Artist +5,
Forgery +2,
Gather Information +2,
Heal +4,
Hide +9,
Intimidate +2,
Jump +15,
Listen +8,
Move Silently +9,
Perception +4,
Perform (Act) +2,
Perform (Comedy) +2,
Perform (Dance) +2,
Perform (Keyboard) +2,
Perform (Oratory) +2,
Perform (Percussion) +2,
Perform (Sing) +2, Perform
(String) +2,
Perform (Wind) +2,
Perform +2,
Ride +3,
Search +2,
Sense Motive +6,
Spot +8,
Stealth +3,
Survival +4,
Swim +3,
Tumble +8,
Use Rope +3;

Feats
Alertness*
Combat Expertise,
Improved Disarm,
Improved Trip,
Improved Unarmed Strike
Iron Will*
Weapon FInness*
Weapons Focus Natural Weapons/Unarmed strike.

Special Abilities:
Evasion,
Fast Movement,
Flurry of Blows,
Low-light Vision,
Lycanthrope Alternate Form,
Lycanthrope Base Animal,
Lycanthropic Empathy,
Monk AC Bonus,
Scent,
Unarmed Strike.

Possessions: 2 pp, (0 gp, 0 lb), (2000 gp, 0 lb), (0 gp, 0 lb), Of healing belt (750 gp, 1 lb), Bracers of armor +2 (4000 gp, 1 lb), Spiked gauntlet (5 gp, 1 lb), Monk's outfit (5 gp, 2 lb), 2 Belt pouch (1 gp, .5 lb), 8 Antitoxin (vial) (50 gp, .1 lb), Potion of bull's strength (300 gp, .1 lb), 4 Potion of cure light wounds (50 gp, .1 lb), Silk rope (50 ft.) (10 gp, 5 lb), Sai (1 gp, 1 lb), Tetsubo +1 (adamantine) (5300 gp, 4 lb), Nunchaku (2 gp, 2 lb), Sai (1 gp, 1 lb), Siangham (3 gp, 1 lb), Shuriken (1 gp, .5 lb).

Katsumi / Hybrid

HP: 70

Height: 6",
Weight: about 155 lbs,
Hair: Black hair,
Skin: plack panther, spotted black on black
Eyes Golden eyes.
Figure/frame wiry,well muscled,definitely female.

Str 22
Dex 25
Con 20
Int 14
Wis 20
Cha 14

SV Fort +10, Ref +12, Will +11;

Spd 40 ft;

AC 27, touch 22, FF 20;

Init +7

BAB +4;
Grapple +10;
Atk:
+10 melee (1d6 + 6, Unarmed),
+8 melee (1d6 + 6, Unarmed Flurry),
+11 melee (1d8 + 7, Tetsubo +1 (Adamantine)),
+10 melee (1d6 + 6, Nunchaku), +10 melee (1d4 + 6, Sai),
+10 melee (1d6 + 6, Siangham), +11 ranged (1d2, Shuriken);

Languages spoken: Common

Skills
Acrobatics +7,
Appraise +2,
Balance +11,
Bluff +2,
Climb +7,
Concentration +5,
Control Shape +8,
Craft (Armorsmith) +2,
Craft (Bowmaking) +2,
Craft (Embroidery) +2,
Craft (Gemcutting) +2,
Craft (Locksmithing) +2,
Craft (Other) +2,
Craft (Trapmaking) +2,
Craft (Weaponsmith) +2,
Diplomacy +2,
Disguise +2,
Escape Artist +9,
Forgery +2,
Gather Information +2,
Heal +5,
Hide +13,
Intimidate +2,
Jump +18,
Listen +9,
Move Silently +13,
Perception +5,
Perform (Act) +2,
Perform (Comedy) +2,
Perform (Dance) +2,
Perform (Keyboard) +2,
Perform (Oratory) +2,
Perform (Percussion) +2,
Perform (Sing) +2,
Perform (String) +2,
Perform (Wind) +2,
Perform +2, Ride +7,
Search +2,
Sense Motive +7,
Spot +9,
Stealth +7,
Survival +5,
Swim +6,
Tumble +12,
Use Rope +7;

Katsumi/Leopard;

Hp 67HD

Length: about 5.5 feet long
weight: 155
Coat: Black Panther, Black spots on Black
Eyes: Golden

Str 16
Dex 20
Con 16
Int 14
Wis 20
Cha 14

Fort +11, Ref +13, Will +12;

Spd 40 ft,

Climb 20 ft

Init +5;

AC 25, touch 20, FF 20;

BAB +5;
Grapple +8;
Atk:
+8 melee (1d6 + 3, Bite),
+4/+4 melee (1d3 + 1, claws);

Leopard Combat
Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.



SA Improved grab, pounce, rake 1d3+1;

SQ Low-light vision, scent; AL LN; SV

Skills
Acrobatics +5,
Appraise +2,
Balance +17,
Bluff +2,
Climb +12,
Concentration +3,
Control Shape +8,
Diplomacy +2,
Escape Artist +7,
Gather Information +2,
Heal +5,
Hide +11,
Intimidate +2,
Jump +15,
Listen +14,
Move Silently +11,
Perception +5,
Perform (Act) +2,
Perform
(Dance) +2,
Perform (Percussion) +2,
Perform (Sing) +2
Perform +2,
Ride +5,
Search +2,
Sense Motive +7,
Spot +12,
Stealth +5,
Survival +5,
Swim +3,
Tumble +10, Use


Special Abilities: Evasion, Fast Movement, Flurry of Blows, Low-light Vision, Monk AC Bonus, Scent, Unarmed Strike.

Possessions: pp, (0 gp, 0 lb), (Amulet of natural armor +2) this to show the +2 natural armor bonus a Lycanthrope gets), Shuriken (1 gp, .5 lb), Siangham (3 gp, 1 lb), Sai (1 gp, 1 lb), Nunchaku (2 gp, 2 lb), Tetsubo +1 (adamantine) (5300 gp, 4 lb), Sai (1 gp, 1 lb), Silk rope (50 ft.) (10 gp, 5 lb), Monk's outfit (5 gp, 2 lb), 2 Belt pouch (1 gp, .5 lb), 8 Antitoxin (vial) (50 gp, .1 lb), Potion of bull's strength (300 gp, .1 lb), 4 Potion of cure light wounds (50 gp, .1 lb), Spiked gauntlet (5 gp, 1 lb), Bracers of armor +2 (4000 gp, 1 lb), Of healing belt (750 gp, 1 lb), (0 gp, 0 lb), (2000 gp, 0 lb), (0 gp, 0 lb).




Leopards

These jungle cats are about 4 feet long and weigh about 120 pounds. They usually hunt at night. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions.


Posted on 2009-04-15 at 15:52:24.
Edited on 2009-04-23 at 22:50:56 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Savrit's character

Name: Miliani Aelorothi
Race: Fay'Ri (+2 Level Adjustment, Races of Faerun page 118 )
Class: Binder lvl 6 (Tomb of Magic pages 9-100 )
Alignment: CN

STR: 15
DEX: 17 (+2 racial)
CON: 15 (+1 at lvl 4)(-2 racial)
INT: 18 (+2 racial)
WIS: 15
CHA: 15

HP: 60
Speed: Land 30; Air 40
Armor Class/Touch/Flat-Footed: 19/13/16 (Armor bonus 6+Dex 3+10/Dex 3+10/Armor Bonus 6+10)
Initiative: 3
Fortitude/Reflex/Will: 7/6/7 (Base 5+Ability Mod 2/Base 2+Ability Mod 3+Misc. Mod 1/Base 5+Ability Mod 2)
Base Attack Bonus: 4
Grapple: 6 (BAB 4+STR 2)

Weapons & Armor
The armor and mace seems is of Elven make, however the mace has a malevolent flare to it.
+1 Heavy Mace of Least life drinking
Attack Bonus +5, Damage 1d8+3 Critical x2 Heals +1 per hit that deals damage 10/day (Magic Item Compendium pg 64-65)

+1 Mithral Breastplate of Agility
+1 to Reflex saves (Magic Item Compendium pg 6)

Skills (listed as Ability Mod+Ranks+Misc. Mod)
Bluff - 10 (2+6+2)
Concentration - 9 (2+7+0)
Decipher Script - 9 (4+5+0)
Diplomacy - 7 (2+3+2)
Escape Artist - 4 (3+1+0)
Gather Information - 5 (2+3+0)
Hide - 5 (3+0+2)
Intimidate - 7 (2+3+2)
Knowledge Arcana - 5 (4+1+0)
Knowledge History - 5 (4+1+0)
Knowledge Religion - 5 (4+1+0)
Knowledge The Planes - 9 (4+5+0)
Listen - 4 (2+0+2)
Search - 6 (4+0+2)
Sense Motive - 7 (2+5+0)
Spot - 4 (2+0+2)
Survival - 7 (2+3+(2 other planes))
Use Rope - 6 (3+3+0)
All other skills use appropriate ability modifier
Languages
Common, Elven, Abyssal, Sylvan, Draconic, Infernal, Celestial

Feats
1) Favored Vestige (Amon) (Tome of Magic pg 74)
Effective Binder Level increases by 1 when using the abilities granted by chosen vestige
2) Ignore Special Requirements (Tome of Magic pg 74)
Ignore special requirements of vestiges with which you make pacts
3) Skilled Pact Making (Tome of Magic pg 74)
+4 Bonus on binding checks
4) Expel Vestige (Tome of Magic pg73)
Attempt to prematurely expel vestige 1/day
Special Abilities (Tome of Magic pg 11)
1st Soul binding (1 vestige)
2nd Pact augmentation (1 ability)
2nd Suppress sign
4th Bonus feat
5th Pact augmentation (2 abilities)
6th Soul guardian (immune to fear)

Currently able to summon Vestiges up to level 3
Vestiges that Miliani knows and has chosen to use. (Tome of Magic)
Amon Binding DC 20 (pg 21)
Aym Binding DC 15 (pg 24)
Naberius Binding DC 15 (pg 41)
Ronove Binding DC 15 (pg 44)
Dahlver-Nar Binding DC 17 (pg 27)
Malphas Binding DC 15 (pg 39)
Savnok Binding DC 20 (pg 45)
Andromalius Binding DC 20 (pg 23)
Focalor Binding DC 20 (pg 31)
Paimon Binding DC 20 (pg 43)

EBL 12

Possessions
Implements of Binding in bag of holding (Tome of Magic Pg 76)
Bag of holding (Type I)
Chalk in bag of holding Magic Bed Roll strapped on back (Magic Item Compendium pg 163)
Everlasting rations in bag of holding (Magic Item Compendium pg 160)
Everfull Mug in bag of holding (Magic Item Compendium pg 160)
Cloak with black on the outside and a dark amber colored inner lining on her shoulders Light weight, pale yellow tunic, low cut, slightly billowing sleeves, cuffs at the wrist with shiny gold clasps holding them closed.
Corset made of black silk with soft yellow trim and laces.
Black leather pants that lace all the way up the sides. Light gold colored thread embroidery traces her hips and down her right side in an elven pattern.
Black leather boots with steel toe & lined heels.
What Miliani is wearing under her armor is of elven craft so it only shows a little wear and tear after the 40 years
Description
Age: 100 years
Height: 5 feet 9 inches
Weight: 155 pounds
Eyes: Dark Amber
Hair: Fiery copper
Cheek bones and ears are of elven descent the rest of the body flaunts the darker half of her lineage. Skin is soft, smooth, snake's scales, with the dark red coloring of a blood stone. Large leathery wings and a long pointed tail that barely grazes the ground. She appears often in the world as a sun elf, changing as little about her appearance as possible. However after nigh on 40 years in a prison cell she has given up hiding her identity.

Racial (Races of Faerun page 118 )
-Land Speed 30'
-Fly Speed 40' (maneuverability rating-poor)
-Low light vision
-Dark vision 60'
-Immune to sleep spells and effects
-+2 will against enchantment spells & effects
-Alter Self, with the difference that it is at will and can remain indefinitely (PHB pg 197)
-+2 bluff, hide, listen, search, & spot (these have already been added in to the skills listed)
-Native outsider
-4 chosen demonic abilities:
Charm person (PHB pg)
Clairvoyance (PHB)
Fire resistance 10
+2 to saves against poison



Miliani Aelorothi daughter of the Aelorothi family was a disappointment to the family name. Most all Fay'Ri leaned towards the arcane arts in some way or another. Her parents had high hopes for her. But when she seemed to have no propensity for spell casting they began to worry. The young girl tried to grasp the arcane skills that seemed to come so easily to those around her, but she became insecure and temperamental when it continued to elude her. She was caught often picking fights with those that were far more powerful then she. The irony was no one ever expected her to use physical violence, so would often gain the upper-hand. One fateful afternoon while exiled to her studies in the Aelorothi library she found herself wandering up and down the isles of ancient tomes. Running her fingers along the spines she was trying to find color patterns in the way the books were arranged. She was just starting to piece together an intricate pattern and feeling very smug with herself for having done so when she received a static shock from one of the spines of the book. "Ouch..." As she put her fingers to her mouth she leaned over and looked closely at the small offender. It was a large book plain enough looking on the outside. Brown and tattered looking and actually collecting dust. It looked as though someone had stuck it on this shelf simply to forget about it. The spine of the book read Pact Binding.

How strange, she thought. What is a book about diplomacy doing stuffed in amongst books about religion and the history of the faerunin pantheon. She reached for the large volume ever so carefully fearful of a second shock. This time when she touched it the book hummed softly in her hand. It felt familiar some how, like it belonged to her. Puzzled by the familiarity of the large book she pulled it off the shelf and took it over to her desk to thumb through. Her curiosity over-riding any sense of caution.

The book opened easily and from the very start she was enraptured by the text. This wasn't diplomacy this was a kind of spell casting she had never heard of before. Binding. She made a point of keeping the book with her once her study time was done and every night before bed she would study its pages wanting to know everything before she tried yet again at something only to find that she would fail. Months went by as she memorized the symbols, names, and titles of the different vestiges that she wished to learn to summon. She couldn't believe that it was as simple as it seemed, but she would take not risk in getting it wrong. If it really was that easy why didn't others learn it. It seemed to be a very powerful form of spell casting indeed if she was willing to stick with it.

In order to get this done quickly the abbreviated version basically goes like this. At age 60 she is given an ultimatum to learn arcane arts or banishment. She refuses to give up the skill of binding that she has come to love and so is sent to the Unhallowed Dungeon with the contingency that if her form of spell casting is fit for a Fay'Ri then it will be what will allow her to return home to her rightful place amongst her people. That was 40 years ago.


Posted on 2009-04-15 at 15:52:36.
Edited on 2009-04-30 at 11:04:36 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Dragon Mistress' character

Aurora Dawnsinger; Aasimar planetouched
Ftr2/Pal5: CR 7; ECL 8; Size M;
HD 7d10+21; hp 75;
Init +4;
Spd 30 ft;
AC 21, touch 15, FF 17;
BAB +7/+2; Grapple +11;
Atk: +11/+6 melee (1d3 + 4, Unarmed), +12/+7 melee (1d8 + 5/crit 19-20, Longsword +1);
SA Daylight;
SQ Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5;
AL LG;
SV Fort +14, Ref +9, Will +9; Str 18, Dex 18, Con 17, Int 16, Wis 18, Cha 18.
Languages spoken: Common, Celestial, Inferrnal, Abyssal, Dragonic

Skills and Feats: Climb +7, Concentration +8, Diplomacy +8, Handle Animal +8, Heal +8, Intimidate +8, Jump +7, Knowledge (Nobility) +5, Knowledge (Religion) +5, Ride +7, Sense Motive +6, Speak Language +3, Spot +9, Swim +4, Tumble +4; Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Reflexes, Dodge, Martial Weapon Proficiency, Mobility, Shield Proficiency, Simple Weapon Proficiency, Spring Attack.

Special Abilities: Aura of Courage, Aura of Good, Cold, Darkvision, Detect Evil, Divine Grace, Divine Health, Lay on Hands, Smite Evil, Special Mount, Turn Undead.

Racial Spells Known: 0--Daylight.
Racial Spells Prepared: 0--Daylight.

Possessions: 27 pp, 5 gp, Longsword +1, Chain shirt mw (adamantine), Belt of healing, Light steel +1 shield (mithral), Ring of protection +1, Oil of bless weapon, 3 Potion of cure light wounds, 2 Potion of shield of faith +2, Antitoxin (vial), Traveler's outfit.


Posted on 2009-04-15 at 15:52:48.
Edited on 2009-04-30 at 01:38:22 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Character 7

coming soon


Posted on 2009-04-15 at 15:53:02.

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Character 8

coming soon


Posted on 2009-04-15 at 15:53:17.

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Undivided Party-Loot

When there will be anything worth adding to this post, it will house a list of items you have looted but not yet divided between yourselves. The items will also include a price-tag and weight so that you know how much you are carrying. As long as it is on this list, it is assumed to be nobody's property and anyone can grab it.


Posted on 2009-04-15 at 15:53:36.
Edited on 2009-04-15 at 16:30:09 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Easy Access Map-list

When there will be anything to add, this post will serve as a Map-library. Here you will be able to look over maps of certain places that you've been to already (unimportant hallways or such will not be added).


Posted on 2009-04-15 at 15:53:53.
Edited on 2009-04-15 at 16:33:01 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Oooh...

One thing I almost forgot to ask you guys. Because I'm going to be using a mapping tool for our enjoyment, I'd really like you to include a portrait with your characters which I can then use. That portrait should be fairly descriptive of your character, so if you're playing a female elf with fair skin and blonde hair don't use a portrait of an orc or a dwarf.


Posted on 2009-04-16 at 09:29:45.

   
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