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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> New Spores of Itanlok Q/A ~ 2
Parent thread: New Spores of Itanlok ~ 2 ~ A Short Adventure in Audalis
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Almerin
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New Spores of Itanlok Q/A ~ 2



This is the Q/A thread for group 2 in the D&D game "The Spores of Itanlok". All questions about this game, including interest in joining, can be placed here.

The players: Dragonblood - Odin - Fighter/Rogue
MMV - Ilde - Bard
Brianna - Gema Thunderfist – Fighter
Deucalion - Bofrin "Bohen" Durnadast – ranger
Vanadia - Rerra Stoneheart – Runemaster

Group Cash empty

I hope we'll have a Great Khordaldrum experience together!


Posted on 2009-12-05 at 22:59:26.
Edited on 2010-04-20 at 16:24:12 by Almerin

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Character 1 - Odin

Name: Odin Foxblade
Class: Fighter 4/Rogue 4
Level: 8
Race: Dwarf
Sex: Male
Alignment: LG
Age: 197
Height: 4’6’’

(due to his age, this will not add up to the number of points you’ve given)
STR : 15
DEX : 12
CON : 16
INT : 14
WIS : 8
CHA : 6

HP : 84
AC : 23 (10+8+4+1)
Init : +5
BAB : +7/+2

Fort : 8 (5+3)
Refl : 6 (5+1)
Will : 0 (1-1)

Khordaldrum racial traits:
Speed 20
Darkvision
Stonecunning
Stability
+2 save against poison & magic
+1 att vs orcs
+4 dodge bonus vs giant type monsters
+2 on craft & appraise skill

Fighter Bonus Feats:
Weapon Focus (rapier)
Power Attack
Weapon Specialization (Rapier)

Rogue Class Abilities:
Sneak Attack +2d6
Trapfinding
Evasion
Trap Sense +1
Uncanny Dodge


Skills: (I can explain at which level all ranks were taken as well as why and how he learned all of these skills)
craft (leatherwork) 5 (3+2)
disable device 10 (6+2+2)
hide: 9 (10+1-2)
intimidate: 4 (6-2)
listen: 5 (6-1)
move silently: 9 (10+1-2)
open lock: 9 (6+1+2)
search: 12 (10+2)
sleight of hand: 4 (5+1-2)
spot: 5 (6-1)

Feats: (listed in order of when they were received through the levels)
improved initiative
stealthy
weapon focus (rapier)
combat expertise
power attack
cleave
weapon specialization (rapier)

Languages:
Common
Khordaldrum
Goblin (I can explain how he learned this language)
Draconic (this may sound ridiculous but there is a story)

Combat:
Fox Tooth (Rapier +1 (keen)): at.b. +11/+6 dam. 1d6+5 crit. 15-20/x2
Heavy Crossbow: at.b. +8/+3 dam. 1d10 crit. 19-20/x2 (Quiver with 40 bolts)
Dagger (2): at.b. +9/+4 dam. 1d4+2 crit 19-20/x2
Bear Fist (Sap): at.b. +9/+4 dam. 1d6+2 (non-lethal) crit x2

Armor:
Elven Chain +3 (If I’m not allowed to stack Elven Chain with a +3 magical enhancement that’s fine)
Heavy Steel Shield +2

Equipment (though some of these items/armor/weapons seem illogical if he is there simply for a wedding ceremony, it has been a long time since he traveled and still bears the suspicion of his past, also most of his equipment is here for the long journey that brought him to the Mushroom Forest) 25665
Masterwork Thieves’ Tools 1 lb.
Backpack 2 lbs.
Silver Holy Symbol of Rydor 1 lb.
Traveler’s Outfit (with added embroidery and the Elven Chain so he doesn’t look a complete fool at a Wedding gathering, though that has never been his concern and if often true, whether he likes it or not) 5 lbs.
Waterskin 4 lbs.
Elven Chain +3 20 lbs.
Heavy Steel Shield 15 lbs.
Fox Tooth (Keen Rapier +1) 2 lbs.
Heavy Crossbow 8 lbs.
Quiver (unkown price and weight)
40 Bolts 4 lbs.
2 Daggers 2 lbs.
Bear Fist (Sap) 2 lbs.

Total Weight: 66 lbs. (light load)


Posted on 2009-12-05 at 22:59:51.
Edited on 2010-01-18 at 18:18:03 by Almerin

Almerin
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Character 2 - Ilde

Name: Ilde
Class: Bard
Race: Khordaldrum
Alignment: Neutral Good
Age: 65
Weight: 116
Height 4’
Gender: Female
Level: 8th

Str: 10 - 0
Dex : 16 - +3
Con: 12 - +1
Int: 14 - +2
Wis: 10 - 0
Cha: 14 - +2

HP: 42
AC: 21 (10+6+3+2)
Init: +7

Feats:
Dodge
Improved Initiative
Weapon Finesse
Weapon Focus – Short bow

Skills:
Appraise +8
Balance +7
Bluff +8
Concentration +9
Decipher Script +8
Gather information +9
Move Silently +8
Perform (singing)+6
Perform (strings)+4
Search +7
Knowledge (History) +8

Class Features:
Simple Weapon Prof
Light Armour Prof
Medium Armour Prof
Shield Prof
Bardic Music
Bardic Knowledge
Prof: Short Bow
Countersong
Fascinate
Inspire Courage +2
Inspire competence
Suggestion

Languages:
Common
Khordal
Terran
Undercommon

Combat:
Dagger: att +9/+4, dmg 1d4, cr 19-20/x2
Short Sword: att +9/+4. dmg 1d6 cr 19-20/x2
Short Bow: att +12/+7, dmg 1d6+2, cr 20 x2

Spells:
0-level (3/day): Dancing lights, Detect Magic, Mending, Open/Close, Read magic, Resistance
1-level (4/day): Cure light wounds, Detect secret doors, identify, Magic armour,
2-level (4/day): Cure moderate Wounds, Detect thoughts, Glitterdust, Mirror image
3-level (1/day): Blink, Charm Monster, Cure Serious Wounds

Background:
Ilde was born into a trader’s family. Her family would go out into the world and sell gems and metals for the objects that Khordaldrums could not make. Through this Ilde learned how to interact with humans (and the very rare Syl) for profit. Ilde also found she loved the stories of the past. Whenever she got the chance she would go out and listen to the stories and songs of the past. Since she spent so much time with them, Ilde learned some of the skills of a bard. When she reached the age of womanhood, Ilde instantly rebelled. Ilde didn’t wish to spend the rest of her having children and staying in the mountains. Even though it was disapproved by her family, Ilde left home to travel. As she traveled, Ilde learned many stories and songs of the past.

Ilde also was very kind and always offered help to anyone who needed it. Through this she learned about combat and her spells. She also officially became a bard when she learns how to perform. After several years; Ilde received a letter from her mother. Her Father was sick and wanted her home. So Ilde pack up her bags and headed back to the mountains. While taking care of her father, Ilde started hearing the stories and songs of her kin. Eventually she heard of this amazing new stone, and was curious about it...


Posted on 2009-12-05 at 23:00:10.
Edited on 2010-02-12 at 21:23:21 by Almerin

Almerin
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Character 3 - Gema

Gema Thunderfist:
Dwarf:
Ftr: 8
Size: M;
HP:89
AL: LN
Ht. :4” 6”
Wt.: 108 lbs
Hair: Silver hair
Eyes: Turquoise
Skin: Tan
Frame: well built, muscular
Figure: Curvaceous,

Str 18
Dex 12
Con 16
Int 10
Wis 10
Cha 8.

SV Fort +9, Ref +3, Will +2;

Init +1;
Spd 20 ft;

AC 23, touch 11, FF 22;;



BAB +8/+3;
Grapple +12;
Melee
Unarmed Strike (med size) +12/+7 (1d3 + 4),
Greataxe MW +15/+10 (1d12 + 6/crit x3),
Greatsword +2 (Adamantine) +14/+9 (2d6 + 6/crit 19-20),
Flail, heavy +12/+7 (1d10 + 4/crit 19-20),
Halberd MW (Cold iron) +13/+8 (1d10 + 4/crit x3),
Dagger MW (Mithral) +13/+8 (1d4 + 4/crit 19-20);
Ranged Crossbow, repeating heavy MW +10/+5 (1d10/crit 19-20);

Special Abilities:
Darkvision, Dwarf Speed, Dwarven Racial Enemy. +1 to attack orcs/goblinoids;

Special Qualities
Darkvision, Stonecunning, +2 to saves vs spells or poisons, +4 dodge vs giants; Languages spoken: Dwarven and Common

Skills
Acrobatics -4,
Appraise +0,
Balance -4,
Bluff -1,
Climb +3,
Concentration +3,
Control Shape +0,
Craft (Any) +0,
Diplomacy -1,
Disguise -1,
Escape Artist -4,
Forgery +0,
Gather Information -1,
Handle Animal +3,
Heal +0, Hide -4,
Intimidate -1,
Jump +4,
Listen +0,
Move Silently -4,
Perform (Any) -1,
Ride +8,
Search +0,
Sense Motive +0,
Spot +0,
Stealth -4,
Survival +0,
Swim -4,
Use Rope +1;

Feats:
Armor Proficiency (Heavy),
Armor Proficiency (Light),
Armor Proficiency (Medium),
Cleave, Combat Reflexes, Great Cleave, Greater Weapon Focus, Martial Weapon Proficiency, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus, Weapon Specialization.

Coins:
75 pp, 23 gp, 10 sp, (l.8 bs.)

Equipment:
Bolts (50) (5 gp, 5 lb),
Dagger MW (mithral) (552 gp, .5 lb),
Heavy MW flail (315 gp, 10 lb),
Full plate +3 (10650 gp, 50 lb),
Great-axe MW (329gp, 12 lb),
Great-sword +2 (adamantine) (11350 gp, 8 lb),
Healing belt (750 gp, 1 lb),
Light shield (mithral) (859 gp, 3 lb),
2 Signal whistle (.8 gp, .1 lb),
Traveler's outfit (1 gp, 5 lb),
Total wt. 84 lbs.

Light warhorse (150 gp.),
Military saddle (20 gp, 30 lb),
Total wt. 30 lbs
Saddlebags (4 gp, 8 lb), Bedroll (.1 gp, 5 lb), Winter blanket (.5 gp, 3 lb), 10 Piton (.1 gp, .5 lb), Iron pot (.5 gp, 2 lb), 2 Sack (.1 gp, .5 lb), 6 Sewing needle (.5 gp, 0 lb), Soap (per lb.) (.5 gp, 1 lb), Waterskin (1 gp, 4 lb).
Totall wt .25

Backpack (2 gp, 2 lb), 4 Antitoxin (vial) (50 gp, .1 lb), Flint and steel (1 gp, 0 lb), Small steel mirror (10 gp, .5 lb), Pewter mug/tankard (.2 gp, .5 lb), 2 Oil (1-pt. flask) (.1 gp, 1 lb), Belt pouch (1 gp, .5 lb), Belt pouch (1 gp, .5 lb), 10 One piece chalk (.01 gp, 0 lb), Belt pouch (1 gp, .5 lb), 10 Trail rations (per day) (.5 gp, 1 lb), 2 Silk rope (50 ft.) (10 gp, 5 lb), Sewing needle (.5 gp, 0 lb), Whetstone (.02 gp, 1 lb), Repeating heavy mw crossbow (700 gp, 12 lb), Halberd MW (cold iron) (320 gp, 12 lb), Miner's pick (3 gp, 10 lb),
Total wt, 29.66


Posted on 2009-12-05 at 23:00:29.
Edited on 2010-04-20 at 16:23:41 by Almerin

Almerin
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Character 4 - Bohen

GENERAL INFORMATION
Character Name: Bofrin "Bohen" Durnadast
Alignment: Chaotic Good

Class: Ranger 8

Race: Khord
Gender: Male
Age: 72
Weight: 136lb
Height: 4' 2"
Hair: Black
Eyes: Dark Brown
Skin: Very Tan


ABILITY SCORES
STR: 12 [+1]
DEX: 20 [+5]
CON: 12 [+1]
INT: 12 [+1]
WIS: 14 [+2]
CHA: 6 [-2]


COMBAT INFORMATION
Hit Dice: 8d8+8
Total Hit Points: 48

Speed: 20'
Initiative: +5

FORT Save: +7
REF Save: +11
WILL Save: +4
Conditional Modifiers: +2 vs poison, spells, and spell-like effects

AC: 23 (+7 armor; +5 dex)
Touch AC: 15
Flat-Footed AC: 17
Conditional Modifiers: +4 dodge ac vs giant-types

Base Attack Bonus: +8/+3
Conditional Modifiers: +1 to hit vs orcs and goblinoids; +4 damage vs humans; +2 damage vs undead

Melee Attacks
-- MWK Rapier --
Attack +10/+5; Damage 1d6+1 Pierce; Crit 18-20/x2
Properties:

-- Dagger --
Attack +9/+4; Damage 1d4+1 Pierce/Slash; Crit 19-20/x2

Ranged Attacks
-- +1 Heavy Crossbow, Repeating --
Attack +14/+9; Damage 1d10+1 Pierce; Crit 19-20/x2
Range 120'; Max Range 1200'
Properties: Quick Loading(+1)

-- Dagger --
Attack +13/+8; Damage 1d4+1 Pierce; Crit 19-20/x2
Range 10'; Max Range 50'


FEATS & SKILLS
Feats: Exotic Weapon Proficiency: Heavy Crossbow, Repeating; Point Blank Shot; Track; Rapid Shot; Precise Shot; Endurance; Manyshot; Improved Rapid Shot

Skills:
Concentration(con) 6 = 5(ranks) + 1 (ability mod)
Hide(dex) 16 = 11 + 5
Knowledge(Dungeoneering)(int) 6 = 5 + 1
Knowledge(Geography)(int) 6 = 5 + 1
Listen(wis) 13 = 11 + 2
Move Silent(dex) 16 = 11 + 5
Search(int) 6 = 5 + 1
Spot(wis) 13 = 11 + 2
Survival(wis) 13 = 11 + 2
Swim(str) 3 = 2 + 1

Languages: Common, Khord, Brathunspar


EQUIPMENT
+3 Mithral Chain
+1 Heavy Crossbow, Repeating
MWK rapier
dagger
Heward's Handy Haversack
bolts ((200) 100 in haversack, 100 in crossbow)
bedroll winter blanket
flint & steel
grappling hook
small steel mirror
silk rope (50')
waterskin
whetstone
belt pouch
rations (10 days)
caltrops (10)
tindertwig (5)
smoke stick (2)
thunderstone

Wealth
CP: 18
SP: 22
GP: 40
PP: 570


CLASS FEATURES
--Favored Enemy (Ex)--
+2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks vs creatures of chosen type. +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter, the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

--Track--
A ranger gains Track as a bonus feat.

--Wild Empathy (Ex)--
Can use Diplomacy check to improve the attitude of an animal. Roll 1d20 and add ranger level and Charisma modifier to determine the wild empathy check result. Typical domestic animals have a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

--Combat Style (Ex)--
Bonus Feat: Rapid Shot, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

--Endurance--
A ranger gains Endurance as a bonus feat at 3rd level.

--Distracting Attack(Ex)--
Beginning at 4th level, whenever you hit an enemy with a weapon attack (whether melee or ranged), that enemy is considered flanked by you for the purpose of adjudicating your allies' attacks. For example, if your rogue ally attacked that enemy, not only would she gain a +2 bonus on her melee attack roll but she could also add her sneak attack damage to a successful melee attack.

This flanked condition lasts until either the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first. This is an extraordinary ability.

This ability has no effect on creatures that can't be flanked.

--Spells--
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

--Improved Combat Style (Ex)--
Bonus feat: Manyshot, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

--Woodland Stride (Ex)--
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

--Swift Tracker (Ex)--
Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.


RACIAL FEATURES
Ability Adjustments: +2 CON, -2 CHA
Size: Medium
Base Speed: 20 ft
Darkvision: 60 ft
Racial Save Bonuses: +2 save vs poison, +2 save vs spells and spell-like effects
Racial Attack Bonuses: +1 attack vs orcs and goblinoids
Racial AC Bonuses: +4 dodge AC vs monsters of giant type
Racial Skill Bonuses: +2 to Appraise and Craft checks with stone and metal
Additional Features: Stonecunning; Stability; Weapon Familiarity [Khord Waraxe, Khord Urgrosh]; Move at Base Speed while in medium/heavy armor or carrying a heavy load


SPELLS
Caster Level: 4

Spells / day
1st Level: 2
2nd Level: 1
3rd Level: -
4th Level: -

Typical Spells Prepared
1st: Entangle, Longstrider
2nd: Cat's Grace


Posted on 2009-12-05 at 23:00:49.

Almerin
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Character 5 - Rerra

GENERAL INFORMATION

Character Name: Rerra Stoneheart
Alignment: Lawful Good

Class(es): Cleric 8 (Runemaster)
Experience:

Race: Khord
Gender: Female
Age: 120 y.o.
Weight: 135 lbs
Height: 4 ft
Hair: Auburn
Eyes: Cognac brown
Skin: peaches and cream


RACIAL FEATURES

Ability Adjustments: +2 CON, -2 CHA

Size: Medium

Base Speed: 20 ft

Darkvision: 60 ft

Racial Save Bonuses: +2 save vs poison, +2 save vs spells and spell-like effects

Racial Attack Bonuses: +1 attack vs orcs and goblinoids

Racial AC Bonuses: +4 dodge AC vs monsters of giant type

Racial Skill Bonuses: +2 to Appraise and Craft checks with stone and metal

Additional Features: Stonecunning; Stability; Weapon Familiarity [Khord Waraxe, Khord Urgrosh]; Move at Base Speed while in medium/heavy armor or carrying a heavy load


CLASS FEATURES

Cleric Abilities: Clerical Spells; Spontaneous Casting: Healing; Turn Undead; Domains [Earth, Protection], Runemasters cast Glyph of Warding and Symbol at 3 levels higher

Runes:
1st level: Power - This first Rune allows the RM to inscribe a sling stone or bullet with a rune and adds +1 to hit and damage. A RM may inscribe up to their level in sling stones per day, and the effect permanent until used. The stones will not retain the bonus for anyone other than the Runemaster. The average RM carries at least 10 of these on him at all times.
2nd level: Truth - A Rune that, once carved, will glow red to the RM's eyes if someone speaks a falsehood to him. The rune must be carved on something touching the person being examined. Often carved on floors or tables, this rune is empowered for 1 round per level of caster.
3rd level: Protection - This is the Rune that the RM uses in building the scale mail armour. It has no intrinsic value beyond the making of armour.
4th level: Warding - This Rune can be placed upon a shield or a solid breastplate, and it gives +1 bonus to the armor class of the item. The Rune is effective for 1 hour per level of caster.
5th level: Strength - This Rune adds +2 to hit and damage to any weapon it is inscribed. The RM can put this on his sling stones same as the Rune of Power, with the effect being permanent until used. It can also be placed the weapon of others as well but will only last 1 round per level of the caster.
8th level: Healing - This Rune is always done in ink- for obvious reasons. This Rune will stop wounds from bleeding and accelerate natural healing by twice the rate. The Rune retains potency for one day per level of caster.
Sling, all Runemasters gain +1 to hit with a sling and +1 additional attack per round.
Runemasters start constructing a special suit of scale mail for themselves at 3rd level and will not complete it until they reach 9th (approximately 10 years). This suit has a rune engraved on every scale and will only fit upon the maker himself. Once a Runemaster reaches level 12, he inscribes an additional Rune in this suit, which adds the power of free action.
Domain Abilities: Turn Air creatures as Undead [Earth], Generate Protective Ward [Protection]


ABILITY SCORES

STR: 15 [+2]
DEX: 15 [+2]
CON: 16 [+3]
INT: 12 [+1]
WIS: 17 [+3]
CHA: 9 [-1]

Hit Dice: 8d8+24
Total Hit Points: 66
Current Hit Points:
Current Conditions:

Speed: 20 ft
Initiative: +2

FORT : 9 ( 6 + 3
REFL : 6 ( 2 + 2 + 2
WILL : 9 ( 6 + 3
Additional Save Bonuses: +2 vs poison, spells, and spell-like effects

Total AC: 19 ( 10 + 5 + 2 + 2 )
Touch AC: 12
Flat-Footed AC: 17
Additional Defenses: +4 dodge ac vs giant-types

FEATS & SKILLS

Feats: Point Blank Shot, Martial Weapon Proficiency, Precise Shot, Lightning Refl

Skills (12+24): Concentration 9 ranks, Craft (Armour) 9 ranks, Heal 11 ranks, Knowledge [Religion] 7 ranks
Languages: Common, Khord

Base Attack Bonus: +6 / +1
Additional Attack Bonuses: +1 vs orcs and goblinoids

Melee Attack Option #1:
Warhammer +2, attack +10/+5, dmg 1d8+4, cr x3

Ranged Attack Option #1:
Sling +2:
Power Stones, att +11/+6, dmg 1d4+5, cr x2
Strength Stones, att +12/+7, dmg 1d4+6, cr x2


SPELLS

Domains: Earth, Protection

0 Level Spells (6): Detect Magic, Light, Read Magic, Resistance, Guidance, Mending

1st Level Spells (4+1+DS): Magic Stone [DS], Bane, Bless, Comprehend Languages, Divine Favor, Entropic Shield

2nd Level Spells (3+1+DS): Shield Other [DS], Shatter, Silence, Cure Moderate Wounds, Sound Burst

3rd Level Spells (3+1+DS): Stone shape[DS], Prayer, Dispel Magic, Glyph of Warding, Stone Shape

4th Level Spells (2+DS): Spell Immunity[DS], Divine Power, Neutralize Poison


EQUIPMENT

Items Worn: MW Scale Mail, Holy Symbol (Silver), Traveler’s Outfit , Belt Pouch, Sling +2, Ring of Force Shield

Items Held: Warhammer +2

Items Carried: Backpack, Bedroll, Flask, Ink Vial, Inkpen, Armoursmith’s Kit (MW), Healer’s kit (MW), Stonemason’s Kit (MW) , Rope (silk, 50ft), Sewing Needle and Thread, Shovel, Waterskin (full), Whetstone, 20 sling stones (10 Power, 10 Strength)
Wealth: 1428 gp,


Posted on 2009-12-05 at 23:01:08.
Edited on 2010-01-16 at 19:13:52 by Almerin

Almerin
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Karma: 177/19
3012 Posts


space reserved

Space Reserved - no parking


Posted on 2009-12-05 at 23:02:05.

Almerin
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3012 Posts


Audalis Information

All information on the Audalis Settings can be found in the menu-bar of this website. Some important links are:

The Khordaldrum Race
The Kingdom of Khordal pdf
Map of Khordal
I hope this will help you somewhat with determining the kind of setting we're playing in.



Posted on 2009-12-05 at 23:02:53.

Almerin
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Map

Grid of the Museum:



Tunnel:



Posted on 2009-12-05 at 23:04:29.
Edited on 2010-02-18 at 10:16:37 by Almerin

Almerin
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We're open

Aaaaaand, we're open for business!

You can start posting here now, and in the game.

As you may have noticed, we have an extra player in the Delta Squad. Please all welcome Deucalion!


Posted on 2009-12-05 at 23:09:02.
Edited on 2009-12-05 at 23:29:53 by Almerin

Deucalion
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Heya

Thanks. I'm looking forward to this game. This will be the first time I've played a longer lived race. I usually stick to playing humans and the idea of starting a character that had already lived more than twice my own age is really fascinating.

I'm working on an introductory post, but it probably won't be finished until some time Tuesday.


Posted on 2009-12-07 at 09:40:33.

Dragonblood
Facelick Squeegee
Karma: 37/7
401 Posts


here we go!

Alright, my first post is up! Its not the greatest, I had to rush it a bit between studying for exams but I'm glad to get going and looking forward to playing with everybody.

-Dragonblood


Posted on 2009-12-09 at 00:28:24.

Almerin
Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts


wow

If that's an indication of what we can expect in this game, then: WOW!

Now I'm really excited.


Posted on 2009-12-09 at 15:27:59.

Loki
TRSG 2.0
Karma: 113/94
1606 Posts


quite

WOW indead

I hope my post, which I am currently writing, can match up.

(Sorry fot the delay in me starting to write one, RL and all that)


Posted on 2009-12-09 at 16:08:52.

Deucalion
RDI Fixture
Karma: 70/16
582 Posts


Monday, Tuesday, Thursday...

So I guess when I said "some time Tuesday" what I meant was Thursday. Eh, only off by two letters.


Posted on 2009-12-10 at 22:13:55.
Edited on 2009-12-10 at 22:14:25 by Deucalion

   
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