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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> For Whom the Bell Tolls Q&A
Parent thread: In Memoriam [Recruitment]
Related thread: For Whom the Bell Tolls Epilogues
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Vorrioch
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Karma: 38/6
406 Posts


For Whom the Bell Tolls Q&A

This is the Q & A thread for the game, For Whom the Bell Tolls, which will be run in chat every Friday night from 9 PM to 3 AM GMT.

Lurkers are welcome, I'd just ask that you try not to talk over other players too much once the game's started.

Character Log:
  • Brianna - Valendara [Elven Mage/ Priestess of Corellon]
  • cdnflirt - Vanima Gwen [Elven Fighter/Mage]
  • Dragon Mistress - Isilfeline [Elven Fighter]
  • Jozan1- Iskandel Hessel [Human Paladin]
  • Kaelyn - Emmerus Zane [Human Cleric]
  • Stryke - Anduin - [Gnomish Bard]

Adventure Log:
  • 7/3/2008: Session 1: Return to the Castle in the Mists [Part I]
  • 8/3/2008: Session 2: Return to the Castle in the Mists [Part II]
  • 14/3/2008: Session 3: The Best Laid Plans
  • 21/3/3008: Session 4: Sleeping Dogs
  • 22/3/2008: Session 5: The Primrose Path
  • 4/4/2008: Session 6: Whose Woods These Are
  • 11/4/2008: Session 7: Into the Storm
  • 18/4/2008: Session 8: Seek and You Will Find
  • 25/4/2008: Session 9: Hall of the Mountain King
  • 9/5/2008: Session 10: The Die is Cast
  • 23/5/2008: Session 11: What Lies Below



Posted on 2008-03-10 at 15:52:30.
Edited on 2008-05-23 at 18:03:02 by Vorrioch

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


The Party’s Inventory:

Filthy Lucre:
Gold Pieces: 172
Silver Pieces: 7
Copper Pieces: 5

[In various coinage]

Items recovered from the tunnels beneath the castle ruins:
Giant-forged battleaxe: A two-handed axe, too large by far for human hands to wield. This weapon - perhaps forged by the giants- radiates some manner of sorcerous dweomer. [Valued at 50 gp.]

[The axe gives a +3 bonus to its user’s damage rolls, but no bonus to hit. It is capable of damaging creatures not normally harmed by weapons of less than +2 enchantment. Because of its huge size, a Medium creature will be unable to wiled it effectively with a Strength score of less than 18/01, for a Large creature this requirement is lowered to 16.]

Meteoric Iron Flail: A flail, forged from meteoric iron, a rune of enchantment scratched into its side.

[+1 to hit and to damage.] [Valued at 250 gp.]

Demon-skin: The alabaster skin of Sorudin’s consort, shed whole and undamaged from the fight in which she was destroyed. This item too, is alive with magical energy. [Valued at 125 gp.]

[Mechanically speaking: the skin will function as a somewhat weakened version of the Alter Self spell (Wizard 2). It is incapable of bestowing upon its wearer the ability to fly or breath underwater but will last up to an hour, useable up to three times a day. The skin must be removed and allowed to refresh its energies for at least an hour between uses.]

A chainmail hauberk, in good repair.

Perhaps two score books, most written in some obscure dialect of the elfish tongue or more alien languages still. The great majority of these are preoccupied with the movements of the stars, or are histories of the elven peoples.

Items recovered from the hobgoblin ambush in the woods:
Ghostspeaker: This long sword counts as a +1 weapon for the purposes of harming supernatural creatures. It grants no attack or damage bonus. [Carried by Isilifeline]

Items recovered from the excursion to the elven burial mound:
Petitioner’s Medallion: This plain, copper medallion is said to place its wearer in closer accord with his chosen deity, allowing his prayers to be received more easily.

[The Medallion grants a +1 Wisdom bonus for the purposes of granting bonus spells to Clerics and Druids.] [Worn by Emmerus]

An iron bound staff.

A suit of boiled leather armour.

A waterskin.

A backpack stuffed with assorted camping gear [tent, sleeping roll, blankets, frying pan, flint and steel, 3 days' dried rations etc].

An ancient gold-coated cauldron, obviously of elvish make. Thw figures of a group of hunters and of an enormous boar and stag race around its sides, though it difficult to discern which group is chasing which.
Items recovered from the Bullywug encampment and from Black Marsh’s lair:
A large, smooth blue crystal. A small, flickering figure appears to be trapped inside this gem, though its features are too distorted and indistinct to fully make out.
A silver pendant carved in the shape of a running horse.

[The pendant gives +5% magic resistance to its user. This functions against both offensive and potentially beneficial spells.]

An electrum circlet.

[The wearer of the circlet is immune to ESP spells (Wizard 2) and possibly similarly low-powered attempts at thought reading. Once a day its user can focus to try to read a target’s thoughts for a single turn (10 rounds), this requires full concentration and its user can take no further action whilst mind-reading besides walking at up to half normal speed. Taking damage disrupts this effect.]

“Our Light Through Present Darkness”: a mace which glows with a bright, magical energy at your touch.

[The Mace is a +1 weapon. It gives its user a +1 to attack and damage rolls. Once touched, the mace functions as though a Light spell (Wizard 1) had been cast upon it, useable any number of times each day.] [Carried by Emmerus.]

A battered and badly dented iron shield, depicting five faded red chevrons on a white background.

[The shield will give a +3 AC bonus against missile attacks directed from its user’s front. They’ll also take a -3 AC penalty against missile attacks directed from behind. Boulders and other larger projectiles may well be drawn towards a character carrying it.]

Assorted broken weapons and torn, rusted pieces of armour.

From the Gnoll Scouting Party near Olemorton:
A corked vial half-full of clear, amber liquid [radiates magic].

A pair of boots which appear to have been cobbled together from the flayed, and crudely stitched, flesh of some pale-skinned humanoid [radiate magic].

Assorted weapons (two spears, a longbow and sheaf of arrows, three hand axes, two battle axes and five meat knives).

Mangy, flea-ridden furs (deer, wolf and fox pelts)
A tattered sheepskin cloak
Five suits of battered hide armour

A flint and Steel
Twenty feet of rope
Seven torches.
Trail rations (hard tack, strips of dried meat of an uncertain origin, assorted roots and a handful of chestnuts).
Waterskins
Backpacks

Charcoal
Crudely drawn, animal-skin maps of the area.

From the Orcs on the road to Caer Hwarnsvalon:
From the Orcs:
Assorted weapons (axes, clubs, spears and short bows), armour (hide and studded leather) and wooden shields, crudely daubed with the sign of a maw filled with sharp fangs.

From the Warleader:
A much-battered, closed-faced ornamental helm, the visor formed into the visage of a snarling face (radiates magic).

A small bottle filled with a silvery fluid (radiates magic).

A bear-tooth necklace, laced together on a length of knotted leather.

A suit of splint mail, possibly of dwarven make, now pierced by several arrows and scorched through with magical energy.

From the Wizard:
An iron collar and chain, plainly of goblinoid craftsmanship (radiates magic).

A tattered, green and white mage robe (radiates magic).

From the Cocoons in the Spider-Nest:
180 gp in loose coinage, rings, jewellery and gold teeth.

One leather-bound vellum spell book, containing the following spells:

1st level: Armour, Cantrip, Detect Magic, Fist of Stone, Identify, Lasting Breath, Read Magic, Spider Climb.
2nd level: Detect Evil, Glitterdust , Past Life, Spectral Hand.
3rd level: Alternate Reality, Vampiric Touch, Wind Wall.

Three Cleric Scrolls:

Scroll of Cure Moderate Wounds Scroll of Bless Scroll of Invisibility to Undead [Carried by Emmerus]

A gilded bronze holy symbol, possibly of some Sendrian god.

A stoppered vial of rancid fat, floating in some manner of viscous yellow liquid. (Radiates magic).

A small, rectangular bottle filled with a sparkling, emerald fluid. (Radiates magic).

A suit of banded mail in good repair.

A two-handed sword, the pommel engraved in the shape of a dragon’s head. A scaled design has been etched up the handle and guard. This blade is warm to your touch. (Radiates magic) (Carried by Iskandel).

Eleven unmarked arrows, preserved perfectly in the webbing. (Radiate magic).
Three One silver-headed arrows, each engraved neatly with a small sigil in the shape of a lightning bolt. (Radiate magic). [Carried by Isilifeline.]

Various weapons, shields and suits of chain and rotting leather armour.

Items recovered from the ghouls in the woods:
A lump of silver ore, a small hole bored through its middle to permit its suspension from a length of knotted rawhide thonging.

Three brass rings

A copper earring, a small garnet set near its base.

Items recovered from the giant skeleton in the tunnel:
A huge, rust-pitted sword, too large by far for a human warrior to wield even in both hands.
Items recovered from Skratta’s chambers:
A heavy, chain mail byrnie, possibly of dwarven make.

A morning star, its handle carved into the likeness of a striking serpent.

A locked, iron-bound chest, perhaps two-feet across. A number of heavy, metal objects have obviously been placed inside, rattling when the chest is moved.

Three small vials which appear to have been filled with a foul concoction of animal blood and herbs, two of an insipid smelling yellow liquid and one of a deep crimson.

Five tablets, which appear to have been fired from a red clay. All five bear eldritch symbols of some sort, presumably of some mystical significance to the hobgoblin people. Your guess would be that they represent scrolls of some sort, though the magics inscribed within are difficult to identify.

Four golden candlesticks, carved into the likeness of slender pillars of flame.

A pile of animal furs, possibly worth some hundred crowns in all.

A collection of beads, animal skulls and similar trophies worn by Skratta as adornments.

Items looted from King Thalgrim’s body:
An amulet in the shape of a wolf’s head hanging from a heavy gold chain.

Five golden rings, adorned with a collection of precious and semi-precious gemstones.





Posted on 2008-03-10 at 15:53:16.
Edited on 2008-05-10 at 15:19:26 by Vorrioch

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


Dramatis Personae:

The Village of Lostwithial
Father Johan: Faithful of Pelor, this elderly priest tends to the village’s spiritual welfare. A good man by all accounts, though not one of any particular education, the cleric passed on his farm some decades ago to better devote his life to the service of his god.

Stephan Woodshall: County sheriff, an overweight middle-aged man who carved out something of a name for himself serving in the Baronial armies in his youth. As shrieve, Stephan is responsible for the maintenance of order within the county, a relatively easy job given the low propensity of any serious crime. His five sons serve as deputies, doing much of their father’s legwork

Ellen Grenefeld: A young woman rescued by the party from the catacombs under the ruined castle. Her husband and son were not so fortunate, and she is still coming to terms with their loss. For the present, she is staying with Hans Veldon: her brother and a local farmer who has recently started a family of his own.

Hans Veldon: Ellen’s brother. Hans holds a farmstead a few miles to the south-west of Lostwithial. Married last spring, his wife is currently with child and the pair look forward to the birth of their first son or daughter.

The Town of Bridhvale
Bishop Abner: Another veteran of the barony’s armies, Bishop Abner still bears the wounds of the last great goblinoid invasion- an event now some fifty years past. An old man now approaching what must surely be the last years of his life, Abner’s mind has been dulled little with the passage of so many years and the ancient priest still burns with an enormous energy more common in those a half-century his junior. This zeal has, for the most part, been poured into the local church of Pelor, which under the Bishop’s guiding hand has blossomed over the last four decades from a loose-knit confederation of scattered village temples into a unified and formidably-organised bastion of the faith.

The Bishop is well-respected locally, though his gruff demeanour and refusal to compromise have won him few friends outside the faith. He is known to particularly dislike Sheriff Woodshall, who succeeded him in command of his old army unit.

Maria Craythorne: Mayor of Bridhvale by popular election, Maria is currently serving her third term as leader of the town council. A key figure in the trading coster that keeps the town afloat, some might claim that Maria was a shoe-in for the role, though as long as she continues to govern in everyone’s interests it is generally conceded that she does a good job.

Abraham Willowby: A practicing wizard and fulltime academic, Abraham retired from the bustle of city-life close to twenty years ago, and has never once looked back. Once they got over the novelty of having a practicing magician in residence the local townsfolk warmed to his presence quickly enough, though in truth the old scholar is hardly the most outgoing of individuals. For the most part Abraham is content to go about his research in the privacy of his own home, though he occasionally performs divinations for the benefit of the town council and has been known, on request, to write scrolls and the like for adventurers. The old scholar has recently taken on a new apprentice, a girl some years his junior, and if the town rumour mill is to be believed the two may soon be married.

The Bridhvale Dragon: A few years ago, a young red dragon took up residence at a cave in one of the town’s outlying hills. Content with exacting a regular tribute of gold and cattle from the town, the beast tends not to make too much of a nuisance of itself as long as its demands are met. Since the dragon arrived, the local church of Pelor has twice tried to hire adventurers to put paid to the beast, but each expedition ended disastrously and the dragon punished the town for each attempt. On the whole, the town has learnt to make the best of a bad situation, and as the dragon’s toll isn’t exactly ruinous, they generally find it easier to pay up.

Joshua Cayton: A guard in the Bishop’s templars, Joshua is sworn to fight and die in the service of his god and town. The party haven’t seen him much since he helped them recover the stolen tribute money.

Jerome: A trapper the party encountered while en route to the old elven burial mound.

The Old Elven Burial Mound
Gilthaliad: Once king of the land on which Bridhvale now stands, Gilthaliad was felled by the treachery of man and now sleeps in a barrow deep beneath the earth. The legend of his people would have it that the land will call him to life once more when the time is right. There has, however, been no sign of this happening yet.

Elandriel: Gilthaliad’s court wizard. It was he who, when elven dominion over the land had finally been broken, prophesied his king’s return. The wizard’s own fate is uncertain, though if he still draws breath he must surely number among the very oldest of his kind.

Alendar: Gilthaliad’s court minstrel. Alendar’s ghost guards the entrance to the king’s barrow and was able to instruct the party in a few of the “old ways” of his people.

Immuriel: A dryad or tree spirit of some sort. Once a guardian of the woods, Immuriel was raised from some centuries of dormancy by a blood sacrifice. Once a being of great power, the spirit has been able to bestow gifts on those who curry her favour, the strength of which doubtless did much to buttress elven rule over this land in an age long since past.

Location Unknown
Sorudin: A half-drow sorcerer, believed to have masterminded both the attack on Lostwithial’s outlying farmsteads and the subsequent ritual slaughter of their inhabitants.

Jagna Firetouched: A kobold witchdoctor, leader of the band that once nested in the castle ruins. In return for the right to claim Sorudin’s spell book for her own she guided the party through the warrens beneath the keep, providing them with information on their rival and on the dangers to be found below.

Brida: A halfling rescued from the elven burial mound. (Further description to follow.)


Posted on 2008-03-10 at 15:53:54.
Edited on 2008-04-07 at 17:56:14 by Vorrioch

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


Places of Interest:

The Village of Lostwithial: A mid-sized farming village in a backwater part of the county. (Further description to follow).

The Town of Bridhvale: Locally famous as home to the county's annual horse-fair, this large market town’s name literally translates as “Bright Valley”. Some years ago a dragon took up residence in the hills above Bridhvale and the good townsfolk have since been menaced by the beast’s demands for tribute. The immediate reaction of the local temple of Pelor was to hire a band of adventurers to put paid to the thing, but the attempt proved a disastrous failure. Fearful of any further retribution that might be visited upon their town the townsfolk have since deemed it wiser to simply pay up and let sleeping dragons lie.

There are further rumours that a band of werewolves, and perhaps a witch of some sort, have made their lair in the overgrown woodlands outlying the town. Some more insidious menace, blighting and gnawing away at the very heart of the forest, is also said to have taken up residence there… though such tales are sketchy at best. What is certain, however, is that though there is much rich game to be found on the outskirts of the woods, those who venture too far inside the sprawling, overgrown forest are often not always lucky enough to make it out alive.


Posted on 2008-03-10 at 15:54:23.
Edited on 2008-03-14 at 13:31:02 by Vorrioch

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


Stryke's Character:

Name: Anduin
Player: Stryke
Gender: Male
Race: Gnome
Class: Bard
Alignment:
Religion:
Level: 7
Hit Points: 30
Spells: 1st level 3, 2nd level 2, 3rd level 1.

Strength: 8
(Weight Allowed: 35, Max Press: 90, Open Doors: 5, Bend Bars/ Lift Gates: 1%)
Dexterity: 17
(Reaction Adjustment: +2, Missile Attack: +2, Defence: -3)
Constitution: 8
Intelligence: 13
(Number of Languages: 3, Maximum Spell Level: 6, Max Number of Spells/ Level 9)
Wisdom: 9
Charisma: 15
(Maximum Number of Henchmen: 7, Loyalty Base: +3, Reaction Adjustment: +3)

Armour Class: 4

Melee THAC0: 15
Missile THAC0: 17

Weapon Proficiencies:

Dart
Short bow
Short sword

Languages:

Common
Gnome
Burrowing Mammal (Moles, Badgers etc)

Non-Weapon Proficiencies:

Reading/ Writing [14]
Local History [15]
Musical Instrument [Pan pipes] [16]
Singing [15]

Appraising [12]
Hiding [12] - From the Complete Books of Humanoids
Tumbling [17]

Saving Throws:

Paralysation/ Poison/ Death Magic: 12
Rod/ Staff/ Wand: 12 [10]
Petrification/ Polymorph: 11
Breath Weapon: 15 [13]
Spell: 13 [13]

Thief Abilities:

Climb Walls: 35%
Detect Noise: 30%
Pick Pockets: 15%
Read Languages: 5%

110 points to distribute between these abilities.

Race/ Class Abilities:

+2 to saves vs. magic
20% chance of failure when using magic items apart from weapons, shields, armour, illusionist items and items which duplicate thief abilities.
+1 to hit kobolds and goblins
Giants, trolls and ogres suffer a -4 to hit this character
Infravision 60’
Can detect sloping passages, unsafe tunnels and their position when underground.

Perform to influence NPCs’ reactions
Can perform to inspire friends and allies (either a +1 on attack rolls, a +1 bonus to saving throws or a +2 to morale for those involved in close combat). Requires at least three rounds of continuous playing.
Can perform to counter the effects of songs and poetry used as magical attacks.
Gain Reading/ Writing, Local History, Singing and one Musical Instrument as free proficiencies.
Can gain proficiency with other instruments at half the normal cost.
5% chance per level to reveal some of the history and functions of magical items.
Can use scrolls after reaching 10th level.


Equipment:

Bracers of AC 7
Short bow
Quiver of arrows
Short sword
Darts

Backpack
Belt pouch
Pan pipes
Waterskin
Box of matches
Lantern
Flask of oil
Rope (20’)
Crowbar
Vial of Weapon black (can be applied to allow character to safely draw a weapon while hidden, can be ignited) - Complete Thieves’ Handbook
Listening Cone (+5% to Detect Noise checks)

Healing Potion
Antidote to Poison
Spell book

Spells in Spellbook:

1st level:

Grease
Magic Missile
Sleep
Spider Climb

2nd level:

Glitterdust
Mirror Image
Strength

3rd level:

Monster Summoning I


Posted on 2008-03-10 at 15:54:59.
Edited on 2008-05-10 at 15:01:51 by Vorrioch

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


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

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


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

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


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

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


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

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


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

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


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

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


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

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


So glad to be back...

Emmerus will indeed return the scroll and the oil flasks to the township, seeing as he has the contents of the chest now for some booty. (Dang skippy you drag that thing all the way to town at 42 years of age lol)
(I do still ahve on my sheet the potion of CLW that cdnflirt gave Emmerus btw)

Once I know which original players aside from SilentOne will definately be continuing, we can discuss diviing up the spoils, with a healthy thank you contribution to Aranas the strange mage who popped in and helped without provocation. (Ayrn's character)


Posted on 2008-03-10 at 17:41:10.

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


here's my thoughts.

My Thoughts as to bounty spoil shares.

Ayrn - Aranel Eärfalas [Elven Mage/ Thief]? Or Devlin Burrberry [Halfling Thief]? 78gp 144sp 5cp
Brianna - Isilfeline [Elven Fighter] 78gp 144sp 5cp
Kaelyn - Emmerus Zane [Human Cleric] 78gp 144sp 5cp
Silent One - Arys Lotusbane [Elven Ranger] 78gp 144sp 5cp

That’s equal distribution of monetary wealth (with .5sp left over spent on random lodgings upon our return)
Carry items to a larger town for identification and selling.
Splitting books between the members, (that’s perhaps 10 books a piece) because we have two elves, and two people (me and Ayrn) that have special interest in ancient languages and such.

That’s my thoughts… yours guys?


Posted on 2008-03-10 at 17:51:14.

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


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

   
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