EnonTor
CHARACTERS FOR THE 1ST EDITION ADVANCED DUNGEONS & DRAGONS PLAY BY FORUM GAME "THE BEACON AT ENON TOR"
Your Dungeon Master for this short adventure is:
Si von Otterdecker
United Kingdom Norwich
Username
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Character Sheet
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Mike Walker
United States Dallas Texas
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Wiltar the Equivocal
2nd Level Human Cleric
1950 XP pointsSTR: 12
INT: 7
WIS: 17
CON: 9
DEX: 9
CHA: 13
Alignment: CG
Patron Deity: Apollo
Languages known: Common, alignment
Hit Points (max): 13
Hit Points (current): 13
Spells memorised: (Cure Light WoundsX2, light)
Armour worn:(Banded Mail + Large Shield)
AC: 3
Weapons: (Mace+1 The Redeemer)
Weapon in hand: Mace
Equipment List
Mace +1
Boots-Low&Hard
Cloak
Large Shield
Banded mail armour
Small Helmet
Hooded Lantern
Belt
Backpack
Tinderbox
Iron Holy Symbol
6' pole
Iron Rations 7 days
Rope 50'
2 torches
3 vials of oil
large unknown crystal
for Milo...
crowbar and grapple
Money (in 26pp, 17gp, 2sp, 2cp):
Wiltar is from a small, religious town in the mountains. He lost his parents when he was an infant in a tragic horsewreck, and was raised by the people from his village. He feels a great appreciation for what the townspeople were willing to do for him, and wants to pay back the people of the world through good deeds and spreading the word of their faith. However, he is also quietly angry at the world for the loss of his parents, and a good part of his soul longs for adventure and discovery as a way to flee from his past. He has decided that adventuring out --under the banner of faith-- will hopefully allow him to do both and quench the struggle within.
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Makis
United States Lewisville Texas
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Milo Bickle of Thaey Loch
2nd Level Halfling Thief
Member of the Darkmoor Thieves Guild: Blackhearts
Current XP: 2200 (next level: 2,500 xp)STR: 11
INT: 14
WIS: 8
CON: 11
DEX: 15
CHA: 10
Alignment: Chaotic Neutral
Languages known: Common, alignment, Dwarf, Elf, Gnome, Goblin, Halfling, Orc, Thieves' Cant
Hit Points (max): 10
Hit Points (current): 9 (-1: Stupid spider!)
Racial abilities :+3 saving throw vs magic and poison; Infravision 30'; detect up or down grade of passage and direction; higher chance of surprise if on own.
Armour worn: Leather
AC: 7
Weapons: Sling / Silver Dagger / Talon (magical dagger +1 to attack & damage)
Weapon in hand: Talon
Thief Skills
- Pick Pockets: 40%
- Open Locks: 34%
- Find/Remove Traps: 30%
- Move Silently: 31%
- Hide in Shadows: 30%
- Hear Noise: 15%
- Climb Walls: 71%
Equipment List:
Cloak
Belt
Small Pouch
Leather Armour
Backpack
Talon (+1 Attack & Damage)
Silver Dagger
Sling
In Small Pouch:
28 Bullets
Pouch of Gold Dust
10ml vial of woad
10ml vial of indigo
In Backpack:
2 Torches
Thieve's Picks & Tools
Hammer & Chisel
Rope 50'
Skin for water
Tinder Box, with flint & steel
1 Week of Iron Rations
Large Sack
Flask of Oil
Small Funnel
Black Leather Polish
Catstink
Held by Wiltar
Crowbar
Grapple
Money (in gp, sp, cp): 11pp 11gp 7sp 2cp (1pp to Diddy and 3sp for stew and brew)
Background/notes: Born near the Loch of Thaey and raised by his Grandfather Thilo Sal-Bickle, Milo grew to be one of the greatest young thieves of his farthing. As most people believe, the small folk lend their time and energy to happiness and peace. The Bickle bunch were never in with the normal crowd and always found their jollies in the pilfering of other's treasures. Mostly it was all in jest and the items would be returned, but recent events had forced Milo's steady hand.
Challenged by Thilo upon his deathbed, Milo was told to venture forth and find his calling. With his dying breath, Thilo uttered the family words "Courage our code; thievery with honor. We take what we need to better our station."
It was at this point that Milo, alone for the first time in his life, left to challenge the fate's fickle path.
Milo is short and slight even by halfling standards. He's as quick witted as he is light of foot. With a thin crop of nearly silvery white hair, his face is covered in an ever present and equally pallid beard. His skin has always been disarmingly light which has been a bit of a curse for the thief. Even a pale moon light will reflect off his skin and cause sneaking problems at the worst of times. In spite of this Milo prevails time and again to continue his adventure.
Milo continues forever onward with the last words of his Grandfather echoing his every step.
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Serious? Lee
United States Fort Worth Texas
Lost in thought.
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Kendrik
2nd Level Human Magic-User
Current XP: 3050 xp (next level: 4,800 xp)STR: 9
INT: 17
WIS: 11
CON: 12
DEX: 17
CHA: 10
Alignment: CN
Languages known: Common, alignment
Special: summoned Lux, a cat familiar
Hit Points (max): 7 + 4 from Lux's presence = 11
Hit Points (current): 11
Spells in Spell Book: 1st level: Charm Person, Detect Magic, Find Familiar, Jump, Magic Missile, Message, Read Magic, Sleep
2nd level: Web
5th level: Feeblemind
Spells memorised: (2 x 1st level)
xMagic Missile
xSleep
Armour worn: None
AC: 7
Weapons: dart
Weapon in hand: dart
Equipment List
robe
belt
high, hard boots
leather backpack
spellbook
50' rope
2 x large sack
skin for w/w
tinder box
small,silver mirror
5 x wax candle
iron rations for 1 week
bullseye lantern
2 x flask oil
3 x torch
bag of 50+ glass pieces
pouch of silver dust
clear crystal (Read Magic)
2 x coin purse
piece of turquoise
dagger (taken from thief in Darkmoor)
catnip
large belt pouch
15 x dart
9 x rose petals (Sleep)
2 x grasshopper's hind legs (Jump)
Money (in pp, gp, sp, cp):
12pp, 6gp, 17sp, 7cp
Background/notes
Kendrik is the son of gypsies who left his community after falling in love with a girl from the city. Their romance was short-lived and Kendrik soon found himself alone and unable to return to his home. The cost of pursuing his love was losing his standing within the community. He was effectively outcast by his gypsy brethren who don't look favorably on those who turn their back on them for whatever reason.
With his trading skills Kenrik managed to scrape by for a while until his love of learning and books caught the attention of a visiting mage. It was this mage who introduced Kendrik to the world of the arcane. Kendrik proved adept at the magic arts introduced to him and gleaned all he could from his new master. After some weeks his master was forced to travel on, leaving Kendrik to expand his knowledge on his own.
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Jekk Porkins
United States Red Oak Texas
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Darmok Jalad of Tanagra
2nd Level Elf Fighter
Current XP: 2300 xpSTR: 14
INT: 8
WIS: 7
CON: 13
DEX: 12
CHA: 11
Alignment: Chaotic Good
Languages known: Common, alignment, Elf, Gnome, Halfling, Goblin, Hobgoblin, Orc, Gnoll
Hit Points (max): 16
Hit Points (current): 14
Racial abilities: 90% resistance to sleep and charm spells; +1 to attack rolls when using bows (other than crossbows), long swords, or short swords; Infravision 60'; enhanced ability to detect secret or hidden doors; can move silently and more likely to surprise if not in aArmour.
Armour worn: Splint Armor
AC: 4
Weapons: Short Bow, Long Sword & Scabbard, Dagger & Scabbard, Two Handed Sword (Bracken)
Weapon in hand: Short Bow
Equipment List
Ensemble:
High Hard Boots
Belt
Cloak
Cap
Leather Backpack
Large belt pouch
In Backpack:
3 Wax Candles
Skin for Water or Wine
2 Large Sacks
2 Small Sacks
16 pieces of glass (small sack)
1 Quiver, 1 Score Arrow Cap
20 Normal Arrows
Tinder Box with flint & steel
Standard Rations, 10 days left
5 reed whistles
5 Pieces of Chalk
Silver Holy Symbol - Crescent Moon
Armory:
Splint Armor
2-Handed Sword
Short Bow
Long Sword & Scabbard
Dagger & Scabbard
Left At Wallglum's
10 Elven Arrows from Korrath (in quiver)(magic +1)
Large Shield
Money (in gp, sp, cp): [25gp 10ec 18sp 7cp]
Background/notes
Tanagra is a small island of the coast of Shaka. The island is a bare and desolate hellhole, a perfect place for dirt to grow and flourish. The Tanagrans are known for one thing, fighting. Once a young Tanagran Elf is old enough to pick its head off the floor, he is given a bow. Darmok Jalad is no exceptions. A legend amongst his clan, Darmok Jalad was the finest example of a killing Poet. Such a killer has no place staying at home wasting away. Once he was old enough, Darmok Jalad left the island with arms wide open and a clear mission. That mission was to follow the clan’s motto. “Set right what once went wrong, hoping each leap is the leap home”
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Mark
Canada Toronto Ontario
8 more levels, and I can do that to a Fireball!
MIND BLAST!!!
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Oloron Silverhammer
1st/1st Level Gnome Fighter/Illusionist
400 XPSTR: 13
INT: 15
WIS: 9
CON: 10
DEX: 16
CHA: 9
Alignment:
Chaotic good
Languages known: Common, alignment, dwarvish, gnome, halfling, goblin, kobold and "burrowing mammal"
Hit Points (max): 7
Hit Points (current): 5
Spells memorised: (1 x 1st level spells)
Detect Illusion x1
Racial abilities: infravision 60', +2 to magic and RSW saves, +1 to hit vs. goblins and kobolds, detect grade or slope (80%), detect unsafe walls, ceilings or floors (70%), determine approximate depth underground (60%), determine direction of travel underground (50%).
Armour worn:(any armour, any shield)
Leather Armour
Great Helm, closed with only one horizontal eye slit
AC: 6
Weapons:
Short sword, war hammer, light crossbow, dagger
Weapon in hand:
War hammer
Equipment List
Cloak
Boots - high, hard
Belt
Large belt pouch
- amethyst in pouch
Short sword
Light crossbow
Dagger
Quiver w/ 38 bolts
Backpack
- 50' rope
- Large sack
- Water skin
- Tinder box with flint & steel
- 5 wax candles
- 1 week iron rations
- 5 large iron spikes
- 2 flasks of oil
- Small travelling spellbook (keeps hidden, contains Phantasmal Force, Detect Illusion and Hypnotism)
- Spell components
- sliver from Nobridge
- whistle
- chalk
Money (in gp, sp, cp):
Gp: 15
Sp: 11
Cp: -
Background/notes
Oloron was raised in the small gnomish village of Highpoint, a silver mining community set in some rocky hills. Oloron's father Davnan Silverhammer is an identical twin, whose brother Taflan (Oloron's uncle), an illusionist, also helped to raise Oloron. Davnan was a Captain in the prestigious Royal Order of the Northwest Vein, and would often go away for long periods of time on raids, to protect the colony from underground denizens encroaching on the community's mine sites.
After one such excursion, Davnan returned home, expecting to find Oloron engaged in weapons training, instead, he found him at his brother's house, learning about the arcane, something which had been going on in secret for months. Davnan was livid and blew up in an angry rage, only to be called away to battle again before he could speak rationally with his son. Unfortunately, this battle was Davnan's last, and he was killed in a raid against some kobolds. Oloron bears a great burden of guilt over the circumstances, and as a result is ashamed and embarrassed by his arcane abilities, although intensely curious about the magical world.
Being unable to bear being near his family home, Oloron set off in search of adventure, identifying himself only as a fighter. While not raised underground, Oloron has eyes that are very sensitive to light, and as a result wears a full helmet, to protect his eyes from the light.
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Whistle Calls
1) Welfare Check = "_____"
2) Help = "... ... ..."
3) Check OK/Location = "_____ _____ , _____ _____ , _____ _____"
4) This is STUPID = ... ... ______ ... .... ______
5) I think this helmet is muffling the whistle = "..... ....."
6) I got water in my whistle = "gurgle"
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