Thracia2012
Characters
Page B5 of the basic rules outline how to create a player character. Bullet 1 begins "On a blank sheet of paper, write down..." This is our collective blank sheet of paper. We'll keep hit points current in the thread, but everything else (equipment and experience gained, etc.) should be kept here. Just let me know if you have any trouble with the wiki formatting.
Arnos Vash
Adam
United States Bloomington Illinois
|
Insert Character Sketch Here
|
Class: Magic-User
|
Alignment: Lawful
|
Level: 2
|
Str: Spirit of 70 previously rolled 3d6 = (5 + 4 + 3) = 12
|
Int: Spirit of 70 previously rolled 3d6 = (5 + 4 + 5) = 14 +1 Language
|
Wis: Spirit of 70 previously rolled 3d6 = (4 + 6 + 2) = 12
|
Dex: Spirit of 70 previously rolled 3d6 = (4 + 1 + 6) = 11
|
Con: Spirit of 70 previously rolled 3d6 = (5 + 4 + 6) = 15 +1 Hit point per level
|
Cha: Spirit of 70 previously rolled 3d6 = (5 + 5 + 3) = 13 +1 reaction adjust/5 retainers/8 Morale
|
Experience: 2,500 (+5% to earned experience)
Money: 5 G.P's
Hit points: 10
AC: 9
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 13 |
AC 9: 11
|
| Magic Wand 14 |
AC 8: 12
|
| Turn to Stone or Paralysis 13 |
AC 7: 13
|
| Dragon Breath 16 |
AC 6: 14
|
| Spells or Magic Staff 15 |
AC 5: 15
|
| |
AC 4: 16
|
| |
AC 3: 17
|
| |
AC 2: 18
|
| |
AC 1: 19
|
| |
AC 0: 20
|
Spell Book: Read Magic, Shield, Sleep.
Spells Memorized: Shield, Sleep.
Languages: Thracian (read/write), Lawful, Elven.
Equipment: Robes, Silver Dagger, 2 Normal Daggers, Backpack, Lantern, tinder box (flint and steel), 5 torches, steel mirror, 2 weeks iron rations, waterskin, 3 flasks of oil.
Magic Items: Scroll of Levitation
Background: Arnos Vash has had some modest success as an adventurer, having survived a little longer than most apprentice magi, thanks in no small part by equal measures of toughness and prudence. Thus far, he has seen the world by serving as a form of magical support for caravan guards, and he feels it is time he finally attempted proper adventuring.
Very much a product of his upbringing, he obtained his talent for things arcane from his mother, and his love of learning and his sense of compassion from his father, a priest of Apollo. Both of his parents opposed his wish to pursue his dream of exploration as a path to enlightenment, but ultimately respected his decision. Arnos is eagerly anticipating his next visit with them and the friends of his youth, so that he can demonstrate all that he has learned!
Of course, he does not seek out the dark places of the world out of mere curiosity or a desire for self actualization. Believing magic to be a sacred gift, he is ever vigilant against those who would use it for ill. It was that very philosophy that has lead him to the region, for he has heard that not all is quiet in the ruins of old Thracia, and feels duty bound to make sure whatever may lurk there poses no threat to the civilized lands nearby.
Brother Eldrin
Scott Smith
United States Erie Pennsylvania
|
Insert Character Sketch Here
|
| Class: Cleric |
STR 12
|
| Level: 2 |
INT 7 can read, but not write
|
| Hit Points: 8 |
WIS 14 +1 Magic saving throws
|
| Armor Class: 1 |
DEX 13 +1 missiles, +1 initiative, -1 AC
|
| Alignment: Lawful |
CON 14 +1 HP/level
|
| |
CHA 14 +1 reactions, 5 retainers, 8 morale
|
XP: 1500 +5% bonus
Money: 20 G.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 11 |
AC 9: 11
|
| Magic Wand 12 |
AC 8: 12
|
| Turn to Stone or Paralysis 14 |
AC 7: 13
|
| Dragon Breath 15 |
AC 6: 14
|
| Spells or Magic Staff 16 |
AC 5: 15
|
| |
AC 4: 16
|
| |
AC 3: 17
|
| |
AC 2: 18
|
| |
AC 1: 19
|
| |
AC 0: 20
|
Special Abilities: Turn undead
Spells: Cure light wounds
Languages: Thracian (Common), Lawful
Equipment and Treasure: Plate Mail, Shield, Mace , Sling, ,20 Iron Bullets, Backpack, Bedroll with Blanket, Iron Rations, 2 Small Sacks, 8 Torches, 2 Waterskins, Tinderbox
Biography:
Personality:
Tomlin Fleetfoot
Jeff G
United States Santa Rosa California
These are not the droids you're looking for. You can go about your business.
Move along.
|
Insert Character Sketch Here
|
| Class: Halfling |
STR 8 -1 to hit & damage
|
| Level: 2 |
INT 8 can read, but not write
|
| Hit Points: 9 |
WIS 9
|
| Armor Class: 2 (additional -2 when attacked by creatures greater than human-sized) |
DEX 14 +1 missiles, +1 initiative, -1 AC
|
| Alignment: Lawful |
CON 9
|
| |
CHA 9
|
XP: 2035 +5% bonus
Money: 30 G.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 8 |
AC 9: 11
|
| Magic Wand 9 |
AC 8: 12
|
| Turn to Stone or Paralysis 10 |
AC 7: 13
|
| Dragon Breath 13 |
AC 6: 14
|
| Spells or Magic Staff 12 |
AC 5: 15
|
| |
AC 4: 16
|
| |
AC 3: 17
|
| |
AC 2: 18
|
| |
AC 1: 19
|
| |
AC 0: 20
|
Special Abilities: Individual Initiative +1. In bushes or other outdoor cover, can hide with 90% ability. Hide in shadows or behind other forms of cover when underground in labyrinths or caverns on a roll of 1-2 on 1d6. +1 on any missile attacks. Additional -2 to AC when attacked by creatures greater than human-sized
Languages: Thracian (Common), Lawful
Equipment and Treasure: Split Mail, Shield, Short Sword (1d6-1), Short Bow + Quiver + 20 arrows (1d6-1), Silver Dagger (1d4-1), Backpack, Bedroll with Blanket, Iron Rations, 2 Small Sacks, 8 Torches, 2 Waterskins, Tinderbox
Biography: Tomlin comes from a well-to-do and large halfling family from the Grand Duchy of Geoff. Only him and his brother have the itch to see the outside world. They are very close and spent their youth pretending to have grand adventures. His brother has stayed at home for now.
Personality: Very warm and friendly to everyone he meets. Can be too trusting with individuals.
Arvan the Impetuous
Steve Donohue
United States Allen Park Michigan
|
Insert Character Sketch Here
|
| Class: Thief |
STR 9 (no adjustment)
|
| Level: 3 |
INT 6 Limited Literacy
|
| Hit Points: 7 |
WIS 12 (no adjustment)
|
| Armor Class: 5 |
DEX 16 (+2 missiles, +1 initiative, -2 AC)
|
| Alignment: Neutral |
CON 12 (no adjustment)
|
| |
CHA 10 (no adjustment)
|
XP: 2400 +10% bonus
Money: 0 G.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 8 |
AC 9: 11
|
| Magic Wand 9 |
AC 8: 12
|
| Turn to Stone or Paralysis 10 |
AC 7: 13
|
| Dragon Breath 13 |
AC 6: 14
|
| Spells or Magic Staff 12 |
AC 5: 15
|
| |
AC 4: 16
|
| |
AC 3: 17
|
| |
AC 2: 18
|
| |
AC 1: 19
|
| |
AC 0: 20
|
-
| Thief Skills |
Chance
|
| Open Locks |
25%
|
| Find”/”Remove Traps |
20%
|
| Pick Pocket |
30%
|
| Move Silently |
30%
|
| Climb |
89%
|
| Hide in Shadows |
20%
|
| Hear Noise |
1-3
|
Special Abilities: Individual Initiative +1.
Languages: Thracian (Common), Neutral
Equipment and Treasure: Leather, Long Sword, 2 daggers, Short Bow, 18 Arrows, Thief Tools, Tinder Box, 4 Torches, Backpack
Biography: Arvan became a thief because he's too stupid to have a real job. It's not that he wants to be dishonest, it's just that stealing is the only thing he's remotely goo at. He is very loyal to his friends. No matter what happens to him he doesn't complain since no one ever listens anyhow.
Personality: Arvan doesn't talk much, mostly because he knows most people will ignore what he has to say. He's also not much on planning or thinking things through - he tents to act first and pray he survives later.
Goraxe the Grey
Bifford Van Bifford (Sam)
England Semington Wiltshire
|
Insert Character Sketch Here
|
| Class: Dwarf |
STR 13 +1 To Hit, Damage, and Open Doors (not ranged)
|
| Level: 2 |
INT 8
|
| Encumbrance: ?cn |
WIS 11
|
| Movement: 60ft / 20ft |
DEX 9
|
| Hit Points: 12 |
CON 10 +? R.Adj, ? max retainers, ? retainer morale
|
| Armor Class: 3 (-1 with shield) |
CHA 9
|
| Alignment: Neutral |
|
XP: 2187 (Need 4375) 5% Experience Bonus
Money: 60 G.P.'s
Money: 0 S.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 8 |
AC 9: 10
|
| Magic Wand 9 |
AC 8: 11
|
| Turn to Stone or Paralysis 10 |
AC 7: 12
|
| Dragon Breath 13 |
AC 6: 13
|
| Spells or Magic Staff 12 +1 vs. Magic |
AC 5: 14
|
| |
AC 4: 15
|
| |
AC 3: 16
|
| |
AC 2: 17
|
| |
AC 1: 18
|
| |
AC 0: 19
|
Languages: Thracian, Neutral, Dwarven, Goblin, Gnome, Kobold
Detect Hidden + Traps + Sloped Passages: 2 in 6 (Roll 1 or 2 on d6)
Combat Gear:
Plate Mail (AC3, 60gp, 500cn)
Shield (AC-1, 10gp, 100cn)
Mace (1d6 dmg, 3cn)
Longsword +1 (1d8+1 dmg, 4cn)
Equipment and Treasure:
Travel Clothes
Backpack (2 lb)
Crowbar (5 lb)
Flint and steel ( - lb)
Pick, Miners (10 lb)
Rations, trail, 3 days (3 lb)
Sack, small (1/2 lb)
Torches (8) (8 lb)
Candles (10) ( - lb)
Waterskin (4 lb)
Flask of Oil [1] (2gp)
Bedroll and Blanket
Description
Race: Dwarf
Age: 25
Height: 4’ 3”
Weight: 14 stone
Eyes: Grey
Hair: Grey
Goraxe is stout, even for one of his people. He likes his Ale but not to excess, but it does mean he has a bit of a hero belly. He is sullen, talking to his beard as often as any companions. Goraxe has a wealth of knowledge on the earth and her spoils. He is unusual for a dwarf, in that his hair, which is wild and tangled and practically joins his beard, is grey in colour and has been since birth. He has a crooked nose which was broken innumerable years ago in a fight.
Personality
Sullen, appears grouchy, quite nice if you are a friend - especially if you buy him a pint. Touchy about his hair colouring - will anger very quickly if that is brought up!
Background
Goraxe, due to his hair colour was shunned by many as a child. Only his family and their close friends saw past that to know who he was. And he was a hard-working lad. He might not understand everything he learnt, but he remembered everything he learnt. Now he is off on his travels to make his way in the world. Word has spread that a group of rag-tag glory hunters are looking for ruins with treasure, so he goes to their last known location and hopes to find them soon.
Maximilian “Max” Xanderfeld
Peter
United States Carol Stream Illinois
See I told You
You'll Get Over It
|
Insert Character Sketch Here
|
| Class: Magic-User |
STR 12
|
| Level: 2 |
INT 14 (+1 Language, +5% XP)
|
| Hit Points: 5 |
WIS 10
|
| Armor Class: 10 |
DEX 8 (-1 Missile Att., +1 AC, -1 Initiative)
|
| Alignment: Lawful |
CON 16 (+2 HP per HD)
|
| |
CHA 9 (-1 React Adj., 3 Max Retainers, 6 Morale Retainers)
|
XP: 2500 (Need 5000) 5% Bonus
Money: 1 G.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 13 |
AC 9: 10
|
| Magic Wand 14 |
AC 8: 11
|
| Turn to Stone or Paralysis 13 |
AC 7: 12
|
| Dragon Breath 16 |
AC 6: 13
|
| Spells or Magic Staff 15 |
AC 5: 14
|
| |
AC 4: 15
|
| |
AC 3: 16
|
| |
AC 2: 17
|
| |
AC 1: 18
|
| |
AC 0: 19
|
Spells
1st-2; 2nd-0
Known
Sleep, Shield
Standard Roster
Sleep x2
Languages: Thracian (common), Neutral, Lizard-Man
Combat Gear
Dagger [x5] (1d4 dmg, 10/20/30 range, 50cn)
Scroll of Dispel Magic
Other Gear
Backpack
Lantern
Flask of Oil [6]
Mirror (Hand Sized Steel)
Rope 100’
Sack Small [2]
Sack Large [2]
Tinder Box (Flint & Steel)
Water Skin [2]
Wooden Pole 10’
Spellbook
Iron Rations (3 Weeks)
(Misc Equipment - 80cn)
Treasure
20 gp
Total encumbrance: 130cn
Move 120' (40')
Biography:
Max spent his childhood trying to satisfy his curiosity about everything. His endless questions and disregard for social etiquette caused his parents a bit of grief. They finally placed Max into an apprenticeship with Jarel Hemlach, a man famed for his ability with Arcane Arts. At first Jarel was excited about Max’s seemingly endless curiosity. But as Max grew in knowledge and skill he quickly became cocky and ungracious. Eventually Jarel suggested Max go out and adventure, “Let the world be your teacher.” Jarel had said.
To Jarel’s relief, Max liked the idea and decided to head out into the world.
Personality:
Max is a confident and proud man. His upbringing was of privilege which allowed him to apprentice to the famous spell researcher Jarel Hemlach. Max’s ego was never hurt by his inability to wield a sword without cutting himself. Instead he is secure in his ability to reason out of any situation he might find himself in. Max has a reputation of being having an abrasive tongue, which has not endeared him to his family or childhood acquaintances.
HALL OF THE HONOURED DEAD
Xeno (short for Xenosthenes) - Deceased: Died by Cracking his Head Open Upon a Tree
Eric Jome
United States Milwaukee Wisconsin
|
Insert Character Sketch Here
|
| Class: Magic-user |
STR 9
|
| Level: 1 |
INT 14 (+1 language)
|
| Hit Points: 3 |
WIS 9
|
| Armor Class: 9 |
DEX 9
|
| Alignment: Lawful |
CON 12
|
| |
CHA 11
|
XP: 189 (Need 2500) 5% Bonus
Money: 137 G.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 13 |
AC 9: 10
|
| Magic Wand 14 |
AC 8: 11
|
| Turn to Stone or Paralysis 13 |
AC 7: 12
|
| Dragon Breath 16 |
AC 6: 13
|
| Spells or Magic Staff 15 |
AC 5: 14
|
| |
AC 4: 15
|
| |
AC 3: 16
|
| |
AC 2: 17
|
| |
AC 1: 18
|
| |
AC 0: 19
|
Languages: Thracian (read/write), Minotaur (read/"write")
Spells: Sleep
Equipment and Treasures: tunic and sandles, travelling cloak, dagger, book of spells (Sleep) in a leather jacket, backpack, 3 flasks of oil, lantern, mirror, standard rations for 1 week, 50' rope, tinder box, 2 water skins (full), 7 foot walking staff
Biography: Xeno hails from the southern islands, famous in antiquity for the vast Labyrinth, a city sized maze built by human slaves under the yoke of minotaur oppressors. The brutish overlords were overthrown in ages past, unable to work together to stop the uprising of their human laborers. Now it is a thriving trading city - urbane and cosmopolitan - and is home to many, including the College of Arcane Studies. It is here that Xeno, a younger son of an upcoming sailing merchant family, learned the sacred traditions of his people and their history as well as the magics for which the school had some reknown. These involve "mercenary archaeology" - delving into forgotten places and ancient sites, seeking to wrest from them treasures and knowledge of the fallen age. Having completed his studies, Xeno now goes forth into the world to make his fortune.
Personality: Xeno is a driven by a passion for exploration and knowledge, but is also a practical person concerned with worldly matters like money. He seeks to make a fortune and return to his home, perhaps someday being famous enough to hold a position at the College. He believes in looking before you leap, but jumping in with both feet bravely when things look favorable. He is generally amiable and outgoing.
Durik the Pocked - Deceased: Killed by a Gnoll
Adam
United States Bloomington Illinois
|
Insert Character Sketch Here
|
| Class: Dwarf |
STR 14 +1 melee hit, damage, forcing doors
|
| Level: 1 |
INT 9
|
| Hit Points: 5 |
WIS 10
|
| Armor Class: 3 |
DEX 14 +1 missile hit, -1 AC, +1 Initiative
|
| Alignment: Lawful |
CON 9
|
| |
CHA 7 -1 Reaction, 3 Retainers, Retainer Morale 6
|
XP: 0 (Need 2200) 5% Bonus
Money: 8 G.P.'s, 6 S.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 8 |
AC 9: 10
|
| Magic Wand 9 |
AC 8: 11
|
| Turn to Stone or Paralysis 10 |
AC 7: 12
|
| Dragon Breath 13 |
AC 6: 13
|
| Spells or Magic Staff 12 |
AC 5: 14
|
| |
AC 4: 15
|
| |
AC 3: 16
|
| |
AC 2: 17
|
| |
AC 1: 18
|
| |
AC 0: 19
|
Special Abilities: Find stone-work related traps, false walls, hidden construction, or sloping passages when searching on a 1-2 on a d6.
Languages: Thracian (read/write), Dwarven, Lawful, Gnome, Goblin, Kobold
Equipment:
Chainmail, Shield, Sword(1d8+1), 2 hand axes(1d6+1), Backpack, 2 weeks iron rations, waterskin, small hammer(1d4+1), 50’ hemp rope, 12 iron spikes, 10 flasks of oil, flint and steel, Bedroll, grappling hook, Crowbar, 8 Torches
Biography: Durik came by his rather unfortunate name after a childhood case of smallpox left his body scarred and his health nearly shattered. Even though he was still as strong as most dwarves, and a great deal more agile, his relatively frail health left him something of an outcast. This isolation eventually served to make him even more taciturn than many of his fellows, and wary of the scorn or, worse still, pity he might receive when he did interact with others. Having grown up in this way also made him more independent than most dwarves, and determined to make his own way in the world. He poured the isolated hours of his youth into learning all that he could of the arts of combat, determined to win a heroic name for himself or die trying!
Personality: Durik's life has been one of quiet determination, giving him less of a temper than most of his race, but an even stronger stubborn streak and an even greater capacity to take the long view. His early suffering has also made him somewhat more softhearted than many of his kind, though it often expresses its self in the form of rage against bullies and tyrants. If he ever does win the fame he hopes to find, he eventually plans to found a delve that will serve as a home for other dwarves of good heart who do match well with their race's strict standards of conformity.
Toryn (common form of his elvish name Toryndralos) - Deceased: Killed by a Gnoll
Scott Smith
United States Erie Pennsylvania
|
Insert Character Sketch Here
|
| Class: Elf |
STR 13 (+1 hit/damage/ and forcing doors)
|
| Level: 1 |
INT 18 (+3 language)
|
| Hit Points: 6 |
WIS 11
|
| Armor Class: 4 |
DEX 11
|
| Alignment: Lawful |
CON 10
|
| |
CHA 7 (-1 Reaction, 3 Max Retainers, 6 Morale Retainers)
|
XP: 213 (Need 2500) 10% Bonus
Money: 121 G.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 12 |
AC 9: 10
|
| Magic Wand 13 |
AC 8: 11
|
| Turn to Stone or Paralysis 13 |
AC 7: 12
|
| Dragon Breath 15 |
AC 6: 13
|
| Spells or Magic Staff 15 |
AC 5: 14
|
| |
AC 4: 15
|
| |
AC 3: 16
|
| |
AC 2: 17
|
| |
AC 1: 18
|
| |
AC 0: 19
|
Languages: Thracian (read/write), Elf (read/"write"), Orc (read/"write"), Hobgoblin (read/"write"), Gnoll (read/"write"), Harpy (read/"write"), Dragon (read/"write"), Kobold (read/"write")
Spells: Protection from Evil
Equipment and Treasures: Chainmail, Shield, Short Bow, Quiver/20 Arrows, Sword, Backpack, 6 Torches, Tinderbox, Iron Rations/week, Standard Rations/week, Waterskin/full, Wineskin/full
Biography: Toryn was raised in the tree city of Halindralos. The youngest of three children he was spared much of the family responsibilities expected of his older siblings. His mother, who was quite skilled in the magical arts, acted as his teacher. While Toryn did show great aptitude in that realm, he was also bigger and stronger than most elves his age and loved the adventure of exploring the deep forests and the secrets they held. So it was that he found himself away from Halindros when fire destroyed the city. His family fled to Galindra but Toryn had no interest in following to that secret city of the Vale. He wanted to be out in the world and so he struck out on his own to seek the adventure of places unknown.
Personality: Toryn is curious, always wanting to know what is over the next hill. He is inquisitive enjoying puzzles and mysteries in need of solution. He fiercely loyal to friends. He is thorough and thoughtful. Despite his natural curiosity he is not impulsive wishing to puzzle out a situation before leaping into a fray.
Arrowstopper (Yea What of It?!?!) - Deceased: Killed by a Gnoll
Peter
United States Carol Stream Illinois
See I told You
You'll Get Over It
|
Insert Character Sketch Here
|
| Class: Thief |
STR 11
|
| Level: 1 |
INT 8
|
| Hit Points: 5 |
WIS 8 (-1 Save vs Magic)
|
| Armor Class: 5 |
DEX 17 (+2 To Hit, -2 To AC, +1 Init, +10% XP)
|
| Alignment: Chaotic |
CON 16 (+2 HP per HD)
|
| |
CHA 8 (-1 Reaction, 3 Max Retainers, 6 Morale Retainers)
|
XP: 15 (Need 1200) 10% Bonus
Money: 0 G.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 13 |
AC 9: 10
|
| Magic Wand 14 |
AC 8: 11
|
| Turn to Stone or Paralysis 13 |
AC 7: 12
|
| Dragon Breath 16 |
AC 6: 13
|
| Spells or Magic Staff 15 (-1 Magic) |
AC 5: 14
|
| |
AC 4: 15
|
| |
AC 3: 16
|
| |
AC 2: 17
|
| |
AC 1: 18
|
| |
AC 0: 19
|
| Thief Skills |
Chance
|
| Open Locks |
15%
|
| Find”/”Remove Traps |
10%
|
| Pick Pocket |
20%
|
| Move Silently |
20%
|
| Climb |
87%
|
| Hide in Shadows |
10%
|
| Hear Noise |
1-2
|
Languages: Thracian (common), Chaotic
Combat Gear
Leather (AC7, 20gp, 200cn)
Two-Handed Sword (1d10 dmg, 15gp, 150cn)
Crossbow (1d6 dmg, 80'/160'/240', 30gp, 50cn)
Bolts [60] (Crossbow Ammo, 20gp)
Spear
Other Gear
Backpack (5gp)
Torches [12] (2gp)
Rope 100’ (2gp)
Waterskin [2] (full, 2gp)
Iron Rations (1 week, 15gp)
Tinder Box, Flint & Steel (3gp)
Thieves Tools (25gp)
Sacks [2 small, 2 large] (6gp)
Wooden Pole 10’ (1gp) [Lost]
Mirror [Hand Sized, Steel] (5gp)
Hammer, Small (2gp)
Iron Spikes [24] (2gp)
Flask of Oil [1] (2gp)
(Misc Equipment - 80cn)
Treasure
None
Total encumbrance: 480cn
Move 90' (30')
Biography:
No, Arrowstopper’s parents weren’t trying to make a joke. If he had any they’d probably have named him something normal. As it is, he doesn’t remember any name he used prior to being called Arrowstopper.
Arrowstopper earned his moniker as a young child. One day, he tried to steal a bow from a bowyer Fletcher and was stabbed in the hand with an arrow by the proprietor. Later that same day, Arrowstopper was stealing some eggs from a local farmer. The farmer shot him directly in the buttocks with a dull arrow. Arrowstopper’s friend at the time had later made the comment, “You’re quite the arrowstopper aren’t you?” and the name stuck.
Throughout his life no one has ever looked out for Arrowstopper, except Arrowstopper. He has learned the hard lessons of betrayal and cheating the hard way. Sure he occasionally met someone who was nice to him and made friendly for a while, but it always ended when Arrowstopper’s value seemed to diminish in their eyes. As is the case with his current predicament. Arrowstopper travelled to yet another city he can’t remember the name of while helping to protect a traveling merchant. But the merchant decided to leave Arrowstopper behind after discovering how much food the giant of a man could eat. Tired of living off what others decide his effort is worth, Arrowstopper has decided to look for adventure. Stories of those brave enough to delve the dangers of the wild always seem to include heroes returning with riches. Arrowstopper has decided to be one of those heroes…
Personality:
Arrowstopper is quick with a laugh and has the easy manner of a man who has not had to fight to prove himself. Of course this is not unexpected, as large boys of dull wit tend to not be picked on when growing up. Though Arrowstopper is easy to be around there is a darkness in the man, something cold hidden deep down. Most disregard any feeling of uneasiness around Arrowstopper as a result of his size and slow mind. Yet for those who pay attention they can tell there is a bit of evil in the man.
Owl (He has a real-life name but no-one knows it) - Deceased: Killed by a Gnoll
Bifford Van Bifford (Sam)
England Semington Wiltshire
|
Insert Character Sketch Here
|
| Class: Cleric |
STR 11
|
| Level: 1 - Acolyte |
INT 11
|
| Encumbrance: 710cn |
WIS 14 +1 Save vs. Magic
|
| Movement: 60ft / 20ft |
DEX 12
|
| Hit Points: 3 |
CON 12 +1 R.Adj, 5 max retainers, 8 retainer morale
|
| Armor Class: 3 (-1 with shield) |
CHA 13
|
| Alignment: Neutral |
|
XP: 203 (Need 1500) 5% Experience Bonus
Money: 125 G.P.'s
Money: 10 S.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 11 |
AC 9: 10
|
| Magic Wand 12 |
AC 8: 11
|
| Turn to Stone or Paralysis 14 |
AC 7: 12
|
| Dragon Breath 16 |
AC 6: 13
|
| Spells or Magic Staff 15 +1 vs. Magic |
AC 5: 14
|
| |
AC 4: 15
|
| |
AC 3: 16
|
| |
AC 2: 17
|
| |
AC 1: 18
|
| |
AC 0: 19
|
Languages: Thracian (read/write), Neutral
Combat Gear:
Plate Mail (AC3, 60gp, 500cn)
Shield (AC-1, 10gp, 100cn)
Staff - War Hammer (1d6 dmg, 5gp, 30cn) with Holy Symbol (25 gp)
Equipment and Treasure:
Travel Clothes
Backpack (5gp)
Torches [12] (2gp)
Waterskin [2] (full, 2gp)
Iron Rations (1 week, 15gp)
Tinder Box, Flint & Steel (3gp)
Sacks [2 small, 2 large] (6gp)
Flask of Oil [1] (2gp)
Wide belt with pouches and rings (1gp)
Satchel - large enough for my Holy Book and a few other items. Has a internal waterproof drawstring pouch so that Holy Book etc kept dry if taking a dunkin! (3 gp)
2x Hipflasks, one with Whisky, the other with Holy Water (25 gp).
Herbs & Spices
Beeswax (for staff/hammer) (1gp)
Bedroll and Blanket
Description
Race: Human
Age: 23
Height: 6’ 6”
Weight: 14 stone
Eyes: Crystal Blue
Hair: White
Physically tall, with a shock of white hair that stands to peaks on either side of his head - like an Owl. Covered in platemail armour and carrying a staff almost the same height as himself this man makes an imposing character. Where there is no armour you will find tattoos, all the way up to and including his neck. The only place without tattoos is his face which is very pale, even for a human. Clad in plate mail Owl looks ferocious and ready to take on anything!
Personality
Immediately comes across as imposing. Some people think he will not be approachable but actually Owl is extremely affable and always has nice words to speak of people and is very passionate about his God and religion. Owl has a quick wit and is quite self-deprecating, knowing his own limitations. Good as an ally, but the God's help anyone who narks him!
Background
Owl does not talk much about his past, suffice to say that it was "harsh". If you are lucky, or a true friend, you may discover that his father was a high-ranking Holy Man in his community and that he was brought up alone by him in the strictest of ways possible. Owl never found out his mother's identity or fate, for all he knows she could have been the pig farmer's daughter, or a noble woman. One things for sure though, Owl has his mother's gentleness and patience (it certainly isn't his fathers!).
Lazlo - Deceased: Killed by a Gnoll
Jeff G
United States Santa Rosa California
These are not the droids you're looking for. You can go about your business.
Move along.
|
Insert Character Sketch Here
|
| Class: Elf |
STR 13 +1 to hit, damage, opening doors
|
| Level: 1 |
INT 13 +1 language
|
| Hit Points: 5 |
WIS 10
|
| Armor Class: 4 |
DEX 4 -2 Missile Fire, +2 AC Penalty, -1 Initiative
|
| Alignment: Neutral |
CON 7 -1 HP per die
|
| |
CHA 13 +1 reaction adj, 5 max retainers, morale 8
|
XP: 203 (Need 4000) 5% bonus
Money: 129 G.P.'s 6S.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 12 |
AC 9: 10
|
| Magic Wand 13 |
AC 8: 11
|
| Turn to Stone or Paralysis 13 |
AC 7: 12
|
| Dragon Breath 15 |
AC 6: 13
|
| Spells or Magic Staff 15 |
AC 5: 14
|
| |
AC 4: 15
|
| |
AC 3: 16
|
| |
AC 2: 17
|
| |
AC 1: 18
|
| |
AC 0: 19
|
Spell: Sleep
Special Abilities: Detect secret or hidden doors 1-2 on a d6, Immune to paralysis from ghouls, Infravision 60'
Languages: Thracian (read/write), Neutral, Elf, Gnoll, Orc, Hobgoblin, Kobold, TBD
Equipment and Treasure: Iron rations, plate mail, normal sword (1d8), 2 daggers (1d4), backpack, shield, 2 small sacks, 2 large sacks, 2 full waterskins, 50' rope, iron spikes w/hammer, tinderbox, 6 torches, 2 darts (1d4), long bow + quiver of arrows (1d6)
Biography: Lazlo was born and raise in the land of Celene. He was always a bit frail and clumsy, but his smarts and his personality helped him get into and out of situations. As Lazlo got older, he worked towards making himself stronger to defend himself even better. The land of Celene was known for its feasting and frolicking and Lazlo loved it all. As he got to the age of young Elvish adulthood, his parents wanted him to explore the world outside of his homeland to make him better appreciate what he had.
Personality: Lazlo is friendly and can get others to like him. He misses his homeland and cannot wait until he can return, even though he is thrilled with his new experiences. He is a good companion, but if things go poorly, Lazlo might flee and live to see another day.
Deree the Scout - Deceased: Killed by a Lizard Man
Steve Donohue
United States Allen Park Michigan
|
Insert Character Sketch Here
|
| Class: Halfling |
STR 14 +1 attack, damage, open doors
|
| Level: 1 |
INT 10
|
| Hit Points: 5 |
WIS 11
|
| Armor Class: 5 |
DEX 13 +1 Missiles, -1 AC, +1 Initiative
|
| Alignment: Lawful |
CON 7 -1 per hit die
|
| |
CHA 12
|
XP: 0 (Need 2000) 10% Bonus
Money: 12 G.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 8 |
AC 9: 10
|
| Magic Wand 9 |
AC 8: 11
|
| Turn to Stone or Paralysis 10 |
AC 7: 12
|
| Dragon Breath 13 |
AC 6: 13
|
| Spells or Magic Staff 12 |
AC 5: 14
|
| |
AC 4: 15
|
| |
AC 3: 16
|
| |
AC 2: 17
|
| |
AC 1: 18
|
| |
AC 0: 19
|
Class Abilities
-2 AC vs Larger than man sized
+ 1 to Initiative
+1 with missile weapons
Hide outdoors with 90% success
Hide in dungeons with 2/6 chance of success
Languages: Thracian (read/write), Lawful
Combat Gear
Plate Mail (AC 2, 60gp, 400cn)
Shield (AC-1, 10gp, 100cn)
Sling (1d6 dmg, 30 bullets, 2gp, ? cn)
Short Sword (1d6 dmg, 7gp, 30cn)
Short Bow (1d6 dmg; 20 arrows)
Other Gear
Backpack (5 gp)
Waterskin [2] (full, 2gp)
Standard Rations (1 week, 5gp)
50' Rope (1 gp)
Lantern (10 gp)
Oil [3] (6 gp)
Total encumbrance: ?? cn
Move: ??
Description
Age: 22
Height: 2'9
Weight: 62
Eyes: Brown
Hair: Brown
Deree is short and heavy for a halfling, His gear is shoddy and ill-fitting as if everything he owns is handed down from someone much taller than him. The only exception is his sword which he polishes compulsively. He usually seems a little red-faced and out of breath. He constantly has a light sheen of sweat on his brow but takes great care to bathe regularly to help with the smell.
Personality
Deree clearly has something to prove and is quick to take offense, but just as quick to forgive. He is mercurial and a bit reckless. His goal is always to prove he's better than his older brother.
Background
Deree comes from a small village. His older brother was tall and strong for a halfling while Deree is shorter and heavier. He was nicknamed "the stout" in his home village and has changed his epithet since leaving home. He's out to prove himself as a warrior and a scout. Anyone who mentions his weight is likely to get a solid beatdown for their trouble.
When he left home, his parents offered almost no help. He's always wanted to be a master archer but his father insisted he wasn't worth a bow. Getting a bow is one of his major goals.
Aldris the Spare - Deceased: Killed by a Lizard Man
Adam
United States Bloomington Illinois
|
Insert Character Sketch Here
|
| Class: Thief |
STR 10
|
| Level: 1 |
INT 9
|
| Hit Points: 4 |
WIS 4 (-2 Save vs Magic)
|
| Armor Class: 6 |
DEX 14 (+1 To Hit, -1 To AC, +1 Init, +5% XP)
|
| Alignment: ??? |
CON 10
|
| |
CHA 6 (-1 Reaction, 3 Max Retainers, 6 Morale Retainers)
|
XP: 189 (Need 1200) 5% Bonus
Money: 0 G.P.'s 5 S.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 13 |
AC 9: 10
|
| Magic Wand 14 |
AC 8: 11
|
| Turn to Stone or Paralysis 13 |
AC 7: 12
|
| Dragon Breath 16 |
AC 6: 13
|
| Spells or Magic Staff 15 (-1 Magic) |
AC 5: 14
|
| |
AC 4: 15
|
| |
AC 3: 16
|
| |
AC 2: 17
|
| |
AC 1: 18
|
| |
AC 0: 19
|
Languages: Thracian (common), Alignment
| Thief Skills |
Chance
|
| Open Locks |
15%
|
| Find”/”Remove Traps |
10%
|
| Pick Pocket |
20%
|
| Move Silently |
20%
|
| Climb |
87%
|
| Hide in Shadows |
10%
|
| Hear Noise |
1-2
|
Combat Gear
Leather (AC7, 20gp, 200cn)
Two Handed Sword (1d10 dmg, 15gp, 150cn)
Silver Dagger (1d4 dmg, 10'/20'/30', 10cn)
Long Bow (1d6 dmg, 70'/140'/210', 30cn)
5 arrows
10 silver arrows
Other Gear
Backpack (5gp)
Waterskin [2] (full, 2gp)
Standard Rations (1 week, 5gp)
Iron Rations (1 week, 15 gp)
Thieves Tools (25gp)
Small Hammer (2gp)
12 Iron Spikes (1gp)
50' Rope (1gp)
Tinder Box with Flint and Steel (3gp)
6 Torches (1gp)
4 flasks of oil (8gp)
(Misc Equipment - 80cn)
Treasure
None
Total encumbrance: 370cn
Move 90' (30')
Appearance:
A whip thin young man with a somewhat ugly cast to his features. Greasy black hair falls to shoulder length, framing a face dominated by a large and crooked nose. His beady, shifty eyes seem to be perpetually blood-shot, with notable bags marking him as one who seldom sleeps well.
Background:
Aldris is a child of the streets, never knowing his mother or father. Somehow, in spite of being possessed of notoriously poor judgement and an almost foolhardy nature, he managed to survive into young adulthood. This was at least in part because of the charity of many of the shadier sorts in his neighborhood, thanks to which he never went hungry. In fact, it became something of a game to feed him, since no matter how much food he put away, he never managed to gain weight, eventually earning him the nickname of 'the spare'.
He had always admired the adventurers he had occasionally encountered, dangerous men and women who were willing to risk all to get what they wanted, and now, he's determined to be one. Surely there's a lost tomb, some unexplored cave, or a forgotten temple with enough wealth to let him retire in luxury after one big score! How hard could it be?
Personality:
Young, bold, and foolish, Aldris lives a life of great exuberance and little restraint. He's finally managed to scrape together enough wealth to equip himself to go exploring, and nothing can stop him now! Or so he thinks.
Narhand Urthander - Deceased: Killed by a Lizard Man
Peter
United States Carol Stream Illinois
See I told You
You'll Get Over It
|
Insert Character Sketch Here
|
| Class: Cleric |
STR 8 (-1 To Hit, -1 Open Doors)
|
| Level: 1 |
INT 10
|
| Hit Points: 5 |
WIS 13 (+1 Save vs Magic, 5% XP Bonus)
|
| Armor Class: 2 |
DEX 11
|
| Alignment: Chaotic |
CON 13 (+1 HP per HD)
|
| |
CHA 10 (4 Max Retainers, 7 Morale Retainers)
|
XP: 0 (Need 1200) 5% Bonus
Money: 1 G.P.'s
| Saving Throws |
Attack Rolls
|
| Poison or Death Ray 11 |
AC 9: 10
|
| Magic Wand 12 |
AC 8: 11
|
| Turn to Stone or Paralysis 14 |
AC 7: 12
|
| Dragon Breath 16 |
AC 6: 13
|
| Spells or Magic Staff 15 (+1 vs Magic) |
AC 5: 14
|
| |
AC 4: 15
|
| |
AC 3: 16
|
| |
AC 2: 17
|
| |
AC 1: 18
|
| |
AC 0: 19
|
Spells
1st-0; 2nd-0; 3rd-0; 4th-0; 5th-0
Standard Spell Roster
None
| Turn Undead |
Needed
|
| Skeletons |
7
|
| Zombies |
9
|
| Ghouls |
11
|
| Wights |
N/A
|
| Wraiths |
N/A
|
Languages: Thracian (common), Neutral
Combat Gear
Plate Mail (AC3, 60gp, 500cn)
Shield (AC-1, 10gp, 100cn)
Mace (1d6 dmg, 5gp, 30cn)
Sling (1d4 dmg, 40'/80'/161', 2gp, 0cn)
Stones [60] (Sling Ammo, 2gp)
Other Gear
Backpack (5gp)
Holy Symbol (25gp)
(Misc Equipment - 80cn)
Treasure
None
Total encumbrance: 710cn
Move 60' (20')
Biography:
Narhand Urthander comes from a long line of well known adventurers. His family has always done pretty well for itself. Unfortunately recent events have drained the family’s fortune and because no one in the family has actively adventured in a generation, there has been no large sums of coin coming in.
It is this situation that Narhand has inherited. His family having lived beyond their means, and no one having taken up the adventuring mantel, has left the family on the verge of having to sell of its holdings. Narhand has decided to step up and help avoid that fate. He plans to adventure long enough to acquire the gold needed to keep his family well off for quite a few years. Maybe then he can try to teach them a little frugalness as well.
Personality:
Despite the appearance of a haughty noble, Narhand is actually pretty down to earth. He has a wealth of experience offered him through tales and traded stories. He is a good listener and better friend. Rarely does he judge another, and his preaching is done more through example than words.
Other Information
Posting Guidelines
- Please try to start posts with a 3rd person reference to yourself. By using the character name sometime in the first sentence of each post it is much easier to keep track of who is doing what.
- Put anything you are saying out loud in quotes and bold, e.g. "Hello scurvy cur."
- Add any OOC comment (including rules clarification) to the posts in gray text. The tag for this is [color=gray] and close with [/color], removing the spaces.
- You may freely use italics for other forms of emphasis.
- Because of the nature of online play, we won't use a traditional "caller" to direct the group. Instead if a majority of the players have expressed a course of action and there has been no contrary post, I'll just proceed (unless the action is clearly putting a particular character at risk who hasn't yet responded). If there is disagreement I'll wait for agreement. If you really want to contribute but don't have time for a post right away, just drop a quick "Hold on." into the thread. I'll wait.
- If something really contrary to your opinion, or neglecting your skills, proceeds without your input I will consider a request to back things up. An example might be that you really wanted to search behind a bookcase for secret doors but the rest of the group already started moving down the hall. If a major revelation has already occurred on the new path I'll be less likely to roll back.
- I'm going to run this like "at the table". That means I won't make significant use of geekmail to give specific information to players (although I may occasionally do this). Instead I'll state what their character sees. You're expected to not act on things your character couldn't know. If it isn't clear to you, just ask.
- It would be helpful if you end most posts with an OOC reminder of what you have in your hands. If you take damage, end every post with a OOC line listing current HP.
- I'm going to house rule initiative just a tiny bit. When I announce combat I'll ask for a roll for initiative. The first player to post after this should include a d6 roll in their post (remember you can't do much until you know the initiative, so just give a quick reaction shot and a roll). I'll have rolled for the monsters. Each player can then calculate their modified individual initiative. Players with initiatives higher than the monsters may act in any order. Once they are done those with initiative equal to the monsters act, and so do the monsters. Outcomes of these actions are considered simultaneous. Finally, characters who have a lower initiative will act last, in any order you wish to post. The same player who rolled initiative on the first post should include a d6 initiative roll for the potential next round of combat. The monsters will roll on their turn. You are permitted to use this 'meta-data' when considering your actions.
- You can also thumb posts as an indication that you have read them and have no further comment before the story proceeds. If you are planning to respond, please do so before thumbing posts just to keep this clear.
XP & Gold Tracker
3 gnolls at 20 each, plus 12 gold, plus 3 "tokens" worth 0.5, plus 2 dart/daggers worth 3 is 79.5, or 13 experience each. Since everyone has a 5 or 10% experience bonus that is 14 or 15 XP respectively
So 13 XP Basic upgraded to 14 or 15 depending on bonus.
12 Gold each.
This is for everyone except Durik.
loot the corpses and find 6 GP and 4 SP on each gnoll (for a total of 48 GP and 32 SP)
This is split between everyone except Arrowstopper.
48GP / 6 = 8GP
32SP / 6 = 5SP
So, .... this totals 664 gold and 37 silver...... The surviving party members each have earned 180 experience points, plus your bonus for ability scores.
All except Ex-Arrowstopper get this:
664 / 6 = 110GP each
37 / 6 = 6SP each
189 XP for 5% people
198 XP for 10% people
Take off 5GP per person for staying in town between story part 1 & 2.
Arvan jumps to level three, all other characters are dead. New characters to start at Level two.
|