The Net Rogues' Gallery ======================= Compiled by Steven R. Hamby 1st August 1993 (S.HAMBY@MMU.AC.UK) Have you ever been running a game of AD&D and suddenly find you need an NPC to help your players out of a sticky situation when you haven't prepared any? Or turned up for a gaming session and found you've left your character sheets at home? Or needed an arch-villain to give the game your running an unexpected twist? If the answer to any (or all) of these questions is yes then this work might be of some use to you. A "Rogues' Gallery" is a collection of NPCs available for a DM to use in his/her game to help or hinder the players. Many companies produce them for use in theirs and other peoples game systems. This one was put together by me using the contributions of some of the members of the AD&D discussion list (AD&D-L@UTARLVM1.UTA.EDU) and my own "old" PCs and NPCs. The major differences between the Net Rogues' Gallery and other similar publications are that: A, this one is made up of material provided bt players and DMs of AD&D, not games designers. B, this one will be up-dated upon on a regular basis (provided people keep contributing to it), which the others don't. C, its completely free and copies can be passed out to your friends free of charge, ever heard of a gaming company allowing you to do that! Of course there is still one thing to remember. If you wish to change any of the entries within this work then it is recommended that you contact the owner of that entry for his/her permission (the ones with no name or e-mail address associated with them belong to me) before doing so. If you wish to contribute to the NRG, complain about it, or point out any "errors", then please e-mail me at the following address. S.HAMBY@MMU.AC.UK or S.HAMBY@MANCHESTER-METROPOLITAN-UNIVERSITY.AC.UK Contributors to the Net Rogues' Gallery ======================================= Alexande Shternshain - S1105272@TECHST02.TECHNION.AC.IL "Brother Tyrus Hellbane" - C9108613@CC.NEWCASTLE.EDU.AU Richard Farrell - IGACORK@IRTCORK.BITNET Anthony Ross - ROSS@LCLARK.EDU Ronald Jones - JONESRD@SJSUVM1.SJSU.EDU "Wonderboy" - GUNNARH@DHHALDEN.NO Robert Andrew - ROBAND@MONU6.CC.MONASH.EDU.AU "Vampire Kiss" - HERR1516@SNYPLAVA.BITNET Quick reference table ===================== Name : Race : Class(es) : Level : Alignment : Sex : Edition --------------------------------------------------------------------------- Alzandra : Human : Fighter : 4 : LN : F : 1st Arrinoth : Human : Cleric : 5 : CN : M : 2nd Azaghal : Dwarf : F/C (m) : 11/11 : LG : M : 2nd Bansca : Half-elf : B/D/R (m) : 9/8/8 : NG : M : 2nd Caleaxia : Half-elf : Cleric : 4 : CG : F : 1st Callumas : Elf : M/T (m) : 6/7 : CN : M : 1st Casxio : Human : r/m/T (t) : 10/11/12 : NG : M : 2nd Dante : Human : Ranger : 2 : CG : M : 2nd Do : Dwarf : Fighter * : 1 : NG : M : 2nd Eli : Human : Cleric : 1 : NG : M : 2nd Finovar : Human : Druid : 14 : N : M : 2nd Galain : Dwarf : F/C (m) : 6/5 : LG : M : 1st Gaston : Human : t/P (d) : 5/9 : LG : M : 2nd Gayrlana : Human : Paladin : 2 : LG : F : 2nd Gedric : Dwarf : F/C (m) : 10/10 : NG : M : 2nd Gilim : Dwarf : Fighter * : 2 : NG : M : 2nd Godfire : Human : Fighter : 1 : CG : M : 2nd Greymoon : Human : Fighter : 12 : CN : M : 1st Grimm : Human : Necromancer*: 14 : LN : M : 2nd Hnaef : Human : Ranger : 2 : CG : M : 2nd Keldin : Human : c/T (d) : 4/7 : CG : M : 2nd Kyle : Halfling : Thief : 16 : NE : M : 2nd Logastor : Kender : T/Psi (m) : 13/10 : LN : M : 2nd Loraginos : Human : Invoker : 1 : LN : M : 2nd Pellaeus : Human : Paladin : 7 : LG : M : 1st Quentin : Human : Bard : 2 : N : M : 2nd Rumpy : Human : Conjurer : 3 : CN : M : 2nd S'questr'n: Drow : F/C/M : 9/9/10 : CE : F : 2nd Sanas : Half-elf : Fighter : 4 : NG : M : 1st Sethi : Half-elf : thief : 16 : N : M : 2nd Tandeska : Human : Mage : 13 : LN : M : 2nd Telieq : Human : Necromancer : 1 : N : M : 2nd Tweck : Human : R/T (m) : 10/14 : NG : M : 2nd Tyrus : Human : F/T (m) : 5/6 : ?? : M : ??? Uriah : Half-elf : F/C/M (m) : 1/1/1 : NG : M : 2nd Valentine : Half-elf : Thief : 12 : N : F : 2nd key === * = NPC is a kit of that class m = multi-classed character d = dual-classed character t = triple-classed character =============================================================================== The Net Rogues' Gallery ======================= Alzandra Maveni - Fighter ========================= Name: Alzandra Maveni Edition: 1st Class: Fighter Level: 4 Age: 20 Eyes: Green Race: Human Alignment: LN Height: 5' 7" Hair: Sandy Deity: none Pantheon: Agnostic Weight: 146 lbs Place of origin: Candanus Sex: Female STR 17 +1 to hit, +1 to damage, open doors 1-3, bend bars 13% INT 15 add lang 4 WIS 14 DEX 16 react adj +1, miss adj +1, defence adj -2 CON 18 hit pont adj +4, sys shock 99%, res surv 100% CHA 9 max henchmen 4, Weapon Profs Armour ============ ====== Broad sword Armour worn = Plate mail Actual AC = -1 Battle axe AC base = 2 Rear AC = 2 Dagger Magic adj = +1 Surprised AC = 1 Long bow Dex adj = -2 Shieldless AC = 0 Morning star Shield = medium Hit points ========== Hit die type = d10 Con bonus = +4 Hit points = 41 Hit points per level = 6/3/10/6 Combat ====== Thac0 = 18 Weapon in hand: Broad sword Saving throws ============= base save bonuses modified save Poison/paralyzation 13 -- 13 Petrif/polymorph 14 -- 14 Rod/staff/wand 15 -- 15 Breath weapon 16 -- 16 Spells 16 -- 16 Magical items Money ============= ===== Plate mail +1 Copper pieces = 56 Broad sword +2 Silver pieces = 31 Potion of extra healing Gold pieces = 67 Potion of gaseous form Electrum pieces = 7 Platinum pieces = 2 Gems = none Jewelry = 120gp necklace under armour Other = none Equipment ========= High hard boots 5 torches Iron rations (3 weeks) Woolen cloak Tinderbox Waterskin (1 pint) (2 off) Backpack Bullseye lantern Sharpening stone Belt and pouches Flasks of oil (3) Silver handmirror Quiver Rope (20 ft) 20 arrows 10 ft pole Spare bowstring Background ========== Alzandra is the daughter of a rich merchant from the city of Candanus. As a child she was somewhat spoilt by her parents, indulging her every whim; including training in the use of weapons and combat. Alzandra grew up into a attractive looking woman of statuesque appearance. However, she was also arrogant, aloof, and refused to behave in the manner in which a woman of her station should. Her father berated her constantly and in the end threatened to send her to a convent of the church of Jesunkhil. That day she sold most of her jewelry, bought a suit of chain mail, a broad sword, provisions, and a horse and left the city for the capital city. Once there she joined a mercenary company, with which, until recently, she was still adventuring with. However, she is still arrogant and aloof. ============================================================================== Arrinoth Cutblade - Cleric ========================== From: Alexande Shternshain NAME : ARRINOTH CUTBLADE S: 13 RACE : HUMAN I: 15 CLASS : CLERIC W: 15 LEVEL : 5 D: 10 HP : 23 CO: 8 AC : 4 CH: 9 AL : CN AGE : 49 WEAPON PROF.: HALBERD, THROWING AXE NWP: R/W COMMON, SPELLCRAFT, RELIGION. MAGIC ITEMS: HALBERD +1 NONE-MAGIC ITEMS: BANDED MAIL, WEAPONS OF PROFICIENCY, HOLY SYMBOL OF RUSLAN APPEARENCE: JUST YOUR AVERAGE MIDDLE+ AGED GENTLEMAN. (MEDIUM HEIGHT, MEDIUM BUILT, GRAY HAIR, BLACK EYES, A LOT OF WRINKLES) BACKGROUND: He was born in the capital-city of his country, to a family of wealthy merchants. Wealthy, that is, until he decided he just HAD to study the arcane art of magic. He wasn't very good, so he had to go through magic school 3 times. This nearly impoverished his parents, who just couldn't say no to their only son. At last, at age of 25, he became a wizard. After several years of working in the local guild, he decided that casting IDENTIFY spells for passing adventurers is just fu#$%king unintersting. So, our hero decided to go out and see the world. He joined a party of adventurers, and for some time, all was going well: they fought monsters, won a fair amount of treasure and excitement (he got to level 4 in the process). UNTIL, one cursed day, they had the misery to find GERIZAG, the fabled city of undead. In the city's largest palace, the party was attacked by a spectre. The creature was in a frenzy of destruction, after they mistaskingly released him from his grave. Almost all party members lost life levels in that fight. Arrinoth was the unlickiest. He was struck twice, and reduced to level ZERO. His surviving companions carried his almost lifeless body home , beyond Blue Moon Mountains. But Arrinoth didn't die. His exceptional health (well, it WAS exception before his little 'accident') helped him to recover, 6 month later. In a shock , he discovered, that he lost ALL his magical talent, for wich he worked for years. Others would break down, but not him. As soon as he could walk , he went to the nearest temple of RUSLAN THE MIGHTY (deity of war), and simply said to the high priest :'I want to learn how to defeat undead. Teach me, please.'. The high priest decided to put him through a test. He said :' If you are willing to sacrifice what used to be most precios to you, RUSLAN will receive you. Hearing this, Arrinoth went home, brought his spellbook, and before the eyes of the priest, burned it. The temple was filled with unnaturally bright light. "THE MIGHTY ONE agreed to receive you" - said the high priest. And so in was. Arrinoth studied hard to make his way through the church hierarchy, waiting for a day when he could use his skills to turn or destroy that spectre. (He is , in fact +1 on all turning attempts, +2 vs. spectres, and +4 vs. THAT PARTICULAR spectre - because of his immence hatred to undead). He soon will begin gathering a party of adventurers to cross the Blue Moon Mountains again, and face his old enemy. He will not reveal the nature of Gerizag to his fellow-party-members, nor will he warn them of the monster awaiting them in the palace (He doesn't want them to be scared and run away). He just wants to beat the sh%t out of the spectre, and he doesnt really care if he or anyone else gets hurt. BTW: In my world, the god of war allows his clerics to use any large cutting weapons. if your campain is differnt, adjust his weapons accordingly. ============================================================================== Azaghal 'the Pure' - Fighter/Cleric =================================== From: Brother Tyrus Character : Azaghal 'The Pure' Players Name : Jason Mulligan Race : Mountain Dwarf Class : Fighter/Cleric Level : 11/11 Kit : Champion Alignment : Lawful Good Family : Race/Clan : Homeland : Crystalmist Mts Liege/Patron : Religion : Sex : Male Age : 90 Social Class : Height : 4'8" Wt. : 165 Birth Rank : 1st # Siblings : 2 Hair : Brown Eyes : Blue Appearance : See Below ABILITIES 20 STR Hit: +3 Dmg: +8 Wgt: 535 Max Press: 700 O/D: 17 BB/LG: 60% 16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2 18 CON HP Adj : +4 System Shock : 99% Res.Sr : 100% 13 INT # Languages : 13 Spell Lvl : -- Chance : -- Max/Lvl : -- 19 WIS Mag Def Adj : +4 Bonus Spells : 3,2,1,2 15 CHR Max Hench : 7 Loyalty Base : +3 Reaction Adj : +3 MOVEMENT SAVING THROWS ~~~~~~~~ ~~~~~~~~~~~~~ * - current movement rate &Op Modify. Paralyze/ Save. Base Rate: 6 * _______ Poison __ 6___ Light ( ) _______ Rod,Staff, Mod ( ) _______ __+5___ or Wand __ 9___ Hvy ( ) _______ Petrify/ Svr ( ) _______ _______ Polymorph __ 8___ Jog ( x2 ) _______ Breath Run ( x3 ) _______ _______ Weapon __ 8___ Run ( x4 ) _______ Run ( x5 ) _______ __+5___ Spells __10___ ARMOR HIT POINTS Hits Taken _______ Adjusted AC Armor Type (Pieces) \ A C / Surprised ____ Plate Mail +3________ _76__ \-2 / Shieldless_-2_ Dex Bonus____________ \_/ Rear _0__ _____________________ WEAPON COMBAT WEAPON #AT ATT/DMG THAC0 DAMAGE RANGE SPEED ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2-Handed Battle Axe 2 +7/+13 1d10/2d8 - 6 Special Attacks ~~~~~~~~~~~~~~~ Special Abilities/Limitations NWProficiencies/Skills/Languages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +1 to damage vs orcs, goblins, etc Skill Slots Ab Check Specialization with 2-H Battle Axe --------------------------------- Infravision 60' Dwarf Runes 1 Int/+2 Clerical Spells Direction Sense 1 Wis/+2 Armorer 1 Int/+0 Surv, Underground 1 Int/+0 Blindfighting 1 NA/NA Alertness 1 Wis/+1 Singing 1 Chr/+2 Endurance - Con/+0 Intimidation - Str/Chr/+0 Religion - Wis/+0 Weapons Languages - 2H Battle Axe (spec) Common (R/W) - NA Battle Axe Alignment - NA Hand Axe Orcish 1 NA War Hammer Elvish 1 NA Hvy Crossbow Mace Flail =========================================================================== Cleric Spells (8,6,5,5,2,1) ~~~~~~~~~~~~~ GEAR (Supplies included) Location Weight ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ to be chosen Money Total (pounds)____________________________ Experience Treasure ~~~~~~~~~~ ~~~~~~~~ 750,000 Coins: Gems: Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Girdle of Stone Giant Strength Plate Mail +3 2-Handed Battle Axe +3 Pearl of Wisdom Rod of Ressurection (21 Charges) Neclace of Prayer Beads Bead of Atonement (1) Bead of Summons (1) Bead of Blessing (1) Bead of Karma (1) Talisman of Pure Good Appearance: ~~~~~~~~~~~ Azaghal is about four feet and eight inches in height and weighs about 170 pounds. He is stocky as is usual for a dwarf. He has deep blue eyes, and dark brown hair, and a long dark brown beard which he keeps immaculately tidy and clean, and is of noble bearing. Over his sparkling plate mail, he wears a bright Royal Blue surcoat, and wears a bright red cloak/cape. All he carries in the way of weapons are his Great 2 handed Battle Axe, and a smaller hand axe by his side. --------------------------------------------------------------------------- Personality/History ~~~~~~~~~~~~~~~~~~~ Outwardly he appears as a normal dwarf, but in reality, he has taken on qualities of other races. Like a sense of humour (albeit warped), a like for magic, and lost the dwarven dislike of the forest. He keeps these feelings to himself mostly, and to his closest friends. He has a great love of music and singing. He even has developed a liking for elven verse and song. But he doesnt tell any-one. At times, Azaghal has taken on a manner closest to that of a Human Paladin. And thus, in some lands Azaghal is known as the Dwarven Paladin. Azaghal has travelled widely, been on many adventures. One adventure of note was the rescueing of Queen Yolande's daughter, and bringing her back safely to Celene. For which Azaghal was allowed to build a church for Moradin within the capital, Enstad. Azaghal also was given a title for within Celene. ============================================================================== Bansca 'the Fair' Deepsinger - Bard/Druid/Ranger ================================================ From: Richard Farrell Name = Bansca "The Fair" Deepsinger Race = Half-Elf. Class = Bard/Druid/Ranger Level = 9 / 8 / 8 Alignment = NG ( Danu ) Sex. = Male Age = 23 Ht. = 6' 2" Wt. = 135 lbs Hair = Copper. Eyes = Green Appearance = Lean, Handsome, Clean-Shaven man, with long braided hair. Social Class = Upper Lower (Freeman) Status = Initiate. Liege/Patron = Arakhan ( The Grand Druid. ) STR 16 Saving Throws DEX 17 Mod. Name. Save. CON 15 +3 PPDM 7 INT 14 +3(+5)RS&W 10 WIS 16 +3 Pet/Poly 10 CHR 15 +3(+5) BW 12 COM 19 +3(+5) Spell 11 AC = -4 Bracers AC=2 Cloak of Prot. +3 Dex bonus.-3 Hit Points = 56 Scimitar of Speed +2 Scimitar of the Planes Lomgbow + 30 Sheaf and 10 Flight arrows. Spear +2 Darts (8) Ring of Teleportation. Special Abilities. Standard 1/2 elf. Fight 2 handed. Move Silently = 77 Hide in Shadows = 64 Climb Walls = 95 Detect Noise = 50 Pick Pockets = 70 Read Languages = 50 +4 to hit (insert Druids greatest enemy, on my world priests of famine) Animal Empathy (save vs Rods at -3) Priest Spells as Ranger. 2d6 Ranger Followers. +2 to save vs Fire and Electricity. Druid Spells. Identify Plants etc. Pass without trace at 12" Immune to Woodland Charm. Shapechange. Bard Spells. Inspire Allies. Alter Mood (Save vs PPDM at -3) Counter Muisical Attacks Identify Magic 45% Attract 10d6 followers. Use Books and Scrolls. NWP WP Slots Tracking 2 Hander Style 1 Harp, Lute, Flute. Scimitar 1 Read Write. Spear 1 Local History. Staff 1 Singing. Longbow 1 Tumbling Dart 1 Hunting Sickle 1 Healing Herbalism Info Gathering. Fast Talking. Languages: Celtic, Common, Halfling, Dwarf, Elven, Gnome, Dryad, Treant, Faun, Bronze Dragon, + a human toungue. (Kathenarr on my world.) Shapechange Forms. Giant Wolverine. AC 4 Move 15 3 attacks Claw/claw/bite 1d4+1/1d4+1/2d4 Special Attack = Musk. Giant Scorpion AC 3 Move 15 3 attacks Claw/claw/sting 1d10/1d10/1d4+poison type F Falcon AC 5 Move 36(b) Fl 3 attacks Claw/claw/peck 1/1/1+Blind SA = +2 to hit and double dmg on a dive. *********************************************************************** Bansca's mother was a wood-elf and a ranger, his father was a druid. Bansca is an incredibly handsome, witty and charming lad who is currently a special envoy (and occaisional spy) for the Grand Druid. He travels the world (teleport ring) keeping an eye on things and reporting back regularly to his master. He is resigned to the fact that he will never achieve greatness in the druidic hierarchy, and he has a wonderful singing career to console him. Bansca often pretends to be just a Bard, especially when on a mission where being a druid is unhealthy. He is allways cheerful, and will start singing at the slightest provocation. Among the allies on which he can call at need is Khementh, an Old Bronze Dragon who lives under an island off the coast of (Gwal on my world) and is an ally of the sea-elves. ( Your normal bronze dragon with 115 hp.) Use Bansca to involve the PC's in druidic plots, or simply as the unintentional starter of a barroom brawl. (Picking up the wrong girl again. :) ) ============================================================================== Caleaxia - Cleric ================= Name: Caleaxia Edition: 1st Class: Cleric Level: 4 Age: 53 Eyes: grey Race: Half-elf Alignment: CG Height: 5' Hair: blonde Deity: Rallathil Pantheon: Elven Weight: 104 Place of origin: Tulamein Sex: Female STR 9 INT 16 add lang 5 WIS 18 Magic att adj +4, bonus spells 2x1st 2x2nd 1x3rd 1x4th DEX 12 CON 15 hit point adj +1, sys shock 91%, res surv 94% CHA 12 max henchmen 5 Weapon Profs Armour ============ ====== Mace Armour worn = Chain mail Actual AC = 1 Flail AC base = 4 Rear AC = 4 Magic adj = +1 / +2 (s) Surprised AC = 1 Dex adj = none Shieldless AC = 4 Shield = Small (+2) Hit points ========== Hit die type = d8 Con bonus = +1 Hit points = 27 Hit points per level = 8/2/7/6 Combat ====== Thac0 = 18 Weapon in hand: Mace Saving throws ============= base save bonuses modified save Poison/paralyzation 9 -- 9 Petrif/polymorph 12 -- 12 Rod/staff/wand 13 * 13* Breath weapon 15 -- 15 Spells 14 * 14* * +4 versus mind effecting magical effects and spells Turning Undead ============== Turning level = 4 Skel|Zomb|Ghou|Shad|Wigh|Ghas|Wrai|Mumm|Spec|Vamp|Ghos|Lich|SPEC ----+----+----+----+----+----+----+----+----+----+----+----+---- T | T | 4 | 7 | 10 | 13 | 16 | 20 | | | | | Spells ====== Spells/level 1st=5 2nd=4 Spells learnt 1st= cure light wounds (x3), detect magic, remove fear 2nd= hold person (x2), silence 15' rad, slow poison Magical items Money ============= ===== Chain mail +1 Copper pieces = 13 Shield +2 Silver pieces = 9 Mace +1 Gold pieces = 37 Potion of healing (2 off) Electrum pieces = none potion of extra healing Platinum pieces = none scroll of raise dead Gems = none Jewelry = none Other = none Equipment ========= Hooded cloak Bandages Iron rations (2 weeks) Soft high boots Medicinal herbs Waterskin (1 pint) Gloves Bone scroll case Wineskin (1/2 pint) Surcoat Hooded lantern Silver holy symbol Backpack Flasks of oil (3) Flasks of holy water (3 off) Belt and pouches Tinderbox Holy wafers (10 off) Background ========== Caleaxia is a half-drow outcast. Her mother was raped by a member of a drow raiding party and was then beaten until her attacker thought her dead. However, Caleaxia's mother was not dead and recovered, but found herself to be pregnant by her attacker. Caleaxia was born many months later and was lucky enough not to have only inherited the white hair of her attacker and a swarthy cast to her skin; similar to that of Cabritsian traders. However Caleaxia, in accordance with the laws regarding children of rape, was taken several miles outside the city to the Temple of the Needy; a group of priests of various deities who devoted their lives to the help of those less fortunate. Here Caleaxia was raised and tutored by the priests, learning to read and write and learning of all the deities of the various pantheons. Caleaxia grew to love all the priests as surrogate fathers, but was especially fond of an ancient elven priest called Ev'reban. It was Ev'reban who taught Caleaxia of the elven gods and especially of his god Rillithane Rallathil. At 18 Caleaxia asked Ev'reban to make her an initiate of the temple of Rallathil. When Caleaxia was 23 Ev'reban died of old age and Caleaxia left the Temple of the Needy and journeyed to Tulamein in search of her mother. Unfortunately, Caleaxia's mother had left Tulamein many years previously; driven away by the other people of the town for allowing herself to be raped by a drow and live. Caleaxia went in search of her mother but never found her. Instead she took up a life of adventure, but one day plans to journey into the depths of the world in order to make the drow pay for the rape of her mother. Caleaxia hates the drow with all her heart. ============================================================================== Callumas 'Ice-eyes' - Mage/Thief ================================ Name: Callumas "Ice-eyes" Edition: 1st Class: Mu/Thief Level: 6/7 Age: 166 Eyes: grey Race: Elf (h) Alignment: CN Height: 5' Hair: black Deity: none Pantheon: atheist Weight: 98 lbs Place of origin: Salbrij Sex: male STR 15 open doors 1-2, bend bars 7% INT 16 add. lang 5, % know spell 65%, min spells 7, max spells 11 WIS 13 DEX 17 react adj +2, missile adj +2, defence adj -3 CON 12 system shock 80%, ress survive 85% CHA 13 max henchmen 5, react adj +5 Weapon Profs Armour ============ ====== short sword Armour worn = brac. AC4 Actual AC = -1 short bow AC base = 4 Rear AC = 2 dagger Magic adj = -2 (ring) Surprised AC = 2 blow pipe Dex adj = -3 Shieldless AC = -1 Shield = none Hit points ========== Hit die type = d4/d6 Con bonus = n/a Hit points = 21 Hit points per level = 4/3/2/2/1/3/3/5/4/6/2/4/3 m/t/m/t/m/t/m/t/m/t/m/t/t Combat ====== Thac0 = 19 Weapon in hand = long sword Saving throws ============= base save bonuses modified save Poison/paralyzation 12 +2 10 Petrif/polymorph 11 +2 9 Rod/staff/wand 9 +2 7 Breath weapon 13 +2 11 Spells 10 +2 8 Thief Skills ============ Skill | PP | OL | F/RT | MS | HIS | DN | CW | RL -----------+------+------+------+------+------+------+------+------ Base score | 60 %| 52 %| 50 %| 55 %| 43 %| 25 %| 94 %| 35 % Dex mod. | +5 %| +10 %| -- %| +5 %| +5 %| -- %| -- %| -- % Race mod. | +5 %| -5 %| -- %| +5 %| +10 %| +5 %| -- %| -- % Total | 70 %| 57 %| 50 %| 65 %| 58 %| 30 %| 94 %| 35 % Spells ====== Spells/level 1st=4 2nd=2 3rd=2 4th= 5th= 6th= 7th= 8th= 9th= Spells learnt 1st= feather fall, magic missile, sleep, charm person 2nd= invisibility, mirror image 3rd= slow, dispel magic Spells in spell book 1st= charm person, detect magic, feather fall, identify, magic missile, sleep, spider climb 2nd= darkness 15' rad, detect invisibility, invisibility, mirror image 3rd= dispel magic, feign death, fly, slow Magical items Money ============= ===== Bracers AC4 Copper pieces = 30 Ring of prot +2 Silver pieces = 13 short sword +2 Gold pieces = 22 dagger +4 Electrum pieces = 12 dagger +2 Platinum pieces = 2 potion of levitation Gems = 5 x 50gp base gems 5 +2 arrows 2 x 100gp base gems Jewelry = none Other = none Equipment ========= soft boots backpack 2 weeks rations 3 flasks of oil gloves belt pouch wineskin (1/2 pint) bone scrollcase breeches dart case waterskin (1 pint) large sack wool shirt 20 darts 50' rope leather ties cloak (for blowpipe) 5 torches 2 flasks of quicklime domino mask qviver tinderbox thieves tools belt 20 arrows hooded lantern Background ========== Callumas was born in the sleepy homlet of Salbrij, where his itinerant parents were spending the winter. Callumas is the son of a travelling elven healer and his wife, an elven mage. As a child he was bright and happy if a little lazy and workshy, doing what pleased him not others. He learnt his basics in magic from his mother during his childhood. When his mother thought he was ready she sent Callumas to Gulmarsh to learn the proper craft from his mother's own teacher, Tavarint. Tavarint took Callumas in as his apprentice and began instructing him in the principles and discipline of magic. Callumas soon began to tire of this, wanting to start using magic rather than reading and writing about it. He also started to frequent the inns and public houses of Gulmarsh, drinking and gambling away what money he had. Soon Callumas was heavily in debt and was forced to trying to steal money to pay his debts. His activities came to the attention on the local thieves guild, but rather than killing or maiming Callumas they offered to let him join them. The guild had just lost one of their two mages to the gibbet and needed a replacement. Callumas spent the next few months learning magic from Tavarint during the day and working with the thieves guild, and picking up their skills too, at night. Eventually, Callumas's apprenticeship to Tavarint ended and he began to work full time for the guild. However, he soon bored of this and set out looking for adventure, fame, and more to the point, wealth. He is still looking for the latter two. Callumas is called Ice-eyes because of his very pale grey eyes. ============================================================================== Casxio Jeanvelle - Ranger/Mage/Thief ==================================== From: Brother Tyrus Character : Casxio Jeanvelle Players Name : Peter McNamee Race : Human Class : (Ranger|Mage) Thief Level : 10/11/12 Alignment : Neutral Good Family : Race/Clan : Homeland : Liege/Patron : Religion : Sex : M Age : 38 Social Class : Status : Height : 6'5" Wt. : 172# Birth Rank : # Siblings : Hair : Eyes : Appearance : ABILITIES 18/78 STR Hit: +2 Dmg: +4 Wgt: 185 Max Press: 330 O/D: 14 BB/LG:30% 18 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -4 15 CON HP Adj : +1 System Shock :90% Res.Sr :94% 17 INT # Languages : 6 Spell Lvl : 8th Chance :75 % Max/Lvl : 14 15 WIS Mag Def Adj : +1 15 CHR Max Hench : 7 Loyalty Base : +3 Reaction Adj : +3 MOVEMENT SAVING THROWS ~~~~~~~~ ~~~~~~~~~~~~~ * - current movement rate Modify. Paralyze/ Save. Base Rate: 12 _______ Poison __8 ___ Light (56-85 ) _______ Rod,Staff, Mod (86-115 ) _______ _______ or Wand __7 ___ Hvy (116-145) _______ Petrify/ Svr (146-170) _______ _______ Polymorph __9 ___ Jog ( x2 ) _______ Breath Run ( x2 ) _______ _______ Weapon __9 ___ Run ( x2 ) _______ Run ( x2 ) _______ __+1___ Spells __8 ___ (ma) ARMOR HIT POINTS Hits Left _______ Adjusted AC Armor Type (Pieces) \ A C / Surprised _0__ Bracers ac2__________ __77__ 77 \-4 / Shieldless_-4_ Cloak of displacement \_/ Rear _0__ _____________________ WEAPON COMBAT mod mod WEAPON #AT ATTACK ADJ/DMG ADJ THAC0 DAMAGE (SM/L) RANGE SPEED ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Long Sword +3 3/2 +5 +7 6 1d8/1d12 -- 0 Sun Blade +2* 3/2 +4(+6) +6(+8) 7(5) 1d8/1d12 -- 0 Short Sword 3/2 +2 +4 9 1d6/1d8 -- 1 2H Sword 3/2 +2 +4 9 1d10/3d6 -- 8 Long Bow 2 +2 0 9 1d8/1d8 5/10/17 5 Hand Crossbow 1 +2 0 9 1d3/1d2 2/4/6 5 Knife 3/2 +2 +4 9 1d3/1d2 -- 1 (thrown) 2 +4 +4 7 1d3/1d2 1/2/3 1 Throwing Axe +3 1 +7 +7 4 1d6/1d4 18 0 * - +4 vs evil unmod THAC0 - 11 Special Attacks ~~~~~~~~~~~~~~~ Fight two handed no penalty Surprise Backstab (x4 damage) +4 to hit ranger enemy Special Abilities/Limitations NWProficiencies/Skills/Languages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Priest spells Tracking Wis/+3 0 Animal empathy Navigation Int/-2 1 Use mage and cleric scrolls Blind Fighting NA 2 Theif Skills :- Hunting Wis/-1 1 Pick Pockets........95% Appraising Int/0 1 Open Locks..........95% Set Snares Dex/-1 1 Find/Remove Traps...95% Singing Cha/0 1 Move Silently.......95% Seamanship Dex/0 1 Hide in Shadows.....95% Tumbling Dex/0 2 Detect Noise........60% Climb Walls.........95% Languages - Common (R/W) 1 Read Languages......31% - Thieves Cant 1 slot left GEAR (Supplies included) Location Encumberance # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Clothing worn Backpack back Large sack slung Rope 50' (silk) slung Torch pack Flint and steel pouch Tinderbox pouch Scroll case pack Parchment 20 sheets scroll case Small wooden box pack Quill and writing ink wooden box Thief tools boot pocket 1 Large Belt Pouch belt 2 small belt pouches belt Money Total (pounds)________________________________ Experience Treasure ~~~~~~~~~~ ~~~~~~~~ 625000 Coins PP 213 +10% GP 145 EP 55 SP 73 CP 21 Gems/Jewels ~~~~~~~~~~~ 1 topaz@200gp 1 ruby@2000gp (in boot) Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ring of Wizardry (doubles 1st-3rd) Ring of Invisibility Bracers of Defense AC 2 Axe of Hurling +3 Sun Blade +2 (+4 vs evil, x2 damage vs neg plane creatures) Long Sword +3 Cloak of Displacement (missile attacks miss 1st attack, +2 to save vs attacks directed at wearer, Bonus of 2 to AC) Rope of Entanglement Clerical Spells (2 x 1st, 1 x 2nd) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1st : 2 to be chosen 2nd : 1 to be chosen Mage Spells in Book (* signifies spell memorised) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1st Level (8) : pick 12 spells 2nd Level (8) : pick 10 spells 3rd Level (8) : pick 8 spells 4th Level (3) : pick 4 spells 5th Level (3) : pick 3 spells History : ~~~~~~~~~ Casxio was born in the region of Miyarn, a small fishing village on the west coast. His grandfather was a Ranger, and would take the young Casxio out into the woods and show him the skills needed to carry on a family tradition. The task fell to him as his father had been killed when he was 10, fighting to protect the village against the giants which occasionally attacked. Upon taking up his adventuring life when 15, he travelled the realm, but favoured the sea, and longed to travel across it. This he did, when hired by a mage for protection during his quest to find components for a new spell he was working on. During the voyage, Casxio came to appreciate the work involved in being a mage, and was interested in the working of the spells. Upon the end of his hire, he asked the mage to take him on as his apprentice. This he did. From that point, he stayed with the mage, and they worked on many spells together, selling those they could and using them to help impoverished villages. However, it was when travelling that he uncovered a plot to kill the mage. A death warrant had been issued by a colletion of evil thieves so the mage would stop his good work. Casxio implored one of the most powerful thieves guilds in the area to intervene. The master thief asked a high price for the service. The indenture of Casxio to the guild, and his agreement to train in the arts of the thief. This he agreed to to save the life of the mage. He initially begrudged the training, but then came to find a natural flair, and liking for the life of a thief, which he has decided is his life quest...to be master of his own guild. ============================================================================== Dante - Ranger ============== From: "BROTHER TYRUS HELLBANE, ORDER OF THE BLACK MONKS" Character : Dante Players Name : Craig Barnett Race : Human Class : Ranger Level : 2 Alignment : Chaotic Good Family : Race/Clan : Homeland : Liege/Patron : Religion : Sex : M Age : 24 Social Class : Status : Height : 5'6" Wt. : 164# Birth Rank : # Siblings : Hair : Eyes : Appearance : ABILITIES 18/20 STR Hit: +1 Dmg: +3 Wgt: 135 Max Press: 280 O/D: 12 BB/LG:20% 18 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -4 17 CON HP Adj : +3 System Shock :97% Res.Sr : 98% 15 INT # Languages : 4 15 WIS Mag Def Adj : +1 10 CHR Max Hench : 4 Loyalty Base : 0 Reaction Adj : 0 MOVEMENT SAVING THROWS ~~~~~~~~ ~~~~~~~~~~~~~ * - current movement rate Modify. Paralyze/ Save. Base Rate: 12 * _______ Poison __14___ Light (136-174) _______ Rod,Staff, Mod (175-213) _______ _______ or Wand __16___ Hvy (214-252) _______ Petrify/ Svr (253-280) _______ _______ Polymorph __15___ Jog ( x2 ) _______ Breath Run ( x2 ) _______ _______ Weapon __17___ Run ( x2 ) _______ Run ( x2 ) _______ _______ Spells __17___ ARMOR HIT POINTS Hits Left _______ Adjusted AC Armor Type (Pieces) \ A C / Surprised _8__ Leather______________ __21__ 19 \ 4 / Shieldless_4__ _____________________ \_/ Rear _8__ _____________________ WEAPON COMBAT mod mod WEAPON #AT ATTACK ADJ/DMG ADJ THAC0 DAMAGE (SM/L) RANGE SPEED ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Short Bow 2 +2 0 17 1-6/1-6 5/10/18 4 (composite) Short Sword 1 +1 +3 18 1-6/1-8 -- 1 Dagger 1 +1 +3 18 1-4/1-3 -- 0 Long Sword+1 +2 1 +2 +4 17 1-8/1-12 -- 2 (+2 vs magic using/enchanted creatures) Special Attacks ~~~~~~~~~~~~~~~ When wearing studded leather armour or lighter ranger may fight two-handed with no attack roll penalty +4 to attack special enemy - OGRES!! Special Abilities/Limitations NWProficiencies/Skills/Languages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Move Silently......25% * Hide in Shadows....20% * Gem Cutting 2 * - Halved in non-woodland areas Appraisal 2 Animal Empathy Tracking 3 Priest Spells (8th lvl) Blind Fighting 2 Attract Followers (10th lvl) Speak - Alignment Can have no more treasure than you Common can carry GEAR (Supplies included) Location Encumberance # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Longsword +1 +2 belt 4 2 Daggers belt 2 Short Sword belt 3 Composite Short Bow Slung 6 Quiver Shoulder 1 20 Arrows Quiver 2 Dagger (hollow handle) boot 1 Leather Armour worn 15 Woodland Cloak }______ worn 5 Clothing } Boots (hollow heels) worn - Shovel backpack 10 5 Iron Spikes backpack 2.5 50' Rope backpack 20 tripwire backpack - Bell belt pouch - Backpack back 2 5 Torches backpack 5 Grappling Hook backpack 4 3 Belt Pouches belt - Golden wristband wrist - Light Riding Horse -- -- humble village clothes backpack 5 Money pouch 13 Total (pounds)________________________________ 100.5 Experience Treasure ~~~~~~~~~~ ~~~~~~~~ 3034 Coins PP 14 +10% GP 237 EP 121 SP 186 CP 20 Gems/Jewels ~~~~~~~~~~~ 2*500gp gems Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Long Sword +1, +2 versus Magic Using and Enchanted Creatures History : ~~~~~~~~~ Dante's mother was a prostitute in a small town on the Wild Coast. He never knew who his father was, and earned his keep begging in the streets of the town (town was Elredd). Dante had to live off the streets with his cunning and wits. This was made easier due to his surprising strength, intelligence, and ruthlessness. Some would even accuse him of cold blooded cruelty. Eventually, he came to the notice of a person who had contacts with the assassin's guild (he was an assassin). Dante was 16 by now and had established himself as somebody to be feared and avoided by most people who knew of him. This person, who's name was Gart, convinced Dante to try the life of an assassin. Dante finally agreed, as it seemed a way to make a living, and killing didn't worry him at all. Dante was brought into the local guild, and given training in the arts of murder and deceipt. His natural ability shone through and he was recognised as a potentially great assassin. He killed quite a few people, too, finally reaching 3rd level. It was at this stage that Dante was given the job of killing a priest. This priest was a worshipper of the God of forests, but had made enough enemies to warrant an assassin's poisoned blade. Dante went to the priest and made the attempt, but was set upon by ogres before he could attack the Priest (whose name was Peyel). He was almost killed by the ogres, and tortured horribly. He woke to find himself with the priest he was sent to kill, who had healed him and saved his life. For the first time in his life, Dante faced a moral dillemma. He was still too weak to move much, so he and Peyel talked much, about life, beliefs and the way of things. Dante, through these conversations and guilt, began to see his past life in a different way - he realised he was truly not happy with his evil ways, and repented his many murders. Evntually, he told Peyel the truth; what he was, and what he had come to do. Peyel forgave him and blessed him. This was the final straw for Dante. He decided to give up his evil ways, and leave the assassin's guild. Peyel offerred to help, and introduced him to the ways and beliefs of good. He also introduced him to a friend called Mark, a ranger, offerring Dante an alternative life. Dante accepted, and began his life anew as a ranger. Through all of this, he never forgot or forgave the fact that ogres had tortured him and left him for dead. Finally, Dante returned to his old guild to take his leave of Gart. When Gart discovered what had happened, he went into a rage and attacked Dante. Dante fought back and ended up killing Gart, but not before being discovered by the rest of the guild. Dante fled and escaped the guild, and wandered until he was picked up by Lirdium for the quest of the talisman at the Rock. ============================================================================== Do, Son of Noror - Sharpshooter =============================== From: Anthony Ross Name: Do, son of Noror Race: Hill Dwarf Class: Fighter (Sharpshooter) Alignment: NG Clan: Torkrest Level: 1 AC: Stud. L & Dex = 4 THACO: 20 (+3 kit & dex) HP: 13 Age: 58 ============================================================================== Strenth 09 Open Doors 25%, Bend Bars 1% Intelligence 15 Wisdom 07 -1 save vs. magic Dexterity 17 +2 reaction adjustment, +2 with missiles, -3 to AC Constitution 16 95% system shock survival, 96% ressurection survival Charisma 11 ============================================================================== Description & Notes: ^^^^^^^^^^^^^^^^^^^ Do is a perfectionalist and a grumbler, who is incredibly bright to boot. He is usually mumbling and complaining about something, and occaisionally that mumbling contains brilliant thought in it. Unfortunately his brother Gilim, isn't really bright enough to catch the brilliance, so a lot gets missed. He is far too individualistic too fit in with his clan's legacy of military service, therefore he has gone out with his brother to see how the rest of the world lies. He doesn't believe in any religion. He is a fanatic about keeping his equipment clean, and gets really upset at himself when he doesn't preform well. He hates melee combat and his concept of tactics is to simply retreat to cover and then fire his crossbow if at all possible. He is perfectly happy to fire into a crowd, having utter confidence in his ability to hit what he aims for. In game terms, he has to make a wisdom check to keep from firing anytime there is a 50% or greater chance of hitting an ally. This roll is modified by -1 for every time he hits an ally in that melee. In addition, if he makes three sucesfull shots in a row, he will start making called shots until he either passes a wisdom check or misses three straight times. Non-Weapon Proficiencies ^^^^^^^^^^^^^^^^^^^^^^^^ % Bowyer/Fletcher (Dex-1) 17 % Endurance (Con) 16 % Mapping (Int) 15 Can acurately map while moving 1/2 speed % Sign Language (Int +2) 17 Silent communication Speaking (Int) % Hill Dwarf (+5) 20 Your native tongue % Orc 15 % Thyatian (+5) 20 You are fluent % Traladaran 15 Weapons Skill Wt. Size Type Spd. Dam S-M Dam L Do's Lt. Crossbow* (Spec.) 7 M - 7 --- --- Battleaxe (Not -2)7 M S 7 1d8 1d8 Do's Light Quarrels** 2.5 S P - 1d6 1d6 Do's KO Quarrels*** 0.5 S B - 1d6 1d4 Regular Light Quarrel 0 S P - 1d4 1d4 * Do's personal crossbow fires thrice per two rounds, Short Range 180ft, Medium 360ft at -2 to hit, Long 540ft at -5 to hit ** These must be personally built and maintained *** These are blunt tipped and cause only temporary damage as per the hand to hand combat rules. Encumberance ^^^^^^^^^^^^ Equipment (50.5) + Weapons (16.5) + Booty (3.1) = 70.5 lbs, moves at 6" w/pony carrying equipment 6 5 4 3 2 1 35 45 55 65 75 85 Equipment (Figures in parentheses are lbs.) =========================================== Large Belt pouch (1) % 3pp, 9gp, 6sp, 13cp (3.1) Backpack (1) % Flint & Steel % 7 whetstones % 3 oily rags % 3 candles % Bar of soap % Gourd with potion of healing (1) % Wooden case (2) carrying 40 wooden shafts (2) % Wooden case (2) carrying 45 bolt-heads (4.5) % Spare steel wire % Small toolset (10) % 2 weeks iron rations (2) Tied to pack % Waterskin filled with water (3) % Bedroll (5) Slung across body % Handmade Light Crossbow carved from maple and ash, inlaid with obsidian runes with a steel wire pull % Special rollup bandolier/quiver (2) carrying 25 standard bolts, 5 non-standard bolts. Worn % Brown tunic emblazoned with Torkrest clan emblem in black over leather armor (15), hard Dwarven military boots (2), coarse brown cotton breeches, longjohns. ============================================================================== Eli Jiran - Cleric ================== From: Brother Tyrus Character : Eli Jiran Players Name : Peter Shaw Race : Human Class : Cleric Level : 1 Alignment : Neutral Good Family : foundling Race/Clan : unknown Homeland : unknown Liege/Patron : God of Peace Religion : God of Peace Sex : M Age : 18 Social Class : prob. upper Status: prob. high Height : 74 Wt. : 172lb Birth Rank : unknown # Siblings : ? Hair :red long curly Eyes : flawless vivid green Appearance : Charming, elegant, happy, deep voiced. Tall, clear complexion ABILITIES 13 STR Hit: 0 Dmg: 0 Wgt: 45 Max Press: 140 O/D: 7 BB/LG:4 % 16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2 13 CON HP Adj : 0 System Shock :85% Res.Sr :90% 16 INT # Languages : 5 Spell Lvl : 8th Chance : 70% Max/Lvl : 11 18 WIS Mag Def Adj :+4 15 CHR Max Hench : 7 Loyalty Base : +3 Reaction Adj : +3 MOVEMENT SAVING THROWS ~~~~~~~~ ~~~~~~~~~~~~~ * - current movement rate Modify. Paralyze/ Save. Base Rate: 12 _______ Poison __10___ Light (46-69 ) _______ Rod,Staff, Mod (70-93 ) ___7_*_ _______ or Wand __14___ Hvy (94-117 ) _______ Petrify/ Svr (118-140) _______ _______ Polymorph __13___ Jog ( x2 ) _______ Breath Run ( x2 ) _______ _______ Weapon __16___ Run ( x2 ) _______ Run ( x2 ) _______ __+4___ Spells __15___ (ma) ARMOR HIT POINTS Hits Left _______ Adjusted AC Armor Type (Pieces) \ A C / Surprised ____ __Padded armor ______ __8___ 8 \ 7 / Shieldless____ _____________________ \_/ Rear ____ _____________________ WEAPON COMBAT mod mod WEAPON #AT ATTACK ADJ/DMG ADJ THAC0 DAMAGE (SM/L) RANGE SPEED ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Quarterstaff 1 0 0 20 1d6/1d6 -- 4 thac0 : 20 Special Attacks ~~~~~~~~~~~~~~~ Special Abilities/Limitations NWProficiencies/Skills/Languages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bonus on certain spell types Healing 16/20 Can only use quarterstaff Herbalism 14/20 Can only attack if attacked read/write (common) 17/20 Other stuff as per DM Can only wear leather at most. 5 nwp slots to spend bonus xp for solving encounter peacefully GEAR (Supplies included) Location Encumberance # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Riding Horse On horsey: bit and bridle 2 harness 10 saddle 35 saddle blanket 4 SUBTOTAL 51 On self lb GP Padded Armour 10 4.000 Clothes: belt -- .0000 boots, low soft -- .0000 cloak, cloth 1 .0000 leather gloves -- .0000 cloth hat -- .0000 shirt -- .0000 Jerkin 2 .0000 Trousers 1 .0000 purse containing gold (see below) .2 .0010 SUBTOTAL Pouch (large) containing 1 1.000 small silver mirror x1 -- 10.000 silver holy symbol 3 .0000 tinder box with flint -- 0.050 silver bowl 1.5 8.000 SUBTOTAL Pouch (large) containing 1 1.000 mortar and pestle 1.0 1.000 pint of brandy in silver flask 4.0 4.000 bandages 1 s/yr sterile cotton -- .010 scissors (sterile) -- .100 sterile thread -- .020 sterile needles x5 -- .000 SUBTOTAL backpack (leather) containing 2 2.000 silver bowl 1.5 8.000 silver cup .5 2.000 cutlery silver knife and fork 1 2.000 3 bottles 3 .090 small silver mirror x2 2.0 20.000 whistle -- .010 Pulley .5 1.000 stick of chalk x3 -- .0003 bullseye lantern 3 12.000 lamp oil x 3 3 .0018 razor -- .0100 silk rope 50' 8.0 10.000 skin of water full 4.0 2.400 Iron rations 7.5 .300 holy water x2 vials 1.0 .000 2 oz pot of ink -- 8.000 leather scroll case containing 1.5 .150 parchment x 10 1 10.000 2 quills -- .008 SUBTOTAL Attached to the backpack Bedroll 5 2.000 In a small sack: -- .005 selection of herbs (medicinal) -- 1.000 a silver kettle (for sterilising) 5 15.000 In hand quatterstaff 5 .0000 Around neck: golden pendant with likenesses on it 1 N/A TOTAL COST 125.184 Money Total (pounds)______________________ 81.7 (254lb incl. self) Experience Treasure ~~~~~~~~~~ ~~~~~~~~ Coins +10% PP 0 GP 4 EP 8 SP 1 CP 6 Gems/Jewels ~~~~~~~~~~~ Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A silver holy symbol Cleric spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cure light wounds lvl 1 1d8 + (DM) Sanctuary lvl 1 holy symbol + small silver mirror locate animals or plants lvl 1 holy symbol History : ~~~~~~~~~ I was found by monks outside the Temple of Blessed Tranquility when I was about three. Father Dameon was always kind and good hearted and honest. When I was found, there was a pouch hanging around my neck, with a note, elegantly written, requesting that the monks raise me in the ways of peace. The writer described how my father had been murdered in a battle far away from the temple, and that the warring tribes about my homeland (which was also left unnamed) would seek my harm. I was dressed in silk robes and had a golden meddalion around my neck. It was inscribed with the likeness of a woman on one side and a man on the other. Also in the pouch was 30 platinum pieces. The letter had explained that the monks should use the money in my education. This is exactly what my mentor, Father Dameon, did. He instructed me in all manner of law, and all the responsiblities of the order. He was a peaceful man, who demonstratively lead us in the ways of our God. I was taught self defense, using the quaterstaff. He even taught me how to read and write the common tongue. I was also instructed in the ways of healing and herbalism. Father Dameon treated me as if I was his own son, and injected with me with respect for all creatures. I eat no meat, and thank animals for any produce I have from them. Yet, the greatest thing Father Dameon taught me was respect for myself. He held for me all these 15 years the pouch and medalion and on the anniversary of my discovery, he handed me the pouch, with the 13 pp that it still contained, and the note and medalion. "Eli, my son," his sun spotted hands clasping mine,"you are now a man I am sure." With that he looked up and down my form. "You have been nurtured here in the bossom of our sweet God these 15yrs. I have loved and cosseted you as if you were my own. But now you must decide. Will you take the final vows of our temple, or will you search out your heritage?" "My father," I cried,"please advise me! My heart is heavy with the burden of the years and who I am is entrenched in this shrine. Please do not send me off without your blessing or advice." "My son, I think you should seek out your mother, if she still lives. You should find who you are, so that you may feel secure in your future. If, when you know who you are, you wish to return, then my aging heart will love to confirm your commitment to our God in hearing your vows of celebacy. But, if you are a noble born, and the gratuity left you suggests this may be so, then your destiny may lie in producing a future generation to rule wisely over some kingdom. However, once you take these, the last commitments of this temple, you will be bound by your word to remain here. "It could be possible that it was the God himself that brought you here. He may be calling you to bring peace to the troubled realm that the note tells of. So my son, I bid you go. Take all that we have taught you and live in peace. If our God permits, I hope to hear from you before the time that he calls me home." I took some bread, and a robe, and then walked to the nearest town where I bought supplies and asked about the woman on the medalion. I felt that she was my mother, for when I looked at her I could see the same face staring down on me, bending to kiss my forehead. I could feel that she was my mother in the odd way one can sometimes feel ones memories. But where to look? ============================================================================== Finovar - Druid =============== From: Brother Tyrus Character : Finovar Players Name : Edward Chegwidden Race : Human Class : Druid Level : 14 Alignment : Neutral Family : - Race/Clan : Homeland : Vesve Forest Liege/Patron : - Religion : Druidic Sex : M Age : 28 Social Class : - Height : 5'9" Wt. : 140 Birth Rank : unknown # Siblings : nil Hair : Black Eyes : Blue Appearance : see history ABILITIES 11 STR Hit: - Dmg: - Wgt: 40 Max Press: 115 O/D: 6 BB/LG: 2% 14 DEX React Adj : - Miss Att Adj : - Def Adj : - 14 CON HP Adj : - System Shock : 88% Res.Sr : 92% 10 INT # Languages : 2 18 WIS Mag Def Adj : +4 Bonus Spells : 4th, 3rd, 2 2nd, 2 1st 17 CHR Max Hench : 10 Loyalty Base : +6 Reaction Adj : +6 MOVEMENT SAVING THROWS ~~~~~~~~ ~~~~~~~~~~~~~ * - current movement rate Modify. Paralyze/ Save. Base Rate: 12 * _______ Poison ___5___ Light ( ) _______ Rod,Staff, Mod ( ) _______ _______ or Wand ___9___ Hvy ( ) _______ Petrify/ Svr ( ) _______ _______ Polymorph ___8___ Jog ( x2 ) _______ Breath Run ( x3 ) _______ _______ Weapon __11___ Run ( x4 ) _______ Run ( x5 ) _______ _______ Spells __10___ ARMOR HIT POINTS Hits Left _______ Adjusted AC Armor Type (Pieces) \ A C / Surprised _4_ _Robes (protection)__ __66__ \ 4 / Shieldless_4_ _____________________ \_/ Rear _4_ _____________________ WEAPON COMBAT WEAPON #AT ATT/DMG THAC0 DAMAGE RANGE SPEED ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Druid Staff 1 +2/+2 10 1d6+2 - 2 Hornblade 1 +2/+2 10 1d8+2 - 3 sling 1 12 1d4 4/8/16 6 Special Attacks ~~~~~~~~~~~~~~~ Special Abilities/Limitations NWProficiencies/Skills/Languages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shapechange 3/day Skill Slots Ab Check Identify plants, animals and --------------------------------- pure water Lng(common) - - Pass without trace (overgrowth) Lng(Druidic) - - Immune to woodland charms Lng(dryad) - - +2 to Saves VS Fire & Lightning Lng(elf) - - Is served by 3 druids of Lv 11 Lng(treant) - - Priest Spells Lng(nixie) - - Lng(pixie) - - Lng(gnome) - - Lng(centaur) - - Lng(manticor) - - Lng(sprite) - - Lng(faun) - - Lng(lizard man) - - Herbalism 2 8 Vesve Forest History 1 17 Tracking 2 18 Blindfighting 2 - Writing 1 11 Spells (8,8,7,6,3,2,1) ~~~~~~ 1st Level 2nd Level ~~~~~~~~~ ~~~~~~~~~ Create Water Charm Person or Mammal Cure Light Wounds (x3) Fire Trap Detect Snares & Pits Flame Blade Detect Poison Heat Metal (x2) Faerie Fire (x2) Obscurement Speak with Animals Trip 3rd Level 4th Level ~~~~~~~~~ ~~~~~~~~~ Flame Walk Control Temperature 10'R Hold Animal Cure Serious Wounds (x2) Meld into Stone Giant Insect Plant Growth Neutralize Poison Protection from Fire Sticks to Snakes Stone Shape Water Breathing 5th Level 6th Level ~~~~~~~~~ ~~~~~~~~~ Animal Growth Conjure Fire Elemental Cure Critical Wounds Fire Seeds Rainbow 7th Level ~~~~~~~~~ GEAR (Supplies included) Location Weight ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Backpack Boots Cloak, good cloth Robes (Magical) Belt pouch, small (8) Belt pouch, large (2) Flint and Steel Grappling Hook Scroll Case Oil (2 vials) Paper (5 sheets) Quill and writing inks, etc Rope, Silk (50') Sack, small (2) Signal Whistle Torch (3) Wineskin Winter Blanket Money Total (pounds)____________________________ Experience Treasure ~~~~~~~~~~ ~~~~~~~~ 1,500,000 Coins: 50gp 40sp Gems: 2 @ 100gp ea Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hornblade, Scimitar +2 Pouch of Accessability Necklace of Adaption Robes: act as bracers AC4 Beads of Force (4) 12 Goodberries 6 potions of Extra healing (in steel vials) Ring of Elemental Control (Earth) Druid Staff (20 charges) The druid staff is a shaft of oak with a head carved in the shape of a wild animal, usually a boar, wolf, deer, or eagle. The staff allows the user to perform several special functions. It can be used to summon animals of the type carved onto the staff. At a cost of two charges, the user can send out a call. All animals of the appropriate type within 12 miles hasten to the druid as quickly as possible. Once they reach the druid, they act as if under an animal control spell. The staff can also be used to cast animal control on any animal within sight of the staff, at a cost of 1 charge. The staff functions as a magical weapon, with a +2 bonus to attack, inflicting 1d6+2 points of damage on a successful hit. The staff also functions as a python staff, with the characteristics of the staff of the serpent as detailed in the DMG. This includes the destruction of the staff if the snake is killed. Using the staff as a snake costs one charge. At a cost of two charges, the staff can be used to cast one of the following spells: Call Lightning Plant Growth Dispel Magic Cure Disease Cure Serious Speak With Wounds Plants Once per month, with no cost in charges, the staff can perform one of the following greater abilities: Wall of Fire Insect Plague Transmute Rock to Wall of Thorns Mud Conjure Fire Conjure Earth Elemental Elemental The Staff can be recharged. History : ~~~~~~~~~ Finovar, was born son of a Ranger helping with the war against the Humaniods in Vesve forest. Shortly after his birth, his parent were killed during a major battle defending their home from humanoids in the service of Iuz. Miraculously surviving the attack, Finovar wandered off, and was found in the woods by Lharave, a Dryad living in the forest. She brought him up, showing him the ways of the forest, and protecting him from the wars within the great forest. Taking the forest as his own, he has helped in the wars against Iuz for many years, and has continued climbing the Druidical hierarcy. Until now he is the Great Druid of this area. Upon hearing about the treasures of Iggwilv, Finovar realised that he must make sure that the treasure is found and that Iuz or his followers didnt get it. Finovar is about five feet and nine inches tall, and weighs about one hundred and forty pounds. Finovar is slim, attractive and looks very much accustomed to wilderness travel. Finvar appears young, with black hair, blue eyes and a short, black beard. He carries very little, having just some brown robes, a hornlike sword, and a grand wooden staff. Also, he has many pouchs that carry many herbs, and spell components. Alongside Finovar is his companion Ben, a large Grizzly bear. He has other animal friends, but only brought Ben. He has been trained as a guard, and as a protector. Stats for Ben AC: 6 Move: 12" HD: 5+5 HP: 40 Thac0: 15 No of Attacks: 3 Damage: 1-6/1-6/1-8 See Monstrous Compendium for more Info ============================================================================== Galain 'Iron-heart' Pashdan - Fighter/Cleric ============================================ Name: Galain "Iron-heart" Pashdan Edition: 1st Class: F/C Level: 6/5 Age: 153 Eyes: Green Race: Dwarf Alignment: LG Height: 4' 2" Hair: Grey Deity: Dumathion Pantheon: Dwarven Weight: 163 lbs Place of origin: Unknown Sex: Male STR 18/53 +2 to hit, +3 to dam, open doors 1-4, bend bars 25% INT 10 add lang 2 WIS 17 mag att adj +3, bonus spells 2x1st 2x2nd 1x3rd DEX 15 defense adj -1 CON 15 hit point adj +1, sys shock 91%, res surv 94% CHA 11 max henchmen 4 Weapon Profs Armour ============ ====== Battle axe Armour worn = Plate mail Actual AC = -2 Crossbow AC base = 2 Rear AC = 1 Dagger Magic adj = +2 / +1 Surprised AC = -1 Morning star Dex adj = -1 Shieldless AC = 0 Mace Shield = Medium (+1) Hit points ========== Hit die type = d10/d8 Con bonus = +1 Hit points = 37 Hit points per level = 8/4/4/9/6/4/6/3/5/8/6 f/f/f/f/f/f/c/c/c/c/c Combat ====== Thac0 = 16 Weapon in hand: Battle axe Saving throws ============= base save bonuses modified save Poison/paralyzation 9 --# 9# Petrif/polymorph 12 -- 12 Rod/staff/wand 13 +4* 7* Breath weapon 13 -- 13 Spells 14 +4* 10* * +3 versus mind effecting spells # +4 versus poison Turning Undead ============== Turning level = 5 Skel|Zomb|Ghou|Shad|Wigh|Ghas|Wrai|Mumm|Spec|Vamp|Ghos|Lich|SPEC ----+----+----+----+----+----+----+----+----+----+----+----+---- T | T | T | 4 | 7 | 10 | 13 | 16 | 20 | | | | Spells ====== Spells/level 1st=5 2nd=5 3rd=2 Spells learnt 1st= cure light wounds (x4), command 2nd= hold person (x2), silence 15' rad, slow poison (x2) 3rd= dispel magic, prayer Magical items Money ============= ===== Plate mail +2 Copper pieces = 19 Shield +1 Silver pieces = 11 Battle axe +1 Gold pieces = 127 Crossbow +1 Electrum pieces = none Scroll of resurrection Platinum pieces = none Potion of healing (3 off) Gems = 2 x 50gp base Potion of red dragon control Jewelry = none Other = none Equipment ========= Hard boots Bandages Iron rations (3 weeks) Gloves Whet stone Iron scrollcase Belt Sack Waterskin (2 pints) Backpack Lantern Flasks of holy water (4 off) Floppy hat Flasks of oil (3) Rope (50') Background ========== Not much is known about Galain. He refuses to tell anything of his background; where he comes from, his family, or even his religion. It is obvious, however, that he is on a mission of some sort; though he will not admit to it. The only thing known about Galain is his recent background. Five years ago he arrived in Canandas looking for a place in an adventuring company. Since then he has travelled with several groups, though never staying with one for more then two or three "outings". Every now and then he will disappear for several weeks and then turn up again as if nothing untoward had occurred. His nickname of Iron-heart is partly due to the fact that he never flees from an enemy, and from the fact that he never makes friends with any of his fellow adventurers. (DM's can fit any background they wish to this character to provide whatever subplot they want to their campaigns, etc.) ============================================================================== Gaston de Smerduk 'Bladehawk' - Thief/Paladin From: "Richard Farrell (Gaston de Smerduk)" Gaston de Smerduk ( Bladehawk ) Race = Human. Class = Loads. Sorry, Thief/Paladin. (Ex thief, now Paladin.) Kit = Swashbuckler. Level = Thief 5/Paladin 9. Alignment = Lawful Good. ( Was Lawful Neutral. ) Sex = Male. Age = 22 Height. = 5' 10" Weight. = 155 lb's Hair. = Dark. Eyes. = Gray/Green. Social Class.= Middle Upper Class. Birth Rank. = First. Status. = Count. #Siblings. = None. Appearance. = Slim yet muscular, handsome features with neat hair and a mustache. Always wears a domino mask. 8-> STR 17 +1 to hit and damage. Wgt All.=85. Max Press.=220. OD=10 BB=13% DEX 17 +2 Rxn Adj. +2 Missile Att. Adj. -3 Def. Adj. CON 15 +1 HP Adj. INT 14 4 Languages WIS 13 CHR 17 Max Hench 10 Loy Base +6 Rxn Adj +6 COM 16 Saving Throws. Modifier. Save. PPDM. +5 10 RodStaffWand +5(+7) 12 Petrify/Poly +5 11 Breath Weapon +5(+7) 12 Spells +5(+7) 13 Armour Class. = -6 Bracers AC=2 Surprised. = -1 Ring of Protection+3 Shieldless = -6 Swashbuckler benefit. Rear = -1 NB Single Weapon Spec. gives AC = -8 Hit Points = 67 THAC0 = 11 Pick Pockets = 25 Open Locks = 20 Find/Remove Traps = 05 Move Silently = 70 Hide in Shadows = 70 Detect Noise = 15 Climb Walls = 90 Read Languages = 00 Backstab. +4 to hit, Dmg * 3 Detect Evil 60' Immune to Disease. Heal 2 hps/level 1/day Cure Disease 1/week/5 levels Aura of Protection 10' radius. Turn Undead. +2 Rxn Adj from Women. -2 to AC in Light Armour. Non Weapon Profs. Weapon Proficiencies. Slots Etiquette All Blades 3 Tumbling Crossbows 2 Dancing Single Weapon Spc * 2 2 Heraldry 2 Weapon Style Spc 1 Reading/Writing Rapier Spc 1 Disguise Main Gauche Spc 1 Jumping Stiletto Spc 1 Tightrope Walking Thrown Dagger 1 Landbased Riding (Horse) Quarterstaff Spc 2 Artistic Ability Blind-Fighting Notes and Magic Items. Stilletto in Secret Spring Sheath. Rapier of Speed +3 Crossbow of Angling. Scroll [Potection from Cold] Potion of Extra Healing Main Gauche +4 Defender. ************************************************************************ I've really posted enough as and about Bladehawk, he's a witty bloke in a mask who'll challenge evil-doers that the authorities are ignoring. On my world that's because the authorites are corrupt. *********************************************************************** ============================================================================== Gayrlana - Paladin ================== From: Brother Tyrus Character : Gayrlana Players Name : Jason Mulligan Race : Human Class : Paladin Level : 2 Alignment : Lawful Good Family : Race/Clan : Homeland : Liege/Patron : Religion : Sex : F Age : 19 Social Class : Status : Height : 5'10" Wt. : 137# Birth Rank : # Siblings : Hair : Eyes : Appearance : Honor : (Base Honor___) Reaction Adjustment : ABILITIES 18/52 STR Hit: +2 Dmg: +3 Wgt: 160 Max Press: 305 O/D: 13 BB/LG: 25% 16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2 15 CON HP Adj : +1 System Shock : 94% Res.Sr : 90% 11 INT # Languages : 2 13 WIS Mag Def Adj : 0 17 CHR Max Hench : 10 Loyalty Base : +6 Reaction Adj : +6 MOVEMENT SAVING THROWS ~~~~~~~~ ~~~~~~~~~~~~~ * - current movement rate Modify. Paralyze/ Save. Base Rate: 12 * ___+2__ Poison __14___ Light (56-85 ) _______ Rod,Staff, Mod (86-115 ) _______ ___+2__ or Wand __16___ Hvy (116-145) _______ Petrify/ Svr (146-170) _______ ___+2__ Polymorph __15___ Jog ( x2 ) _______ Breath Run ( x2 ) _______ ___+2__ Weapon __17___ Run ( x2 ) _______ Run ( x2 ) _______ ___+2__ Spells __17___ ARMOR HIT POINTS Hits Left _______ Adjusted AC Armor Type (Pieces) \ A C / Surprised ____ Plate mail_+1________ __23__ 23 \ -2/ Shieldless__0_ Helm_________________ \_/ Rear ____ Shield_____+1________ WEAPON COMBAT WEAPON #AT ATTACK ADJ/DMG ADJ THAC0 DAMAGE (SM/L) RANGE SPEED ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lance 1 +2 +3 * 17 d6+1/2d6 - 7 Long Sword 1 +2 +3 17 d8 / d12 - 4 Bastard Sword 1 +2 +3 17 2d4 / 2d8 - 8 Dagger 1 +2 +3 17 d4 / d3 - 2 * - lance does double damage when charging or when set for a charge Special Attacks ~~~~~~~~~~~~~~~ Special Abilities/Limitations NWProficiencies/Skills/Languages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Detect evil 60' Riding, Land Based, Horse +2 to all saves Dancing Immune to disease Heraldry Heal by 'laying on hands' Etiquette Cure diseases Languages - Alignment Protection from Evil 10' radius Common (R/W) With holy sword paladin projects circle of power Turn undead at 3rd level Call for warhorse at 4th level Cast priest spells at 9th level May not possess more than 10 magical items Never retains wealth Must pay 10% tithe of income GEAR (Supplies included) Location Encumberance # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Golden Platemail worn 50 villagers robes bavkpack 5 Dagger belt 1 Long Sword belt 4 Golden Great Helm head 10 Lance horse -- War Dog (Huan) -- -- Medium Warhorse -- -- Hooded Mink Cloak worn 15 Medium Shield arm 10 Money 7 Total (pounds)________________________________ 103 Experience Treasure ~~~~~~~~~~ ~~~~~~~~ 2989 Coins +10% GP 29 EP 120 SP 62 CP Gems/Jewels ~~~~~~~~~~~ 1*500gp gems Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Plate Mail +1 Shield +1 History : ~~~~~~~~~ Born into royal family of the Great Kingdom. From a early age she was repulsed by the corruption of her family. So when she was about 15 years old she ran away from her homeland, but vowed to return one day to heal the Kingdom of its sickness. She has become a mercenary with honor, and she is known as 'Lady Bloodsword'. She usually helps people with causes dedicated to good. Her only companions are her horse(white medium war-horse) 'Crysania' and her pet war-dog 'Huan'. She is 6'0 tall, 150lbs. She has waist-length honey blode hair. She has bright blue eyes. She has a golden set of plate-mail, with golden helm, which covers half of her face. The helm also has wings on both sides and a plume that goes down her back. She also wears a hooded cloak made of mink. ============================================================================== Gedric - Fighter/Cleric ======================= Name: Gedric Edition: 2nd Class: F/C Level: 10/10 Age: 287 Eyes: black Race: Dwarf Alignment: NG Height: 4' 1" Hair: brown Deity: Moradin Pantheon: Dwarven Weight: 158 Place of origin: Earthfast Mtns, Faerun Sex: Male STR 14 open doors 8, bend bars 7% INT 10 add lang 2 WIS 18 magic def adj +4, bonus spells 2x1st 2x2nd 1x3rd 1x4th DEX 13 CON 18 hit point adj +4, sys shock 99%, res surv 100% CHA 11 max henchmen 4 Weapon Profs Armour ============ ====== Morning star (sp) Armour worn = Field plate Actual AC = -2 Flail AC base = 1 Rear AC = 1 Mace Magic adj = +1 / +2 Surprised AC = -2 Staff-sling Dex adj = none Shieldless AC = 1 Warhammer Shield = medium (+2) Non-weapon profs Languages ================ ========= Riding, land Gnome Healing Hobgoblin Blind fighting Tracking Hit points ========== Hit die type = d10/d8 Con bonus = +4 Hit points = 87 Hit points per level (f)= 8/3/5/2/5/9/5/7/4/3 " " " " (c)= 5/7/8/2/5/4/6/5/7/2 Combat ====== Thac0 = 11 Weapon in hand: Morning star Saving throws ============= base save bonuses modified save Poison/paralyzation 6# +2# 4(1)# Petrif/polymorph 9 +2 7 Rod/staff/wand 10* +7* 3(1)* Breath weapon 9 +2 7 Spells 11* +7* 4(1)* * +4 versus mind effecting spells # +5 versus poison Turning Undead ============== Turning level = 10th Skel|Zomb|Ghou|Shad|Wigh|Ghas|Wrai|Mumm|Spec|Vamp|Ghos|Lich|SPEC ----+----+----+----+----+----+----+----+----+----+----+----+---- D* | D* | D* | D | D | T | T | 4 | 7 | 10 | 13 | 16 | 19 Spells ====== Spells/level 1st=6 2nd=6 3rd=4 4th=4 5th=2 Spells learnt 1st= cure light wounds (x4), remove fear, detect evil 2nd= hold person (x2), heat metal (x2), silence 15' rad, trip 3rd= dispel magic, continual light, remove paralysis, stone shape 4th= cure serious wounds (x2), neutralise poison, free action 5th= cure critical wounds, raise dead Magical items Money ============= ===== Field plate +1 Copper pieces = 125 Shield +2 Silver pieces = 67 Morning star +3 Gold pieces = 52 Staff-sling +2 Electrum pieces = 11 Rod of resurrection (23 ch) Platinum pieces = 21 Staff of healing Gems = 7x100gp base gems Ring +2 (for saves) Potion of extra healing Jewelry = none (3 off) Potion of speed Other = none ============================================================================== Gilim, Son of Noror, Axe for Hire ================================= From: Anthony Ross Name: Gilim, son of Noror Race: Hill Dwarf Height: 3' 11" Class: Fighter (Axe for Hire) Alignment: NG Weight: 155lbs Clan: Torkrest Level: 2 Age: 77 AC: Chain = 5 THACO: 19 (+2 to hit) HP: 14 ============================================================================== Strength 17 +1 to hit, +1 to damage, Open Doors 50%, Bend Bars 13% Intelligence 07 Wisdom 09 Dexterity 10 Constitution 13 85% system shock survival, 90% ressurection survival Charisma 12 ============================================================================== Description & Notes =================== Gilim is a pragmatist, always acting in the most rational if not the most ethical manner. As Do's big brother he sees himself as Do's protector, and doesn't give Do credit enough to be able to protect himself. This can lead to some interesting brotherly combat. Gilim's pragmatism is undermined by his lack of intelligence, so what he percieves to be perfectly rational may be flat out stupid due to some obvious oversight on his part. However, he will not charge into combat without weighing the odds first. When he does go, he is a master with his battleaxe. He primarily worships Kador the Dwarven god of war although lesser gods of strength and others are worshipped. Often says hearty things like "Dwarves always buy the first round!" His normal morale is 14, he has infravision to 60ft, and his birthday is Numont the 16th. His kit is the fighter's Axe For Hire kit as decribed in the Complete Book of Dwarves. Non-Weapon Proficiencies ======================== % Endurance (Con) 13 Can preform strenuous activity twice as long % Sign Language (Int +2) 12 Simple silent communication using hand gestures % Speak, Thyatian (Int +5) 14 Know enough to get by % Speak, Hill Dwarf (+13) 20 Native tongue % Survival, Foothills (Int) 09 Weapons Skill Wt. Size Type Spd. Dam S-M Dam L Battleaxe* (Spec.) 7 M S 4 1d8+4 1d8+4 Lt. Crossbow** (Prof.) 7 M - 7 --- --- Light Quarrel 1.3 S P - 1d4 1d4 * Gilim is specialized in the battleaxe which grants him +1 to hit and +2 to damge, which is reflected above. Additionally, he is specialized in the 2-Handed style which grants him a +1 to damage and reduced weapon speed, both reflected above. See pages 62-63 of the Complete Fighter's Handbook. ** The crossbow fires once per round, Short Range 180ft, Medium 360ft at -2 to hit, Long 540ft at -5 to hit Encumberance ============ Equipment (67) + Weapons (15.3) + Booty (0.8) = 83.1 lbs, moves at 6S Equipment carried on Body ========================= Large Belt pouch (1) % 3pp, 11gp, 16sp, 13cp (.8) Backpack (1) % Flint & Steel % 2 whetstones % 1 oily rag % 3 candles % Bar of soap % Gourd with 1/3 potion of Extra Healing (1) % Silver flask with a Potion of Longevity (1) % 5 leather straps % 2 weeks iron rations (2) Slung across body % Light Crossbow % Quiver (2) carrying 13 standard bolts Worn % Chain mail (40), hard Dwarven military boots (2), coarse brown cotton breeches, longjohns. Tied to pack % Waterskin filled with water (3) % Bedroll (5) % 50ft Rope (10) Game History ============ For many years Gilim followed his clans legacy of military training and a career in the Dwarven army. When he learned his brother Do was going to go explore the world, Gilim ended his gainful employment in the armed forces and went with him, to keep him out of trouble. Do and his brother Gilim were approached by Kae in a quiet pub in the town of Penhaligon. Kae offered them employment as support personnel for the main party and they accepted. After several months of adventuring with the group, Gilim had clearly established himself as the deadliest of the lot in melee. Often defeating the strongest of the party's foes singlehandedly Gilim was ready to advance a level. Before this could occur, the party embarked on a seemingly easy mission, wherein his brother Do was slain by a poisoned bolt. As the Dwarven priests cannot raise dead, Do was lost forever, and Gilim is in a deep period of depression and mourning as he has failed in protecting his brother. He knows he must return to Rockhome to tell his parents of Do's death and ask their mercy for his failings. He is becoming quite spiritual and contemplative in these recent days, and could possibly become a priest upon returning home. =============================================================================== Godfire of Barovio - Fighter ============================ From: Brother Tyrus Character : Godfire of Barovio Players Name : Raul Pollicino Race : Human Class : Fighter Level : 1 Alignment : Chaotic Good Family : Nil Race/Clan : --- Homeland : Barovia Liege/Patron : --- Religion : --- Sex : M Age : 23 Social Class : LMC Height : 6'1" Wt. : 164# Birth Rank : 1st # Siblings : 0 Hair : brown Eyes : brown Appearance : He-Man! ABILITIES 18/84 STR Hit: +2 Dmg: +4 Wgt: 185 Max Press: 330 O/D: 14 BB/LG: 30% 15 DEX React Adj : 0 Miss Att Adj : 0 Def Adj : -1 18 CON HP Adj : +4 System Shock : 99 Res.Sr : 100 14 INT # Languages : 4 12 WIS Mag Def Adj : 0 6 CHR Max Hench : 2 Loyalty Base : -3 Reaction Adj : -2 MOVEMENT SAVING THROWS ~~~~~~~~ ~~~~~~~~~~~~~ * - current movement rate Modify. Paralyze/ Save. Base Rate: 12 * _______ Poison __14___ Light ( ) _______ Rod,Staff, Mod ( ) _______ _______ or Wand __16___ Hvy ( ) _______ Petrify/ Svr ( ) _______ _______ Polymorph __15___ Jog ( ) _______ Breath Run ( ) _______ _______ Weapon __17___ Run ( ) _______ Run ( ) _______ _______ Spells __17___ ARMOR HIT POINTS Hits Left _______ Adjusted AC Armor Type (Pieces) \ A C / Surprised _8__ _Leather_____________ __12__ 12 \ 7 / Shieldless_7__ _____________________ \_/ Rear _8__ _____________________ WEAPON COMBAT WEAPON #AT ATTACK ADJ/DMG ADJ THAC0 DAMAGE (SM/L) RANGE SPEED ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Battle Axe 3/2 +3 +6 17 1-8 / 1-8 -- 4 (spec) Two handed style specialisation Dagger 1 +2 +4 18 1-4/1-3 -- 2 Special Attacks ~~~~~~~~~~~~~~~ none Special Abilities/Limitations NWProficiencies/Skills/Languages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Blind fighting 2 riding, horse 1 endurace 2 running 1 animal handling 1 GEAR (Supplies included) Location Encumberance # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Battle Axe carried 5 Leather Armour worn 15 clothing worn 5 Holy Symbol neck - (golden ankh) 1 weeks rations backpack humble village clothing backpack 5 Money 3 Total (pounds)________________________________ 28 Experience Treasure ~~~~~~~~~~ ~~~~~~~~ +10% GP: 145 EP: 0 SP: CP: PP: Gems/Jewels ~~~~~~~~~~~ none Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ History : ~~~~~~~~~ Only son of Fred and Martha Nile of Barovio he was disowned by his parents when he refused to become a high priest in the church. He drifted around the countryside doing farm work and other forms of hard labour before he met Hasloth who became his mentor and began to train him in the fighting arts. Godfire is now on a quest to win his way back into his family and the church through 'good deeds'. Godfire of course is a huge hulking man whose need for acceptance clouds his mind somewhat. He has the subtlety of a flouresent musical rock and the gentleness of a sharp spike inserted up ones anus. ============================================================================== Greymoon - Fighter ================== From: Ronald Jones {Jonesrd@sjsuvm1.sjsu.edu or Jonesrd@sjsuvm1.bitnet} Name: Greymoon Race: Human Class: Fighter Level: 12 Alignment: Chaotic Neutral Age: 30 Height: 6ft Weight: 200lbs Hair: Brown Eyes: Brown Stats: Str: 16 (Girdle of Storm Giant Strength and Guantlets of Oger Power = Str: 25) Int: 13 Wis: 17 Dex: 17 Con: 13 Chr: 16 Hit Points: 109 AC: Bracers of Defense AC 2: Ring of Protection +6, +6 to saves. With dex bonus AC: -6, Without dex bonus AC: -4. Without Protection AC: 10 or 8 with dex bonus. Languages Known: Common, Chaotic Neutral, Red Dragon, Halfling, Lizard man Psionics: At/Df Str: 87-87, Attack modes: E Def modes: J-H Major Disciplines: Molecular rearrangement Minor Disciplines: Detection of Magic, Reduction, ESP NWP's: I did not know about NWP's back then and I did not need them either. Equipment: (Please note he is only carrying a small traveling kit of equipment if met in a stronghold Greymoon would have access to much more treasure and magical items.) Bastard Sword +4 in scabbard left side. Girdle of Storm Giant Strength Gauntlets of Oger Power 2 Daggers +2 - one in left boot, one in belt on left. Ring of regeneration - left hand ring finger. Ring of protection +6, +6 to saves - right hand ring finger. Bucknards Everfull Purse: Makes Gold and Silver (20 of each\day) coins, all have a large M stamped on one side. Right side on belt. Periapt of Proof Against Poison (around neck) The Cloak of Eleven Kind is a special order. Not only does it act as an improved Cloak of the Eleven Kind. It can change its colors to match Greymoons whims, usually dark Brown or Khaki. Greymoon NEVER lets this cloak out of his sight or reach. The cloak also has magical compartments that hold the following: Two handed Sword +5 100gp, 100sp (In secret pocket) Scroll: protection from Magic Dagger +4 5 Sleep Grenades (In individual secret pockets) 5 Explosive Grenades (In individual secret pockets) Blaster Pistol - full charge (In a Special pocket with 2 batteries) These High Tech weapons are from the adventure Expedition to the Barrier Peaks. The cloak has an emergency teleport spell that will let Greymoon teleport without error once (Then it must be recharged) If Greymoon is not conscious or seriously wounded (near 10 hp) the Cloak will teleport him without error back to Massmorphius's castle (Then it must be recharged). Large Bag of holding: 3 potions of Extra-healing 3 days iron rations 1 wine skin full 2 water skins full 1 white shirt 1 brown shirt 2 pairs black pants 2 changes underwear, socks. 2 reading books: one of epic poems and one history text 1 Small bag: 2 1000gp Gems (ruby, diamond) 1 Small bad: 20ep, 200gp, 100sp 1 pair Gauntlets of Ogre Power Description: Greymoon has brown hair, cut short with an efficient look. He has eyes are plain brown, but can call upon a piercing gaze that will look right through a person. He has a mid sized nose and a strong Jaw. He looks strong but not overly muscled. He always stands straight and tall, when possible. Greymoon does not wear armor anymore relying on magic instead. He wears lose fitting clothes. Greymoon usually wears a light brown shirt with a lose collar, dark khaki or black pants, high dark boots of Elevenkind. He often wears a special cloak of Elevenkind, which when not keeping him invisible can either be colored black or khaki. Greymoon does not often look imposing to other, until called to do some heroics and then look out. He can radiate power with the best of them, with magic items and nasty looking weapons at his command. History: As a young child Greymoon was orphaned. His parents were killed by Orcs and he was found by a group of Half-lings and raised there until he was 10, when he was to big for the tunnels. He was passed off to a group of Elves, who began his training as a fighter. They never taught him their language, but he did learn a bit of Lizard Man (from a nearby civilized tribe) and Red Dragon, while studying with the other children. He was forced out of the tribe at eighteen to make a mark for himself in the world. Unfortunately Greymoon met up with a bad crowd, a group that included a very evil halfling fighter-thief Massmorphius. Greymoon was not very stable after losing his parents and then being shuffled from one group to the next. He spent the next few years taking his frustration out on the world. With Massmorph, he traveled widely and first helped in clearing out of a dungeon near the borderlands of an empire. He then was part of a group that destroyed a plot by the Giants of the east to invade the empire. His group did well in dispatching the giants only to find the signs of a larger plot to disrupt the surface world. By this time Massmorph had all but taken control of this group of adventurers with his leadership skills, height charisma and experience. Everyone in this group was now very powerful with many magic items. After a long journey in the underworld, the group detected and defeated a Drow plot to the surface world. The group did not care much that they were doing good, only that they would not be punished for their deeds, once they returned to the surface world. Their adventure took them to other realms where they defeated Lolith Demon Queen of Spiders. They captured her ship and treasure for use in paying for further adventures. Once they returned to the real world this group that included Greymoon heard of a fallen star that held great power. The trip to the great Barrier Peaks was quite an adventure. They found not an ancient fallen star but some strange building. This strange building had light without flame or magic. Strange monsters, unusual weapons, and armor of great power. Full of power from their adventures this group successfully challenged the mage of the valley near the crash site and forced him out. They took control of the Valley of the Mage and constructing a large wall across the entrance to the valley. Having become little more than a fancy bodyguard, Greymoon became disillusioned with his life and began to wander the world on his own. He has had enough of intrigue between nations and controlling small armies. He was no longer the angry youth of the past. He became more stable, but with many enemies stalking him he has never had a chance to rest. He may at any time be called back to the service of Massmorphius who is now very close to being a demi-power. Which can be good since Massmorphius will lend Greymoon his most powerful weapon on request. This magical footman's mace has been enchanted with mighty magics. Greymoon was most recently seen in the Sojourners Inn, but most of the time he will be found wandering the world looking for a little adventure and hopefully some inner peace. =============================================================================== Grimm - Necromancer Warlock =========================== From: Brother Tyrus Character : Bernard Hallonan (Grimm) Players Name : Daniel Horne Race : Human Class : Necromancer Level : 14 Kit : Warlock Alignment : Lawful Neutral (chaotic Tendencies) Race/Clan : Homeland : Liege/Patron : Religion : Sex : M Age : 36 Social Class : Status : Height : 6'3" Wt. : 166# Birth Rank : # Siblings : Hair : Eyes : Appearance : ABILITIES 10 STR Hit: 0 Dmg: 0 Wgt: 440 Max Press: 115 O/D: 6 BB/LG: 1% 16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2 14 CON HP Adj : 0 System Shock : 88% Res.Sr : 92% 18 INT # Languages : 7 Spell Lvl : 9 Chance : 100/70% Max/Lvl : 18 17 WIS Mag Def Adj : +3 12 CHR Max Hench : 5 Loyalty Base : 0 Reaction Adj : 0 MOVEMENT SAVING THROWS ~~~~~~~~ ~~~~~~~~~~~~~ * - current movement rate Modify. Paralyze/ Save. Base Rate: 12 __+7___ Poison __11___ Light (56-85 ) _______ Rod,Staff, Mod (86-115 ) _______ __+7___ or Wand __7 ___ Hvy (116-145) _______ Petrify/ Svr (146-170) _______ __+7___ Polymorph __9 ___ Jog ( x2 ) _______ Breath Run ( x2 ) _______ __+7___ Weapon __11___ Run ( x2 ) _______ Run ( x2 ) _______ _+7(+12) Spells __8 ___ (ma) ARMOR HIT POINTS Hits Left _______ Adjusted AC Armor Type (Pieces) \ A C / Surprised ____ Ioun Stone___________ __39__ 39 \ 1 / Shieldless____ cloak +4_____________ \_/ Rear ____ witchstaff___________ WEAPON COMBAT mod mod WEAPON #AT ATTACK ADJ/DMG ADJ THAC0 DAMAGE (SM/L) RANGE SPEED ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dagger 1 -5 0 21 1d4/1d3 -- 1 Witch staff 1 -3 +2 19 1d6/1d6 -- 3 unmod THAC0 : 16 Special Attacks ~~~~~~~~~~~~~~~ Opponents must save at -1 vs necromancy spell cast by a necromancer, or undead created/controlled by necromancer Special Abilities/Limitations NWProficiencies/Skills/Languages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Save at +1 vs necromancy spells B Herbalism int/-2 and undead attacks B Spellcraft int/-2 Can memorise additional spell 2 Ancient History int/-1 each spell level - Death ceremonies Barred from illusion and - Burial grounds enchantment/charm schools 1 Religion wis/0 not allowed weapon proficiencies 1 Artistic Ability wis/0 may choose 1500xp worth of magic - sculpture gets detect/read magic free 1 Brewing int/0 Secure Familiar 1 Cooking int/0 Brew calmative 1 Weathersense wis/-1 Brew poison 2 Astrology int/0 Beguile Brew flying ointment 1 Languages - Common (R/W) Witches curse 1 - Elvish reaction roll penalty & general 1 - Dwarven community hostility 1 - ancient #1 25% chance per day of struggle 1 - ancient #2 -2 to attack & save overnight +15% to learn necromancy spells -15% to learn others GEAR (Supplies included) Location Encumberance # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dagger Belt Sling Belt Sling bag (Large Sack) Belt Robe Soft Boots Gloves Large belt pouch (for sling stones) 5 sling stones 5 small belt pouches 3 candles Wineskin Winter blanket 1 Calmative potion 1 Flying ointment Money Total (pounds)________________________________ Experience Treasure ~~~~~~~~~~ ~~~~~~~~ 1,500,000 Coins GP 87 EP 45 SP 22 CP 9 Gems/Jewels ~~~~~~~~~~~ ? Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Necklace of adaption \ Ioun Stone - +1 Protection |-- Witch kit items Figurine of Power - Obsidian Steed / ring of ram ring of sustenance cloak of protection +4 and allows wearer to become a bat 2 times/day Witch staff of Power (functions same as staff of power but allows witches to use spells from it which aren ormally barred to them) Spells in Book (* signifies spell memorised) 6/6/6/5/5/3/2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1st Level 2nd Level 3rd Level ~~~~~~~~~ ~~~~~~~~~ ~~~~~~~~~ read magic choke (n) * bone club (n) detect magic * death recall (n) delay death (n) cantrip detect life invisible mail chill touch (n) ghoul touch (n) * hovering skull (n) * detect undead (n) * vocalise iron mind corpse visage (n) * spectral hand (n) spirit armour (n) * copy summon swarm dispel magic chromatic orb insatiable thirst feign death (n) feather fall ESP * hold undead (n) * wall of fog * alter self * wraithform identify web tongues * spider climb knock vampiric touch (n) unseen servant * pyrotechnics phantom steed colour spray * stinking cloud * fireball grease wizard lock melf's minute meteors * fist of stone rope trick Alamir's fundamental hold portal protection from cantrips breakdown enlarge darkness 15' radius * Max's stony grasp * Protection from missiles 4th Level 5th Level ~~~~~~~~~ ~~~~~~~~~ dimension door * Animate dead (n) fire aura teleport * fire shield * conjure elemental contagion (n) wall of bones (n) * wall of fire mummy rot (n) enervation (n) * summon shadow (n) * turn pebble to boulder * rary's telepathic bond otilukes resilient sphere mordenkainen's private sanctum * minor spell turning * force shapechange (n) otilukes dispelling screen throbbing bones (n) invulnerability to normal weapons * 6th Level 7th Level ~~~~~~~~~ ~~~~~~~~~ death spell (n) * finger of death (n) * black mantle (n) phase door * Bloodstone's spectral steed (n) zombie double (n) Forest's fiery constrictor * suffocate (n) invulnerability to magical weapons transmute water to dust *R Henchmen/Animal Companions ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name : Scythe Race/Class : Owl AC : 7 HD/Level : 1 Attacks : 3 (1-2/1-2/1) Skills/Abilities : swoop History : ~~~~~~~~~ Before adventuring Career... Bernard Hallonan, or Grimm as he now calls himself, is the son of a moderately wealthy merchant who traded in wines, the second of four brothers. His aptitude for magical study was recognised early and an entry exam (plus a suitable bribe) assured him a place in the academy of magic. During his first few months, however, an accident during an attempted summoning caused a large explosion and a momentary extraplanar rift which only he is known to have survived. This was due to the influence of a demon alerted when the rift opened, and who saw the potential for mischief in the apprentice. Dazed and unnoticed in the confusion, Bernard wandered right out of the city and into the forest, and was presumed dead (or worse) by the academy authorities. Wandering in the wilderness, his mind somewhat unhinged by the incident, Bernard was contacted by the demon for the first time. Awed by the presence of the being and the promises of great power it offered, he accepted the tutelage and proceeded to become a warlock skilled in the art of necromancy. It didn't take long, though, before he began to rebell against the demands placed upon him, and the constant intrusion into his thoughts and actions made by the fiend. Eventually he broke free of its direct influence, but is still harrassed by the demon's attempts to regain control of its "investment". He took with him magical knowledge, a figurine of wonderous power and a ring of the ram, all bribes by the demon to retain his confidence and devotion. Lost in the forest with no skills to protect himself, Bernard would probably starved to death if he had not stumble across a log cabin, the final resting place of a retired adventuring thief (one of the few who die peacefully). Although the place had already been emptied by enterprising vandals, he managed to find a ring on the corpse which proved to be a ring of sustenance and a silver necklace which he later sold for what little money he has now and his few possesions. It was obvious to him that he had nowhere near as many qualms about dealing with the dead than the earlier thieves had, but then again, that's what being a necromancer is all about... The present day... Grimm's streak of luck continues to preserve him from his own belief in immortality, although he has become a little bit more world wary. He tries now to keep a good stock of defensive spells (just in case) and sometimes has mood swings into the paranoid that can mean disaster for his travelling companions. His speciality combined with his uncooperative attitude has earned some attention from various authorities, though most are prepared to dismiss him as a minimal threat to society. Indeed, his hunts for undead have earned him occasional praise, as he restores the balance against those who would cheat death - and any who stand in his way. Grimm is more than a little stressed by the life he has led so far, in fact he's bordering on crazy. Surviving the accident, the demon and wandering lost in the wilderness has led him to think that he may be destined never o die. Combined with his learnings in necromancy and general society's rejection of him, he is fast heading toward the belief that he is death incarnate, an elemental force not to be denied, which is reflected by the name he now choses to be known by. His monthly visits by the demon tend to contradict this, which gives him all the more reason to hate it. It is ironic that he would give anything to be rid of the true source of his power, and just about the only thing at the moment that prevents him from become a raving nutcase. He has little memory of his family, and has no desire to associate with them again. ============================================================================== Hnaef Scylding - Ranger ======================= From: Anthony Ross Name: Hnaef Scylding Class: Ranger Ht: 6'1'' Race: Human Alignment: Chaotic Good Wt: 178 Clan: Ozerfold Level: 2 Age: 20 Armour Class: Chain&S = 4 THACO: 19 HP: 18 ============================================================================== Strength 18 (38) +1 to hit, +3 damage, open doors 12, bendbars 20% Intelligence 10 Wisdom 14 Dexterity 14 Constitution 16 +2 hit points Charisma 07 ============================================================================== Description Lithe and muscular of build, Hnaef has the archtypical Northern look, blond, ruddy, and dangerous. While his friends know him as a quiet joker, most strangers are more than a bit put off by his less than civilized appearance. With his dog Holgar and a halting command of the common tounge, Hnaef is generally assumed to be much more dangerous than he actually is. Although he posseses all the skills and talents nessecarry to sucess in combat, Hanef's companions learn quickly that he is smitten with ill luck in combat and should not be counted upon. Non-Weapon Proficiencies ======================== % Animal Tr. (Wis) 14 Train animal(s) to preform general & specific tasks % Endurance (Con) 16 Can perform strenous activity twice as long % Hunting (Wis -1) 13 Check to get near prey and sneak up % Speak Thyatian (Int +2) 12 Mediocre in this newly learnt tounge % Speak Northern (Int +9) 19 Almost fluent in his native tounge % Survial, Cold (Int) 10 Knowledge of hazards, can check to find food/water % Tracking (Wis) 14 Check with various modifiers to track Weapons Skill Wt. Size Type Spd. Dam S-M Dam L Longsword (Prof.) 4 M S 5 1-8 1-12 Longbow* (Prof.) 3 L - 8 --- --- Arrows, Flight 3.9 S P - 1-6 1-6 Dagger (Prof.) 1 S P 2 1-4 1-3 Battle Axe (Prof.) - - - - --- --- * The longbow fires twice per round, Short Range 210ft, Medium 420ft at -2 to hit, Long 630ft at -5 to hit Thieving Skills =============== Move Silently 15% Hide In Shadows 10% Encumberance ============ Equipment (101.5) + Weapons (11.9) + Booty (0) = 113.4 lbs, moves at 13" Equipment ========= % Wearing: Chain mail (40) Heavy woolen under and outergarments (3) Fur-lined coat (5) Great helm (10) Medium shield (10) Magical ring of unknown properties (Ring of Protection +1) Longsword with rune Scabbards at left side: two daggers % In large sack: 50ft of half inch dimater hemp rope (15) Loose linen pants & Sandals White linen outfit with green/yellow/blue trim Waterskin (2) Dog leash & studded collar (1) Flint & steel, 3 whetstones and an oily rag 3 torches (1.5) 1 flask of oil (1) Set of hunting knives (3) Leather gourd holding a potion of Halfling Control (1) % In large sack: 8 partiallly corroded magical masks (4) Grappling hook (3) Wine bottle labled RShireton BubbyS (Actually is Type M poison) % Horse - Wengar % War Dog - Holgar Background ========== Born to Bercilak and Margan Scylding (who died giving birth) of the Ozerfold clan on their steading, in the Soderfjord Jarldoms in the Northern Reaches. There is minimal agriculture and food sources are mostly derived from hunting and trade, in your region. Berilak was greatly affected by the loss of his wife and spent much time away from the stead on long hunting trips in the surrounding mountains and hills. While his father was away, Hnaef was under the care of his Uncle Ofeig, and elder brother Sven. They taught you to wield the longsword, as well as train the wolf-dogs that are used as guards on the steading. Eventually his father began to take him on the hunting trips, where Hnaef's ranger skills were acquired. At the age of 19 he obtained the permission of Vandrad Horiks on, his clan head, and set forth by ship from Whiteheart, to explore the world. Beliefs instilled in upbringing =============================== % Loyalty lies with family, clan and friends, and anyone who does not defend their honor is a coward. % Hospitality and generosity are to be valued and respected. % Wealth in itself is not a virtue. % Courage is honorable, it is dishonorable to whine or complain. % The gods determine fate, and wit and humor in bad times is to be valued. % Forgiveness is a sign of weakness. % Long discussions are pointless and should be avoided at all costs. % One's word is binding, but to mislead by clever speech or omission (not lies) is neither dishonest or immoral. % Exaggeration of ones deeds is acceptable to a point. % Merchants, thieves and especially wizards are to be accorded little respect as they are sneaky, evil and dangerous, yet timid in combat. % Priestly magics are acceptable and virtous. % Nature is to be respected, revered and protected, and must be allowed to coexist with other life. Game History Hnaef is most famous for his utter failure as a combat machine, to the frequent disappointment and frustration of his player. He never did anything truly heroic (partially because his player was often absent) and never really lived up to his ancestry and training. =============================================================================== Keldin Linsiber - Cleric/Thief ============================== From: Brother Tyrus Character : Keldin Linsiber Players Name : NPC (Sethi's Follower) Race : Human Class : Thief (cleric) Level : 7(4) Alignment : CG (CN tendencies) Family : Sex : M Age : 35 Social Class : LMC Status : Height : 5'10" Wt. : 160# Birth Rank : unknown # Siblings : unknown Hair : black Eyes : dark brown Appearance : serious, wrinkled ABILITIES 15 STR Hit: 0 Dmg: 0 Wgt: 55 Max Press: 170 O/D: 8 BB/LG: 7% 18 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -4 16 CON HP Adj : +2 System Shock : 95% Res.Sr : 96% 14 INT # Languages : 4 16 WIS Mag Def Adj : +2 Bonus Spells : 2*1st, 2*2nd 13 CHR Max Hench : 5 Loyalty Base : 0 Reaction Adj : +1 MOVEMENT SAVING THROWS ~~~~~~~~ ~~~~~~~~~~~~~ * - current movement rate Modify. Paralyze/ Save. Base Rate: 12 _______ Poison __10___ Light (56-85 ) _______ Rod,Staff, Mod (86-115 ) _______ _______ or Wand __12___ Hvy (116-145) _______ Petrify/ Svr (146-170) _______ _______ Polymorph __11___ Jog ( x2 ) _______ Breath Run ( x2 ) _______ _______ Weapon __15___ Run ( x2 ) _______ Run ( x2 ) _______ __+2___ Spells __13___ (ma) ARMOR HIT POINTS Hits Left _______ Adjusted AC Armor Type (Pieces) \ A C / Surprised ____ Leather +1___________ ___57_ 57 \ 1 / Shieldless____ _____________________ \_/ Rear ____ _____________________ WEAPON COMBAT WEAPON #AT ATTACK ADJ/DMG ADJ THAC0 DAMAGE (SM/L) RANGE SPEED ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Knife (thrown) Short Sword Quarterstaff Special Attacks ~~~~~~~~~~~~~~~ backstab damage x?? Special Abilities/Limitations NWProficiencies/Skills/Languages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 9 slots (5 priest) GEAR (Supplies included) Location Encumberance # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Money Total (pounds)________________________________ Experience Treasure ~~~~~~~~~~ ~~~~~~~~ Coins +10% GP EP SP CP Gems/Jewels ~~~~~~~~~~~ Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ring of Feather Falling Ring of Regeneration Leather +1 Hilt of the Weapons Master Spells in Book (* signifies spell memorised) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ============================================================================== Kyle Quickfinger - Thief ======================== From: Brother Tyrus Character : Kyle QuickFinger Players Name : Jeremy Paddison Race : Halfling Class : Thief Level : 16 Alignment : Neutral Evil Family : Race/Clan : Homeland : Liege/Patron : Religion : Sex : M Age : 27 Social Class : Status : Height : 36" Wt. : 64 Birth Rank : # Siblings :0 Hair :Blonde Eyes : Brown Appearance :Quite Handsome. Mischevious eyes ABILITIES 15 STR Hit: norm Dmg: none Wgt: 55 Max Press: 170 O/D: 8 BB/LG: 7% 19 DEX React Adj : +3 Miss Att Adj : +3 Def Adj : -4 15 CON HP Adj : +1 System Shock :90% Res.Sr 94% 16 INT # Languages : 5 Spell Lvl :8th Chance : 70% Max/Lvl : 11 11 WIS Mag Def Adj : 0 13 CHR Max Hench : 5 Loyalty Base : 0 Reaction Adj : +1 MOVEMENT SAVING THROWS ~~~~~~~~ ~~~~~~~~~~~~~ * - current movement rate Modify. Paralyze/ Save. Base Rate: 12 _+4____ Poison __10___ Light (56-85 ) _______ Rod,Staff, Mod (86-115 ) _______ _+4____ or Wand __8 ___ Hvy (116-145) _______ Petrify/ Svr (146-170) _______ _______ Polymorph __9 ___ Jog ( x2 ) _______ Breath Run ( x2 ) _______ _______ Weapon __13___ Run ( x2 ) _______ Run ( x2 ) _______ _+4____ Spells __9 ___ ARMOR HIT POINTS Hits Left _______ Adjusted AC Armor Type (Pieces) \ A C / Surprised _2__ elven chain +3_______ _78___ 78 \-2 / Shieldless_-2_ _____________________ \_/ Rear _-2_ _____________________ WEAPON COMBAT mod mod WEAPON #AT ATTACK ADJ/DMG ADJ THAC0 DAMAGE (SM/L) RANGE SPEED ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Knife 1 0 0 13 1d3/1d2 -- 0 (thrown) 2 +4 0 9 1d3/1d2 1/2/3 0 Hand Crossbow 1 +3 0 10 1d3/1d2 2/4/6 2 Short Sword 1 0 0 13 1d6/1d8 -- 0 Broad Sword 1 0 0 13 2d4/1d6+1 -- 2 2 more to choose Special Attacks ~~~~~~~~~~~~~~~ BackStab: +4 chance to hit. Negate enemy's shield and dexterity bonus. Damage multiplier: x5 +1 bonus when using thrown weapons or slings -4 penalty to opponent's attacks when you surprise them -2 penalty to opponent's attacks when a door/screen must be opened first Special Abilities/Limitations NWProficiencies/Skills/Languages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Thief Skills - Rope use dex/0 1 Pick Pockets: 95% Reading Lips int/-2 2 Open Locks: 95% Ventriloquism int/-2 1 Find/Remove Traps: 90% Riding, Horse wis/+3 1 Move Silently: 95% Forgery dex/-1 1 Hide in Shadows: 95% Set Snares dex/-1 1 Detect Noise: 85% Tumbling dex/0 1 Climb Walls: 95% Juggling dex/-1 1 Read Languages: 95% Jumping str/0 1 Tightrope walking dex/0 1 Disguise cha/-1 1 Languages - Halfling - Common - Theives Cant Bonus to saves vs rods/staff/wands, spells, poison Use Scrolls: 25% Failure. If fails then the effect can be reversed. Infravision 60' Determine Grade of slope or passage Determine Direction GEAR (Supplies included) Location Encumberance # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You have to fill this out Money Total (pounds)________________________________ Experience Treasure ~~~~~~~~~~ ~~~~~~~~ 1,500,000 Coins +10% GP EP SP CP Gems/Jewels ~~~~~~~~~~~ Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bolt of Tracking Wooden Knife Sword +2, Idrenal elven chain +3 -=-=-= Sword +1, Idrenal Idrenal is a specially made +1 shortsword. In the hands of a thief, it becomes +2. Furthermore, when Idrenal is used for a backstab attack, it advances the thief an additional step of multiplier (i.e., x3 instead of x2, etc.) normal to the