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You are here: Home --> Forum Home --> Recent posts by Almerin
Topic: The Chakran Portal - an Adventure in Audalis
Subject: superman... ehm SuperSyl!

Londelirinen Kingdom
Sylvari village
4th day of the 8th month: Temoth Ore
7:26 pm

The mage's face brightened up on that question. She was finally able to help out again.

"Yes.... Yes! I do have that spell memorized! You want it right now?"

Posted on 2007-11-30 at 16:38:08.
Edited on 2007-11-30 at 23:07:38 by Almerin

Topic: Filthy Thief Q/A
Subject: Additional Information

Any information on the Audalis setting can be found here:

Everything on Audalis

Information on Drannon, the empire we'll be having this adventure in can be found through this link:
Everything on Drannon

Please remember that races are named differently. Keep your posts accurate. Dwarves are Khords, Elves are Sylvari, etc etc.

About the Orphanage:
The Orphanage we speak of is one of many in Drefast. It is located in a quite filthy neighbourhood, unhindered by authorities and questions.

A man named Ormander Galios took over the orphanage from a group of Falloes’ clerics after they had neglected their duties, distracted as they were by other influences. In fact, they were happy to hand over the misfits and unwanted children to somebody else. Under Ormander’s rule, the orphanage bloomed up, at least for the kids.

Although he was a man of honour, Ormander did not have the wealth to provide proper care and education. All he wanted for them was a better life than he himself had been given. That’s why he started training them in the arts that he knew best: thievery.

Yes, the children of the orphanage had to help earn the coin that would give them food, but Ormander wasn’t dressed in Dickensian greed. He sparsely used whatever money came in, and used a portion of the savings to restore and redecorate the old building they lived in. Soon, the orphanage was a home of warmth and comfort; a place where children could find shelter. In later days, Ormandor hired craftsmen, warriors and mages, to teach the children a trade, or the ways of weapons and magic.

Children do not trade the orphanage for actual families, unless a child specifically wants to. Most choose to stay at the orphanage until they are old enough to leave and get a job. Many ex-orphans still donate regularly to Ormandor’s cause, and nobody ever forgets what has been given to them: a loving family that cares, even if the world doesn’t.

The Tides of Magic:
In the Audalis campaign setting, magic works slightly different, which can result in either better or slightly less powerful spells.

Results translated to 3.5 d&d:
- Tide is normal: no effect.

- Tide is rising: will save vs magical effects +1, spell damage at +1 per die

- Tide is at peak: Spells function at one level higher than normal (along with will save bonus)

- Tide is falling: will save vs magical effects -1, damage done by spells is at -1 per die(though never less than 1 on any die),

- Tide is at neap: spell DC -1, plus above penalties

Read more about the Tides of Magic.

Drefast Map:

The Low Crime areas are where most visitors spend their time. The High Crime areas are shunned by most inhabitants of Drefast and visitors.

Posted on 2007-11-30 at 16:06:07.
Edited on 2008-09-14 at 10:36:08 by Almerin

Topic: Filthy Thief Q/A
Subject: Character 7 - Dai Lung

Dai Lung,
Female Human Mnk4,
HD 4d8,
hp 27,
Height: 4' 8",
Weight: 91#,
Hair: Black,
Eyes: Hazel,
Skin: Pale

STR 16 (+3),
DEX 14 (+2),
CON 10 (+0),
INT 10 (+0),
WIS 14 (+2),
CHA 9 (-1)

Init +2, Fort +4, Ref +6, Will +6

Spd 40
AC:14 (Flatfooted:12 Touch:14)
Base Attacks: +6 melee, +5 ranged (w/Two-Weapon Fighting)
+6 (1d8+3, Unarmed),
+5/+1 (1d6+3, 1d6+1, Nunchaku - Two-Weaons and Weapon Focus),
+4/+0 (1d6+3, 1d6+1, Siangham - Two Weapons),
+4/+0 (1d6+3/1d6+3, Quarterstaff - as Double),
+6 (1d6+4, Quarterstaff),
+5 (1d4, Sling)

Balance +11,
Climb +10,
Escape Artist +9,
Jump +9,
Move Silently +7,
Tumble +7.

Combat Reflexes,
Deflect Arrows,
Improved Unarmed Strike,
Stunning Fist,
Two-Weapon Fighting,
Weapon Focus: Nunchaku

Class Features:
Deflect Arrows
Decisive Blow (PHB II, Replaces Flurry of Blows, see below)
Monk Fast Movement
Monk Weapon Proficiencies
Slow Fall (20')
Still Mind
Stunning Attack (4/day)
Unarmed Strike
Wisdom Bonus to AC (+2)

Flurry of Blows can be exciting to use -- just look at all the attack rolls you can make -- but, in practice, it can lead to a flurry of misses. The Decisive strike alternatie class feature turns your typical combat maneuver from a whirl of action into a methodical and devastating attack.

Level: 1st,

Replaces: If you select this class feature, you do not gain Flurry of Blows (or any later improvements to that class feature).

Benefits: As a full-round action, you can make one attack with an unarmed strike, or a special monk weapon, using your highest bonus but taking a -2 penalty on this attack roll. If the attack hits, it deals double damage (as does any other atttack you make before the start of your next turn). If you use this strike t deliver a Stunning Attack, increase the save DC to resist the stun by +2. This is an extraordinary ability.
At 5th level, the penalty on the attack lessens to -1, and at 9th level it disappears.
At 11th level, you can make two attacks when using this class feature, though no more than one attack can target a single crature. Both attacks use your highest base attack bonus.

[[Player's note on the above Feat: As I understand it, "any other attacks you make before the start f your next turn" would include attacks of opportunity, no?. And also attacks using Two-Weapon Fighting? If not, I can live with it for just the ability to deal "automatic" double damage on a successful hit without rolling a 19-20. And I see the full-round action requirement as the necessary time to focus in order to place the blow to a debilitating area on the opponent ... Additionally, I believe the feat cannot be used with the quarterstaff or sling, because they are not considered "special monk weapons", as is the nunchaku and sianham she carries.]]

Coin: 16 pp, 12 gp, 2 sp, 4 cp

Mount: Light Horse (no tack or gear, she rides bareback using a rope loop on the neck to guide the animal)

Weapons: Nunchaku (2); Quarterstaff, Sling (w/20 bullets), Siangham (2)

Goods: Tent, Monk`s Outfit (worn), Magnifying Glass, Trail Rations (5 days), Winter Blanket (2), Canvas (9' x 9'), Canvas (3' x 3'), Flint/Steel, Belt Pouch (carried), Rope, silk (2 @ 50 ft. each); Hemp Rope (50 ft. cut into 10-ft.segments), Waterskin, Torch (6, bundled in the smaller canvas) .

Magic: Bag of holding (Type II: 25# full, 500# and 70 cu. ft. capacity)
[{what won't fit in her belt pouch will be in this item, tied with a
loop of hemp rope to carry on a shoulder when not in her hand]]

She is just over four and a half feet tall, small for a human, but she is not self-conscious about her height. Nor does she over-compensate to prove herself, unless it deals with testing her skills, which are considerable. Her youthful looks, height, slimness, and fair skin have led many to perceive her as a mere child. She sees no reason to correct that impression unless threatened. So confident is she of her abilites that she haunts the darker corners of cities as much as those of decent repute, with no fear. No fool, she, to accept just any old challenge. Combat for the sake of "fun" or "entertainment" is effort wasted. She can, and has, walked away from a fight for various reasons: disparate numbers, alcohol-laden taunts, insults that don't have the desired effect on her, and others.

The colors she wears are quite noticeable, for the cloth of her garments are the bright orange of the morning sun and they are bound at the extremities and joints with soft, black leather bands and black sashes of cotton. She is aware that, most times, the goading is as much because of her appearance as it is because of the weaponry she carries, visible and accessible. In one hand is her staff. Tucked into her waist-sash, at the small of her back are a pair of nunchakus. Bound to the outside of each lower-leg is a sheath holding a siangham. If she can't close to melee range, she is not above pulling a sling and a few bullets out of her belt pouch.

As a child in the orphanage, she was named Teresa Lofton. When she was but six years old, and at her own persistent requests, Teresa was taken to the temple to ask if they would accept her. But only after much discussion before-hand. Teresa was afraid at the time that she would be denied because of her size, but this was the only enclave within a thousand miles. And this was all she so desperately wanted. Although even she could not say why. The monks did not refuse her, for they indicated that she was of the correct and proper age to begin their training. They also were of the opinion that for Teresa to recognize this for herself and be so determined to act on that belief was an indication of greatness in the making. It was such a trait that made most monks remain, happily, at the monastery to continue learning and to teach others. She stayed. She learned. And she didn't fail. Currently she is simply "taking a sabbatical", on a well-deserved vacation from the rigors of her training. She has not forecasted to return to the Temple until she feels her skills are lacking or she sees something new that she feels she needs to learn.

Now the name no longer has any meaning for her, for she is no longer Teresa Lofton, she is Dai Lung (die-loong), meaning "small dragon". Her new name is both a reference to her preferred method of combat, and also the name given her by the monks at the Temple of the Cloud. Even small dragons, she is quick to point out, are dangerous if threatened to the point where instincts take over.

Posted on 2007-11-30 at 00:36:25.
Edited on 2008-09-06 at 14:21:42 by Almerin

Topic: Filthy Thief Q/A
Subject: Character 6 - Llammoth

Name: Llammoth
Class and Level: Rogue Level 4
Race: Half-Orc
Alignment: Lawful Good
Deity: Falloes
Size: Medium
Age: 17
Gender: Female
Height: 4’7’’
Weight: 114 lbs
Eyes: Honey Brown
Hair: Jet Black
Skin: Taupe


Though Llammoth shares her lineage with the Orcs, many say that her mother must have been a Sylvari, or perhaps even a Fae. Regardless of the truth in this matter, she is truly a wonder of the world. She is short, and relatively petite. Her muscle mass is larger than an average girl of her size, but it is endearing, lean and lacking the masculine nature of the orc that even most females possess. Her skin is a creamy pastel, and her eyes are a golden brown. Her ink black hair is a strong contrast, and yet an amazing match to her other eccentric qualities. Her face still shows signs of her mixed breed, and the ferocity is still present in the crown of her brow… however the thinly bridged nose, with the flattened nostrils is a flattering combination with her full lips. Her tusks are nowhere near as full as they ought to be, and thus, her small jaw is not as jutting as it could be.

Vital Statistics

STR 12
DEX 12
CON 10
INT 14
WIS 10
CHA 15

HP 21
AC 15 (Touch 11) (Flat-footed 14)
Initiative 1
Speed 30 ft

Saving Throws


Base Attack Bonus 3


Combat Expertise
Improved Feint

Special Abilities

Orc Blood
Sneak Attack (2d6)
Trap Sense +1
Uncanny Dodge

Languages Spoken


Balance 6 (Dex 1, Ranks 3, Synergy 2)
Bluff 9 (Cha 2, Ranks 7)
Climb 2 (Str 1, Ranks 1)
Diplomacy 12 (Cha 2, Ranks 6, Synergy 4)
Disable Device 4 (Int 2, Ranks 2)
Disguise 5* (Cha 2, Ranks 1, Synergy 2)*synergy only counts
when being observed
Escape Artist 4 (Dex 1, Ranks 3)
Gather Information 7 (Cha 2, Ranks 3, Synergy 2)
Hide 3 (Dex 1, Ranks 2)
Intimidate 10 (Cha 2, Ranks 6, Synergy 2)
Jump 8 (Str 1, Ranks 5, Synergy 2)
Knowledge (local) 7 ((Int 2, Ranks 5)
Listen 3 (Ranks 3)
Move Silently 3 (Dex 1, Ranks 2)
Open lock 4 (Dex 1, Ranks 3)
Profession (advisor) 1 (Ranks 1)
Search 5 (Int 2, Ranks 3)
Sense Motive 5 (Ranks 5)
Spot 3 (Ranks 3)
Swim 2 (Str 1, Ranks 1)
Tumble 8 (Dex 1, Ranks 5, Synergy 2)


Primary Weapon - Shortspear (Attack Bonus 4, Damage 1d6 +1 (+1 STR)

Armor - Studded Leather +1 (AC Bonus 4 (Armor 3, Enhancement 1)

Other Possessions
-Bag of Holding I
--Winter Blanket
--Small Steel Mirror
--Masterwork thief tools
--Courtier’s outfit (+50 gp worth of jewellery)
--Potion of Cure Light Wounds x 3
--Potion of Invisibility
--Elixir of Sneaking
--Elixir of Hiding
--Quaal’s feather token (bird)
Explorer’s outfit (usually what she wears)
-Belt Pouch

Total Weight Carried 3 lbs


181 gp
4 sp

Posted on 2007-11-28 at 15:39:17.
Edited on 2008-02-09 at 00:06:48 by Almerin

Topic: Filthy Thief Q/A
Subject: Character 5 - Paomallen

Name: Paomallen Vinestrider
Sex: Male
Race: Half-Sylvan
Class: Clr 4
HD 4d8+4(Con + Toughness x2),

hp 37
Str 12 +1
Dex 12 +1
Con 12 +1
Int 10 +0
Wis 16 +3
Cha 10 +0

HP: 37
Init +1,

Fort +5
Refl +2
Will +7

Spd 20 (med. encumbr)
AC:19 (Flatfooted:18 Touch:11),

Base Attacks: +4 melee, +4 ranged
Heavy Mace: +4 ( 1d8+1 )
Sling: +4 ( 1d4 )
Unarmed: +4 ( 1d3+1 )

Immunity to Sleep Effects (Ex)
Low-light Vision (Ex)
+2 Saves vs. Enchantment Spells/Effects

Elven Blood

Concentration +8 (Con + Ranks),
Heal +12 (Wis + Ranks + Domain),
Listen +4 (Wis),
Search +1 (Int),
Sense Motive +3 (Wis),
Spot +4 (Wis),
Swim -14 (encumbr + Str),
Wilderness Lore +3 (Wis)

Armor Proficiency: Heavy, Medium, Light,
Shield Proficiency,
Simple Weapon Proficiency,
Toughness x2.

Diety: Lysora/Lissentoria (Sacred Mother, Reverent Lady of Spirits)
Fellowship: League of Wayfarers

Healing, Protection

Granted Powers:
All heal spells gain +1/die,
Cast Cure Light Wounds 1/day,
Cast Slow Poison 1/day

Spells Prepared (Clr 5/4/3):
@ 0 - Cure Minor Wounds x2, Light, Mending, Read Magic
@ 1st - Cure Light Wounds (d), Cure Light Wounds, Divine Favor, Magic Weapon, Shield of Faith
@ 2nd - Shield Other (d), Cure Moderate Wounds x2, Sound Burst.

Weapons: Heavy Mace; Sling (2); Sling Bullets, sling (20, 10 carried)
Armor: Splint Mail +2 (NSA).
Mount: Light Warhorse, Riding Saddle, Bit/Bridle, Saddlebags
Goods: Healer`s kit, Silver Holy Symbol (Rose), Traveler`s outfit, Trail Rations (5 days), Backpack, Bedroll, Flint/Steel, Belt Pouch, Sack, Torch (, Waterskin, Antitoxin (2 vials)
Magic: Potion -- Shield of Faith +4.
Wealth: Coin: 3 pp, 7 gp, 10 sp, 2 cp,
---------- Tiger eye turquoise (5x10gp ea)

The five-five half-syl with the white-blond hair and pale blue eyes smiled as he entered the gates to Drefast. Prominently displaying the silver rose holy symbol medallion of his faith on the breast of his well-cared-for splint mail, he led his light warhorse to the gate, payed his entry, and continued into the city. Over his shoulder he carried a heavy star-bladed mace, the only visible weapon he carried.

Pao knew growing up that he was different. Most of the children at the orphanage had a live-and-let-live-we're-all-in-this-together philosophy and left him alone. But there was still a small sontingent of bullies, enough to consider themselves the defenders of humanity, into which they felt he didn't fit. At first he was beaten quite often, but even he noticed that he healed quickly and seemed to "bounce back" all the stronger. When the number of losses he suffered began to lessen to the point that the bullies seldom won, they gave up and found another target. But the desire had been instilled in Pao to become a warrior, one to defend those who could not defend themselves. He said as much to Headmaster Ormander on his "day of majority", 60 days before he was to be released from the orphanage for training in a profession chosen by the Headmaster.

At his statement, Headmaster Ormander simply said, "Very well, so noted. But first I will send you to a place where you can see what happens to those who fight for the sake of fighting. You will go to the Temple of Lysora to begin your training, and from there you will go to where you feel youi belong."

That answer satisfied Pao's desire, and so he went. He found, thereafter, that the cloistered life of spiritualism and healing was much to his suiting, and that he, as a priest, would also be able to defend those he healed or ministered to. So with that welcome change to his path in life, Pao became an acolyte of the Reverent Lady of Spirits, Lysora. On his release from his status as study-student to freeman-acolyte, he joined a lesser-known fellowship of the Faith, that of the League of Wayfarers. These followers dedicated themselves to aiding those worshippers (and others) as traveling priests. In his travels, Pao found employment as a bouncer at a few taverns, a castle guard (for a short time), and even a temple-bound priest (to see if he liked it -- he didn't).

Then came the missive from Headmaster Ormander asking for aid. Pao actually ahd to think at first, to determine whether or not he owed anything to the headmaster, and decided that the man had actually sent Pao to become what he was, albeit not what he had wanted to be at first. One debt to be paid, and now was the time. So Pao has arrived back in Drefast, and is heading to the orphanage to begin a new chapter in his life ...

Posted on 2007-11-28 at 15:35:58.
Edited on 2008-07-25 at 19:17:39 by Almerin

Topic: Filthy Thief Q/A
Subject: Character 4 - Beinsel

Name: Beinsel Venthriea
Class and Level: Bard/4
Race: Human
Alignment: NG
Deity: Shinara
Size: M

Age: 26
Gender: M
Height: 5'9
Weight: 148 lbs
Eye Color: Green
Hair: Black
Skin: pale

Ability Scores:
STR 12 +1
DEX 14 +2
CON 10 +0
INT 12 +1
WIS 9 -1
CHA 16 +3 (18 +4)

Vital Statistics:
HP 16

Experience:6,000 /10,000

AC: 16 (+2 dex, +4 chain sh)
Touch: 13
Flat footed: 15

Initiative +2
Speed 30 ft.

Saving Throws:
Fort +3
Ref +6
Will +3

Base Attack Bonus +3
Grapple +4

Attack 1: Rapier
Attack Bonus: +6
Damage: 1d6+1
Critical: 18-20
Type: piercing

Attack 2: Dagger
Attack bonus: +5
Damage: 1d4+1
Critical: 19-20
Type: Piercing/Slashing

Attack 3: Dart
Attack bonus: +5
Damage: 1d4+1
Critical: 20
Type: Piercing
Ammo: 20
Range: 20 ft.

Attack 4: -

Skills: (add +1 to all CHA based skills when having lute on body)
Appraise (int) - 0+1 = +1
Balance (dex) - 2+2 = +4
Bluff (cha) - 5+3 = +8
Climb (str) - 0+1 = +1
Concentration (con) - 7+0 = +7
Craft (int) - 0+1 = +1
Decipher Script (int) - 0+1 = +1
Diplomacy (cha) - 7+3 = +10
Disguise (cha) - 0+3 = +3
Escape Artist (dex) - 0+2 = +2
Gather Information (cha) - 7+3 = +10
Hide (dex) - 7+2 = +9
Jump (str) - 0+1 = +1
Knowledge (int) - 0+1 = +1
Listen (wis) - 3-1 = +2
Move Silently (dex) - 7+2 = +9
Perfom (cha) - 7+3 = +10
Profession (wis) - 0-1 = -1
Sense Motive (wis) - 2-1 = +1
Sleight of Hand (dex) - 6+3 = +9
Speak Language (n/a) - 0+0 = +0
Spellcraft (int) - 0+1 = +1
Swim (str) - 0+1 = +1
Tumble (dex) - 6+3 = +9
Use Magic Device (cha) - 0+3 = +3

Weapon Finesse
Great Fortitude
Weapon focus ( rapier )

Special Abilities:
Bardic Music
(c)Bardic Knowledge
(c)Inspire courage +1
(c)Inspire Competence
(r) Extra Feat
(r) Extra Skill points


Lute of Charisma +2
Entertainers Outfit
Mithril Shirt
Daggers (3)
Rations (3)
Water skins (3)
Darts (20)
Thunderstone (4)
Tanglefoot bag (3)

Copper: 10
Silver: 9
Gold: 5
Platinum: 1

Lvl 0: Detect magic, Mage hand, Lullaby, Mending, Read magic, Ghost Sound
Lvl 1: Cure Light Wounds, Sleep, Charm Person
Lvl 2: Cure moderate Wounds, invisibility

Spells Per Day:
0 - 3
1 - 3
2 - 1

Posted on 2007-11-28 at 15:35:45.
Edited on 2008-03-22 at 15:06:17 by Almerin

Topic: Filthy Thief Q/A
Subject: Character 3 - Miran

Class: Swashbuckler/Illusionist (1/3) Race: Human
Align: Chao Good Age: 21 Male 5'10" 126 lbs
blue-green eyes, black hair, peach complexion
Str- 10 (0)
Dex- 16 (+3)
Con- 10 (0)
Int- 17 (+3)
Wis- 8 (-1)
Cha- 12 (+1)

XP: 6 000
HP: 21/21 AC: [13] = 0 + 0 + 3 + 0+ 0 + 0 + 0 Touch: 13 Flat-footed: 10
Speed: 6 space/30 ft
Initiative: +3
Fort: 3 (3 + 0)
Reflex: 4 (1 + 3)
Will: 2 (3 + -1)

BAB: 2
Grapple: 2


| Rapier +1 | +6 | 1d6+1 | 18-20/x2 |
| - | piercing | |

| Dagger | +5 | 1d4 | 19-20/x2 |
| 10 ft | slashing/piercing | x5 ammo|


Spell Component Pouch 2 lbs
Spellbook (21/100) 3 lbs
Ink & Pen -
Pearl of Power

Total: 7 weapons + 0 ammo + 0 armor + 5 others + 13 coins = 27 lbs (153 total)
Loads: 33-light 66-medium 100-heavy 100-overhead 200-pick 500-drag

CP: SP: 9 GP: 640 PP:

points: Swash. 8 / Wiz. 6

Balance 12 = 3 + 7 + 2
Bluff 7 = 1 + 6
Concentration* 7 = 0 + 7
Decipher Script*
Diplomacy 3 = 1 + 0 + 2
Escape Artist 9 = 3 + 6
Jump 9 = 0 + 7 + 2
Sense Motive 3 = -1 + 4
Tumble 12 = 3 + 7 + 2
Use Rope 7 = 3 + 4 + (2)-(Bindings)

Combat Expertise (1st)
Improved Feint (Human)
Spell Focus (3rd)

Special Abilities:
Weapon Finesse
Scribe Scroll
Summon Familiar

Common, Draconic, Giant, Elven

Base Spell Save: 13 (+1 Illus)
School: Illusion | Conjuration/Necromancy
Level Spells Save DC Spells/day
0 9 13 4 + Illus
1 8 14 2 + 1 + Illus
2 2 15 1 + 1 + Illus


Ghost Sound* Silent Portal
Light* Ray of Frost*
Read Magic Detect Magic*
Dancing Lights Open/Close*

Silent Image* Ventriloquism*
Disguise Self Shield*
True Strike Magic Missile*
Feather Fall Charm Person

Invisibility* Bladeweave**

Miran wears his black hair in a single braid which runs long to his mid-upper back and is otherwise clean-shaven. His sea-green eyes watch his world with amusement and he delights at oddities and wonders that may entertain him. He wears a dark blue, wide sleeved tunic and black breeches. He has a belt which accentuates his lithe, thin frame, with attatched weapon, much like himself, thin and elegant, by his side. As a note of completion, a nice purple cloak with hood down, rests just around his shoulders and down his back.

Posted on 2007-11-28 at 15:35:31.
Edited on 2008-02-09 at 22:58:45 by Almerin

Topic: Filthy Thief Q/A
Subject: Character 2 - Percifeer

Name: Percifeer ?
Race: Human
Sex: female
Skin: black
Hair: black
Eyes: hazel
Weight: 134
Height: 5'3"
Age: 22
Birthday: Spring

Class: Sorcerer 4
Alignment: Chaotic Neutral

Str 8
Dex 18
Con 10
Int 10
Wis 8
Cha 19

Fort: 1 + Con
Ref: 1 + Dex
Will: 4 + Wis

AC: 14 (18 w mage armor)


light crossbow 2+Dex to hit, d8 to damage (+1 to both within 30ft)

skills: *2+Int+1*

Concentration 7 + Con
Knowledge (arcana) 5 + Int
Knowledge (planes)* 1 + Int
Spellcraft 7 + Int
Spot* 0 + Wis + 3inShadow
* means cross-class


Eschew Materials
Point Blank Shot
Precise Shot
Quick Draw

Backpack+quick-release clasp (back)
Light Crossbow (R hip).....4 lbs
10 bolts-quiver (back).....1 lb
winter bedroll (backp)......5 lbs
1 waterskin (backp).........4 lbs
1 Large Sack (carried).....1/2 lb
wand of summon monster I
Bag of Holding-1 (chest)....15 lbs
10 days Rations (backp).....10 lbs
20 days Rations (bag)......(20 lbs)
3 waterskins (bag).........(12 lbs)
150 ft silk rope (bag).....(15 lbs)
flint & steel (backp).......0 lbs
flint & steel (bag)........(0 lbs)
10 pieces-chalk (bag).....(0 lbs)
pouch-10 oil rags (bag)....(4 lbs)
Disguise kit (bag).........(8 lbs)
Tent (bag).................(10 lbs)
Healer's Kit (bag).........(1 lb)
2 Cold Weather (bag).....(14 lbs)
2 Traveler's (bag).......(10 lbs)
1 Traveler's (worn)......5 lbs

Current Load: 45.5 (26 w/o backp)

Light Load: 26 lbs
Medium Load: 53 lbs
Max Load: 80 lbs
Lift off Ground: 160 lbs
Drag/Push: 400 lbs

Bag: up to 250 lbs/30 cubic ft
current: 94 lbs + coinage

Stats: as in MM

Spells Known:
0-Detect Magic
0-Read Magic
0-Acid Splash
0-Mage Hand
1-Mage Armor
1-True Strike
2-Summon Monster II

Spells per Day:

character description:
Percifeer does not know her last name, as she grew up in the orphanage. She was a bit haughty, and tended to get into fights with her fellow orphans on a regular basis. Despite her size, her unusual powers gave her a huge advantage and she tended to win those fights. She did some strange things in the early days of the orphanage, which may well have been the reason Ormander sent money to allow future orphans to study magic. When she left the orphanage to go out on her own (people don't adopt bullies), she found her knew powers opened a whole new world. She made a bit of money running errands for the higher wizards, but found herself more eager to get out and find more strange knowledge. It was this desire that drove her to study the planes and planar creatures. These creatures were more powerful than anyone she had met, which was quite a feat. She studied ways to summon them to fight alongside her. Ultimately, she became clostorophobic, said her goodbyes and moved on. When she was packing to leave, one of the wizards who had taken a liking to her gave her a small gift. It was an amulet that he explained would protect her from harm. She has studied it, to understand it, and knows it is powerful and not something to take lightly. She found, in her journey, she could gain access to massive towers where she could learn strange techniques for creating small sticks called wands that could harness her power and allow her to expend massive amounts at one time. The concept was amazing to her. She spent a great deal of time studying under these 'crafters' and found their techniques fascinating. They could make all kinds of impressive things. She found a wizard there who was closer to her age than many of the older ones. Unlike her powers (which she had come to know as sorcery rather than wizardry) his were not as inherent and had to be studied. She and he spent a lot of time testing each others' strengths and weaknesses in mock battles. It wasn't
long before they fell in love. His name was Cristophika. She spent a lot of time with him during her time in this tower, until one day when she recieved a letter from Ormander requesting her return. She made it known that she would come back some day to the tower, but she was delighted to get out and adventure for a time. It was Cristophika who did not take it well. He refused to leave, and didn't want her to leave either. It took all the finessing she could muster to leave him on even reasonably good terms. He was in tears when she said goodbye, and she had trouble handling it. She turned to leave when he called out to her, and rushed over, tears still streaming down his face. He gave her his most prized possession, a small bag that, he explained, would allow her to carry all of the things she found on her adventure. She could tell he was making hints, but wasn't certain what the hints were. Certainly, she knew well enough to be sure to bring him back souvenirs from her travels. She just wasn't sure what it was he wanted. She was taught, at length, to call herself an 'archer' to avoid detection as a magic user. This has paid off during her travel to the orphanage, and she holds that bit of advice dear to her heart, mostly because it came from Cristophika.

1894 gp
8 silver
10 copper
*in bag of holding*

Posted on 2007-11-28 at 15:35:18.
Edited on 2007-12-08 at 21:15:08 by Almerin

Topic: Filthy Thief Q/A
Subject: Character 1 - Ocyari

Ocyari (pronounced oh-see-ar-ee)
Class: Rogue 4 Race: Human (Young)
Align: Chaotic Good Age: 10 Small Female 3' 40 lbs
green eyes, brunette hair, tan complexion

Str- 8 (-1)
Dex- 20 (+5)
Con- 8 (-1)
Int- 14 (+2)
Wis- 10 (0)
Cha- 11 (0)

XP: 6 000
HP: 8/8
AC: [18] = 2 + 0 + 5 + 1 + 0 + 0 + 0 Touch: 15 Flat-footed: 13
Speed: 20ft
Initiative: +5
Fort: -1 (0 - 1)
Refl: 13 (8 + 5)
Will: 1 (1 + 0)

BAB: 1
Grapple: -4


| Short bow | +6 | 1d4-1 | 20/x3 |
| 60 ft | piercing | 40 arrows |

| Dagger | 0 | 1d3-1 | 19-20/x2 |
| 10 ft | slashing/piercing | |


| Leather Armour | Light | +2 | +6 |
| 0 | 10% | 20ft | 7.5lb | |

Mastercraft Thieves' Tools 2lb
Belt Pouch 0.125lb
Mirror, Small Steel, 0.5lb
4 Trail Rations 1lb
Waterskin 1lb
Healing Pendant -

Total: 1.5 weapons + 3 ammo + 7.5 armor + 4.625 others + 1 coins = 17.625 lbs
Loads: 19.5-light 39.75-medium 60-heavy 60-overhead 120-pick 300-drag

CP: SP: GP: 51 PP:

points: 10 + 1 (Human)
Balance: +7 (+5 dex, +2 synergy)
Disable Device: +11 (+2 int, +7 ranks, +2 mastercraft tools)
Escape Artist: +12 (+5 dex, +7 ranks)
Hide: +16 (+5 dex, +7 ranks, +4 small)
Jump: +10 (-1 str, +7 ranks, +2 synergy, +2 acrobatic)
Listen: +7 (+7 ranks)
Move Silently: +12 (+5 dex, +7 ranks)
Open Lock: +14 (+5 dex, +7 ranks, +2 mastercraft tools)
Search: +9 (+2 int, +7 ranks)
Sleight of Hand: +12 (+5 dex, +7 ranks)
Spot: +7 (+7 ranks)
Tumble: +16 (+5 dex, +7 ranks, +2 synergy, +2 acrobatic)

Acrobatic (1st)
Point Blank Shot (Human)
Precise Shot (3rd)

Special Abilities:
Sneak Attack +2d6
Trap Sense +1
Uncanny Dodge

Common, Sylvan

Ocyari is a young girl who commonly wears her long brown hair tied back in a braided ponytail, and at first glance, doesn't appear very threatening at all. However, the mischievous glint in her green eyes is enough to make some people wonder. Renowned as the cookie-snatcher of the orphanage, Ocyari has proven herself to be quite the troublemaker. No matter where Ormander and the others hide the cookie jar and even if they put a lock on it, it is inevitably plundered by Ocyari. However, even though she has proven herself a handful in many situations, Ocyari only does it for fun... and the one cookie (she doesn't take the whole jar, although she may misplace it on purpose). In the end, she has a strong heart, and looks after the others. This is why she has slid away from the orphanage, to find the others she knows are in pursuit of the real thief, and to lend her own, even if small, hand in aid.

Posted on 2007-11-28 at 15:34:59.
Edited on 2008-07-27 at 19:49:31 by Almerin

Topic: Filthy Thief Q/A
Subject: Filthy Thief Q/A

This is the Q/A for the game "You Filthy Little Thief!", a short adventure in Audalis.

The players are:

Reralae - Ocyari the Rogue - 6000 XP
Suicidolt - Percifeer the Sorceress - 7340 XP
Sibelius - Miran the Illusionist - 7340 XP
Jozan1 - Beinsel the Bard - 6800 XP
Utan - Paomallen the Cleric - 6000 XP
Philosopher - Llammoth the Rogue - 7340 XP
Kuriosaki - Dai Lung the Monk - 6000 XP

Any interest in participating in this should be posted in the recruitment thread. Lurkers are always welcome.

Group Treasure:

I hope we'll have a great experience together!

Posted on 2007-11-28 at 15:34:26.
Edited on 2008-09-06 at 14:22:48 by Almerin

Topic: The Chakran Portal - Q/A
Subject: nice going guys!!!

Good roleplaying guys!!

Tann, there is a description of the tower on the top of page 19 of our game-thread. You find the tower exactly as described there, nothing has changed, except for the two bears who are now dead.

There are NO magical or valuable items in the tower, save for the layer that functions as nest. The maggots are still there, and if you want to search around there, let me know. We get an entire different situation then.

Posted on 2007-11-28 at 13:57:24.

Topic: School is taking its toll
Subject: well,

I hope you'll be back in a few, Skari. Otherwise Vidar is going to have some trouble finding the rest of the party

To Grugg: you better not sign up for my adventure only to disappear again!
If so, my finger is hanging above the almighty smighty button!!

Posted on 2007-11-26 at 20:13:14.

Topic: The Would You Rather Game
Subject: feels like alice, tumbling down the rabit hole

the red pill... wait... that's the one that gets you out of the crops and into the 'real' world, right?

I want that one. Will give you superpowers!

Ok, new question:

Dr. Pepper or Sergeant Pepper?

Posted on 2007-11-26 at 17:13:39.

Topic: The Chakran Portal - an Adventure in Audalis
Subject: shortly then

Alloryen Kingdom
The Exaulted Tower
2nd day of the 8th month: Temoth Ore
5:30 pm

Thondrek found the interior of the tower to be precisely as he remembered it, with only one exception.

On the first floor, a few paces from the stairs leading down, lay the body of the other demonic bear. It had changed though. Its legs were longer and more humanoid, its overall build being more like a man than an animal. Apart from that, its head was laying a few feet away. A big puddle of blood had spread over the tiles, and from it, the trail of Draven’s footprints.

The tower had been reclaimed, so it seemed.

Posted on 2007-11-25 at 17:14:01.

Topic: The Chakran Portal - an Adventure in Audalis
Subject: the tree at last

Londelirinen Kingdom
Sylvari village
4th day of the 8th month: Temoth Ore
7:16 pm

The goblin laughed at Elessar’s threats.

“You’re bluffing!” it piped out. “The troll is gone, and would not listen to you if he were here! He was bound to our captain by Avesaath, and without the captain he will do what trolls do.”

Somehow the goblin had gotten some confidence, after seeing through the bladesinger’s empty threat.

“But I will show you the tree anyway. There is nothing you can do now. It is turned, and its roots have bled their poison. You are too late.”

If Elessar lets him, he will stand up and guide her northwards. Luronya the mage walked with them, and told Elessar that she could not communicate with animals. She apologized and was quiet the rest of the way.

It took only ten minutes of walking when the goblin halted and pointed. Before them lay a small clearing at the foot of a hill. In the east, the heads of the Chakran mountain tops bathed in the last of the sunlight. Their toes stretched into the forests of the Sylvari, and here, at the end of one of them stood a tree that had once been a beautiful oak. Now its leaves were blackish green. Its trunk was dark and wet with a transparent slime. The young acorns, meant to be freshly green, were deep scarlet.
When they stepped closer, one of the acorns fell down. Instead of the soft thud of solid nutrition on the forest floor, they perceived a wet splash as the acorn shattered and sent a shower of ooze flying around.
Now Elessar looked closer, the forest ground was soaked with dark stains. The sand was muddy, impregnated with too much foul liquid.

The goblin sighed.

“Isn’t it beautiful?”

(OOC: You have found the tree. Coming closer isn't difficult or dangerous, other than the quicksandy kind of ground.)

Posted on 2007-11-24 at 11:32:08.

Topic: The Chakran Portal - Q/A
Subject: update

update for the main group is in guys. This should stimulate a bunch of juicy roleplaying. I suggest you take your shot at this!!!

Posted on 2007-11-23 at 22:36:58.

Topic: The Chakran Portal - an Adventure in Audalis
Subject: Draven?

Alloryen Kingdom
The Exaulted Tower
2nd day of the 8th month: Temoth Ore
5:28 pm

It took a few moments for all of them to gather around the door. All were curious now if or how they could open the door. It was locked, as Thondrek had tried. Not long ago, they had already attempted breaking it, which seemed impossible. And magical means of entering the tower were blocked by a thick shield that resisted all energy. The blood soaked window seemed the only possibility.

Malius took out his backpack, and retrieved a climbing kit. He was determined to go up this time. Even though his relationship with Draven was complicated, he would not let the warrior suffer alone inside.

As he ordered his tools, a silence fell over the clearing with the tower. The last excitement of the battle ebbed away, and an eerie emptiness remained. The tower’s doors loomed over them, and if something was going on inside, they could not hear it.

Then Malius set the first of his nails against the white stone wall, and hammered it in place. The nail went into the stone after a few well aimed hits, and so the ranger went up. The others could only watch, and wait, and realize the trouble of what lay ahead. Another one of these bears might be too much to take on. They were running low on healing spells. And although they were revived, a lot of energy had been drained from their muscles.

Then Malius was up high enough to use his grappling hook and rope. He started swinging it around when the group heard a click, and the doors to the tower opened.

There, in the doorway, stood Draven, covered in blood. His weapon hung limply from his hand. Behind it, a trail of blood meandered deeper into the tower.
He gazed at the others, but it was not clear if he could see them or if he was staring into some world inside his mind. Not giving them the slightest of hints that he was alright, he stepped forward and walked through their midst towards his backpack that lay waiting for him on the field outside the tower. Once he reached it, he took out his water flask and started cleaning himself up.

(OOC: this is where you interact, guys. Good roleplaying will give you extra XP)

Posted on 2007-11-23 at 22:27:58.

Topic: The Chakran Portal - Q/A
Subject: thank you

Thanks, Tann!

I'll update on how you all handle things tomorrow!

Posted on 2007-11-23 at 16:50:17.

Topic: The Chakran Portal - Q/A
Subject: been tried

That has already been tried before, the first time you guys wanted to check out the tower. None of that worked, and you rolled high on your break-check...

it's the window or nothing :S

Posted on 2007-11-22 at 19:47:08.

Topic: The Chakran Portal - Q/A
Subject: to Tann

Tann, Draven did not go through a window. Earlier, Thondrek did, and he did not use a rope, as far as I remember. So the window is most likely not an option, since it's very high.

Posted on 2007-11-22 at 15:58:18.

Topic: The Chakran Portal - Q/A
Subject: well

it's been quiet for a while, actually, with people posting mostly on thursday or friday :S

But not everybody has been very active...

Posted on 2007-11-21 at 14:28:09.

Topic: The Would You Rather Game
Subject: Troggies?

Troglodites, or however you spelled it

New Q:
Netherlands or Holland?

Posted on 2007-11-20 at 18:16:31.

Topic: The Would You Rather Game
Subject: well

that's a hard one actually... hmmmm

Quentin Tarantino,

because Stephen King movies have both SUCKED!!! (Thinner, Tommyknockers, anything with cats in it...) and RULED!!! (Frank Darabont directed films f.i., or It (except the ending))

Henk or Hank?

Posted on 2007-11-19 at 20:15:14.
Edited on 2007-11-19 at 20:15:33 by Almerin

Topic: The Chakran Portal - Q/A
Subject: thondrek

Kaelyn, it looks like Thondrek has all his spells left, except for the ones he used before entering the tower. I'm not sure if you used any or which ones that were, but we can all go back to read it, and find out.

Posted on 2007-11-18 at 16:58:42.

Topic: Vote for the Inn
Subject: 16

! We need voteeehs!

Posted on 2007-11-17 at 13:21:01.


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