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You are here: Home --> Forum Home --> Recent posts by Alacrity
Topic: CWWLLO QnA
Subject: hours not days


Just one thing about time, you are met by agents of Yolanda within hours of the sending, not days. That is how urgent her need for you is.

Posted on 2014-10-31 at 12:36:51.

Topic: CWWLLO QnA
Subject: Well


personally I use it Italics for thoughts and internal dialogue. If you have a different preference, that is fine as long as it stays consistent

Posted on 2014-10-30 at 21:19:14.
Edited on 2014-10-30 at 21:20:04 by Alacrity

Topic: CWWLLO QnA
Subject: answers


Please explain to me why Finarsil only has 80 Hit Points instead of 100 Hit Points ???

Bards use d6 for hit dice in 2e. At 15th level you have 10d6+10 which is 70 (you do not have a constitution bonus). Add the extra ten and it becomes 80.

But you know, I gave some other people additional hit points so I am going to bump it back to 100.

Since she gets the +2 for the Bracers of Ye' Cind the description that she wears +3 Chain Mail (on her Character Sheet) is now apparently obsolete!

The Bracers give you a base AC of 2 not +2. I can fix the description, not an issue. remember I had a mountain of sheets that I copied and pasted from.


Posted on 2014-10-30 at 14:46:21.
Edited on 2014-10-30 at 14:48:14 by Alacrity

Topic: CWWLLO QnA
Subject: yay!!!!


Give it to us Straight Olan, we can take it!!!!!!

Do a Naked Olan is Posting Again dance..*Boogie Boogie*

Posted on 2014-10-30 at 14:22:42.

Topic: CWWLLO QnA
Subject: Posted


I have posted a start to the campaign. Now if you wish to do a post of your character receiving the sending and responding, feel free but it is not necessary. I will post the game start with all of you meeting at the palace on Friday, but I know some are hankering to get writing.

Posted on 2014-10-29 at 20:04:45.

Topic: Continuing Where We Last Left Off Again
Subject: starting off


So it was that your life as an adventurer, a wanderer, a seeker of fortune had ended and you had moved on to more gentle pastimes. Whether you were training the young, raising a family or dealing with the politics of neighbouring kingdoms, there were times when you looked to your equipment and magic and sorely missed the days when evil was something vanquished and you could spend your loot on ale and a bed for the night.

One autumn night however, you received a sending. It came to some in their sleep, others as they were awake or traveling, but to all of you it was the same – an image of Yolanda, Queen of Celene, calling you.

“Help me (your name), for the kingdom of the Grey elves and perhaps that of mankind is in grave danger. I know you have aided my son Galenthanus many times in the past. Please come to me now in my time of need.”

If the urgency of the matter was not driven into you by her gaunt features and worried eyes, then the fact that within the hour you were met by someone sent by the queen to aid in your haste certainly added to the severity of the situation. Spell casters with the ability to teleport you to The Palace of The Faerie Queen.

You get ready to go, dressing as you once did to enter dangerous caverns or old ruins to see what lies beyond. But a lingering fear resides in your mind – why did Galen not contact you? Why was it his mother?


Posted on 2014-10-29 at 19:59:20.
Edited on 2014-10-29 at 19:59:57 by Alacrity

Topic: Isle of Putnam- QnA
Subject: it would help


You should always post actions or else I have to assume and you know what they say about assuming.

So you are going to take the east door that should lead you to the dining hall?



Posted on 2014-10-29 at 13:59:42.

Topic: Isle of Putnam- QnA
Subject: Need someone to pick a door.


Hi. I need the party to pick a direction and a door please

Posted on 2014-10-29 at 12:51:49.

Topic: Tann's 2014 NFL U Pick'em Game
Subject: my picks.


New Orleans
Cleveland
Dallas
Philadelphia
Kansas City
Cincinnati
San Diego
Washington
San Francisco
New England
Seattle
Baltimore
Indianapolis


Posted on 2014-10-28 at 12:58:47.

Topic: CWWLLO QnA
Subject: updates


I have updated the character sheets on the character threads.

Posted on 2014-10-27 at 15:58:40.

Topic: CWWLLO QnA
Subject: Hello


We lost internet over the weekend.So I am behind on my games and the like. Sorry


I will make the adjustment to K0D and Hammer's character and look that Nimu's today. If I have time during lunch I will post the opening scene.

Posted on 2014-10-27 at 12:44:21.
Edited on 2014-10-27 at 12:46:57 by Alacrity

Topic: CWWLLO QnA
Subject: Guys


you are grossly overthinking this. The marching order dissolved as soon as you enter a room large than 10x10 and action happens anyway.

And what is this with posting rules? Nothing sets me off a game like rules being posted. I am here to have fun not argue the rules.

Think from your character perspective. Where would he/she best be suited in the few times you will be in a corridor?

No one is weak in the party. Statistically Max will miss more against the higher lvl bosses with -AC. His saves are not as good either. But there are eight of you working as a team so I think you have it covered.





Posted on 2014-10-25 at 07:27:13.
Edited on 2014-10-25 at 07:39:09 by Alacrity

Topic: CWWLLO QnA
Subject: up to you


It is not an essential part of the game but if you wish to be more in line, sure.

Posted on 2014-10-24 at 19:51:28.

Topic: CWWLLO QnA
Subject: my fault


I should post what I had so I have now done so. They both need adjusting.

Posted on 2014-10-24 at 19:39:40.

Topic: CWWLLO QnA
Subject: ahem


Bard is Finarsil

and The cleric is Lun Telumendil

Posted on 2014-10-24 at 19:35:46.

Topic: CWWLLO QnA
Subject: add efreeti army to giant louse demon


I will take the secret door detection into account but if you want the full effect of your ability, you need to look and it is very easy when in a dungeon like setting with monsters trying to hug you at every corner to forget to check. Plus checking take time.

Posted on 2014-10-24 at 19:02:28.

Topic: CWWLLO QnA
Subject: some are obvious


Yes that is true about Arien and his sword. I was more thinking those who use missile weapons a lot or carry a multitude of weapons.

Posted on 2014-10-24 at 18:49:36.

Topic: CWWLLO QnA
Subject: added some giant demon louse to the mix


Ahh. I see.

Some things to think about before you start. Due to the nature of this module, movement needs to be very specific. If you are vague or ask me where you are, then I will pick and let the chips fall where they may. There will be maps, some crude and some not so crude. Lots of illustrations too.

Marching Order? Just for the fun of it.

What weapon do your character carry in hand usually? You know, from room to room?

As this is a high level adventure, I will assume that you are all on high alert, and that the Rogue checks for traps on all doors, chests and altars. What I will not assume is that you search for secret doors, you search dead bodies or you are taking a item if you do not say "i take this item".

Posted on 2014-10-24 at 18:20:08.

Topic: CWWLLO QnA
Subject: no


That would be me still finishing them ....

Wait a minute! Did you just call me a complete louse?!?!?!

Posted on 2014-10-24 at 17:31:05.

Topic: Pathfinder
Subject: this what you are looking for?


http://www.reality.net/dnd/pdf/Pathfinder/Core%20Rules/

Posted on 2014-10-24 at 15:54:44.

Topic: Characters in CWWLLO2
Subject: the cleric - not complete


 photo priestess.jpg

NAME: Lun Telumendil
RACE: Grey Elf
CLASS: Cleric
ALIGNMENT: Chaotic Good
LEVEL: 15

STR: 10 MXP: 115 lbs WGT: 40 lbs BB/LG: 2% OPDRS: 6
DEX: 16 React Adj:+1 Missile Adj:+1 Defensive Adj: -2
CON: 16 HP Adj:+2 System Shock: 95% Resurrection Survival: 96%
INT: 16 #Lang:5 Spell Lvl:8th Lrn Spell:70% Max#:11.
WIS: 20 Magical Def Adj:+4 Bonus Spells: 1st,1st,1st, 2nd, 2nd, 2nd, 3rd, 3rd, 4th
CHA; 16 Max Henchmen:8 Loyalty Base:+4 Reaction Adj:+5

WISDOM SPELL IMMUNITY: Cause Fear, Charm Person, Command, Forget, Friends, Hold Person, Hypnotism, Ray of Enfeeblement, Scare

ARMOR CLASS: -3 (- 1)
HIT POINTS: 120

RACIAL ABILITIES
Infravision 60 feet.
90% Resistance to sleep or charm related spells.
+1 To hit with Bows.
+1 to hit with Long and Shortswords.
+4 to surprise if alone or a party of all Elves or Halflings or 90 feet away from party.
+2 to surprise if opening a door or screen.
Find secret door in 10 foot area on a 1 or 2 on d6.
Passing 10 feet by hidden door a 1 on a d6.
Find concealed door in 10 foot area on a 1,2,or 3 on a d6.

CLASS ABILITIES
Prayers
Turn Undead

TURNING UNDEAD
Skeleton/1 HD | D*
Zombie | D*
Ghoul/2 HD | D*
Shadow/4 HD | D*
Wight/ 5 HD | D*
Ghast | D
Wraith/6 HD | D
Mummy/7 HD | T
Spectre/8 HD | T
Vampire/9 HD | 4
Ghost/10 HD | 7
Lich/11+ HD | 10
Special | 13

COMBAT ABILITIES
Weapon Proficiencies: Club, Hammer, Mace, Morning Star, Quarter Staff, Sling
Base THACO: 12
Melee: 12
Missile: 11

SAVING THROWS
Poison: 2
Para/Death Magic: 2
Petrifaction/Polymorph: 5
Rod/Wand/Staff: 6
Breath Weapon: 8
Spells: 7

WEAPONS AND EQUIPMENT
On Person (In Girdle of Many Pouches):Undergarments x 4, Woolen Leggings x 2, Fine Woolen Dress, Fine Bleached Linen Dress, Fine Silk Dress, Fitted Bleached Linen Tunic x 2, Fitted Unbleached Linen Tunic x 2, Sandals, Shoes, Rations, Flint and Steel, Scroll case x 2, Silver Mirror, Oil Flask x 2, Papyrus x 6, 50 ft Silk Rope, Comb, Soap, Wineskin, Writing Ink (per vial) x 2, Quill Pen x 2, Bedroll, Woolen Winter Blanket, Assorted Herbs, Assorted Spell Components, Potions of Extra Healing x 3
On Person (Worn): Holy Symbol of Sehanine Moonbow, Undergarments, Fitted Linen Tunic, Woolen Leggings,
Non-Weapon Proficiencies: Ancient History, Astrology, Blind Fighting, Direction Sense, Etiquette, Healing, Herbalism, Land Based Riding, Navigation, Reading/Writing, Religion, Spell Craft, Singing, Swimming, Weather Sense

MAGIC ITEMS
Winged Boots (worn)
Girdle of Many Pouches (worn)
Tome of Understanding (used)
+3 Elven Chain Mail (worn)
Pearl of Wisdom (worn)
Ring of Shooting Stars (worn)
Prayer Beads: Bead of Atonement, Bead of Blessing, Bead of Curing, Bead of Karma, Bead of Summons (worn)
Staff of Eternal Midnight (50 Charges): Appears to be sculpted from black ash with pale silver rings along the shaft. Grants the following powers: +3 AC, +3 Saving Throws, +3 Magical Weapon 1d6+3, when in areas of magical darkness functions as a 2d8+3magical weapon, it is soul bound to Lun and enables the wielder to see in the magical darkness created by the staff, 3 times per day Darkness/Light (1 chr), 3 times per day Continual Darkness/Light (1 chr), once per day expend 2 charges for Protection From Evil 10' Radius, once per day expend 2 charges for Dispel Evil - caster level is character level

PRAYERS PER LEVEL
1st LvL: 9 / 2nd LvL: 9 / 3rd LvL: 8 / 4th LvL: 8 / 5th LvL: 4 / 6th LvL: 2 / 7th LvL: 1

GENERAL APPEARANCE
Age: Unknown, but assumed to be near the end of her second century
Eyes: Yellow Gold
Height: 5' 4"
Weight: 96 lbs
Build: Slender
Description: Lun epitomizes the mystery and beauty of the elven people with finely chiseled features and a lithe figure. Her golden eyes burn with an inner light, and a curly mane of pale silver hair offsets her copper skin. Eldritch markings in honor of Sehanine Moonbow are tattooed along her body.

Brief History: Lun Telumendil has served as a high priestess of the Cult of Mysteries for what seems like centuries. Yet it must be remembered that the Cult of Mysteries values secrecy and the esoteric above all else. The Dark Sisterhood shrouds its members in such mystery where even age and parentage are unknown. Rumors speak of a strange semblance of immortality bestowed upon these enigmatic priestesses, where, like the moon, they live, fade into darkness and then rise again. Among them, Lun is utterly devoted to the mysteries and has spent most of her long life aloof from the rest of the world. Only the most dire of needs have called her out from the hidden temples of Celene.


Posted on 2014-10-24 at 15:50:07.
Edited on 2014-10-27 at 15:55:30 by Alacrity

Topic: Characters in CWWLLO2
Subject: The Bard - not complete


 photo FaceforFlamingRaven1.jpg

 photo FireRaven.jpg

Name: Finarsil the Flaming Raven
Race: High Elf
Class: Bard
Alignment: Neutral Good
Level: 15th
Religion: Ye'Cind, demigod of music and magical songs


Strength 13 - No bonuses
Intelligence: 17 - 6 Languages, 14 spells 75%
Wisdom: 15 - +1 on Mind based attacks
Dexterity: 17 - +2 Reaction +2 Missile -3 AC
Constitution: 13 - 85% SS 90% RS
Charisma: 17 - 10 HM +6 reaction

Armour Class: -1
Hit Points: 100

Abilities
Elves have extremely keen eyes. Their eyes have the ability to see further into the infrared spectrum, allowing them to function in most unlighted places. This sight extends only to a range of 60 feet.
Elves are 90% resistant to sleep- and charm-related spells. Even if they fail a check, they get the save usual for such spells.
Elves gain a special bonus to find secret or concealed doors. Passing within 10 feet of a secret door, elves will detect it on a roll of 1 on a 1d6. If they search a 10-foot–square area, elves can find a secret door on a roll of 1 or 2 on a 1d6. Elves find concealed doors on a roll of 1, 2, or 3 on a 1d6.
Elves gain a special bonus with bows, excluding crossbows. When firing a bow, an elf gains a +1 to attack rolls. This does not apply to damage unless a specially made bow is used that takes advantage of a Strength bonus.
Elves are especially good with short and long swords. Like their abilities with bows, they gain a +1 to attack rolls (but not on damage) when using one of these weapons. This is in addition to any bonuses of the weapon itself.
Elves have the ability to give their enemies a –4 penalty to a surprise roll if the elf is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the elf must open a door or screen to get to the enemy, the penalty is reduced to –2.
Legend Lore: 75%
Climb Walls: 85%
Detect Noise: 85%
Hide in Shadows: 98%
Read Languages: 85%

Combat Abilities
Proficiencies: Longbow, Longsword, Dagger, Shortbow, Shortsword

Weapons and Equipment (not including Magical Items)
On Person:

Treasure Carried: 300 gp
Non Weapon Proficiencies: Ambidexterity, Singing, Musical Instruments (Strings, Wind, Percussion), Reading/Writing [Elven], Local History [Celene], Animal Lore, Dancing, Etiquette, Religion, Riding [Land-based]
Languages: Common, Elven, Sylvan, Celestial, Dwarven and Halfling (because she has Halfling students in her School of the Bards)

General Appearance
Age: 400
Eyes: Green (Almond shapes)
Skin: Light Olive
Height: 5’5”
Weight: 110 lbs
Hair: Raven Black
Build: Slim
General Description:

Magical Items
Amulet of Tongues [understand/speak any language]

Long Sword (Dark Reaver) +3/+6 vs Undead, Blade glows blue when within 60 feet of undead.

Long Bow+1/+3 vs Undead, half damage against skeleton warriors is ignored

Bracers of Ye’Cind- Bracers of AC 2, each bracer has 2 pockets of holding in them that allow the wearer to store items out of sight and then bring them to hand with a command and gesture. The pockets can hold up to 20 arrows each, or a bow, or musical instruments. If the wearer of the bracers is using a bow, the arrows automatically appear when the bow is drawn, giving the attacker one extra attack per round with the bow. (40 Regular Arrows and 15 Healing Arrows are in 3 pouches of her Bracers of Ye' Cind)

Arrows of Healing (15): These strange arrows are made of a crystal material with a clear liquid inside. When hitting a target, the material shatters and the “victim” gains the effect of a cure light wounds (25%)

Boots of Elvenkind: These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a creaky wooden floor and make only a whisper of noise—95% chance of silence in the worst of conditions, 100% in the best.

Belt of Holding

Ring of Sustenance (worn on her left hand ring finger underneath her thin Elven glove at all times, because she is 'married to it') This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to re-attune it to himself.

Dagger +2

Potions of Extra Healing [x3]

Ye’Cind Flute – a rather plain and undistinguished flute, if a detect magic is cast upon it if will only show a slight enchantment. However in the hand of a Bard follower of Ye’Cind, it has these properties.
+4 mana per day
+2 when attempting to use a Counter Song
When a rally is called on the flute, allies gain +2 to hit, saving throws and +3 to morale
3/day the music from the flute can perform a mass Cure light wound to allies of the bard, up to ten companions (2 seg)
1/day the flute will cast Fire Shield on the wearer (1 seg)
Range: 0
Components: V, S, M
Duration: 2 rds. + 1 rd/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
A warm shield that protects against cold-based attacks, it returns damage to creatures making physical attacks against the caster. When casting this spell, the person appears to immolate himself, but the flames are thin and wispy, shedding no heat, and giving light equal to only half the illumination of a normal torch The special powers of the shield are as follows: The flames are warm to the touch. Any cold-based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against fire-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage.


Spells , Mana=37+2+4 = 43

1st) Alarm, Burning Hands, Colour Spray, Dancing lights
Detect Magic, Feather Fall, Find Familiar, Hold Portal, Identify, Sleep, Magic Missile, Message, Cure light wounds, Faerie Fire

2nd) Continual Light, Flaming Sphere, Imp. Phantasmal Force, Knock, Melf Acid Arrow, Mirror Image, Web, Aid, Barkskin, Fire Trap, Flameblade, Produce Flame,

3rd) Dispel Magic, Fireball, Flame Arrow, Fly, Lightning bolt, Wraithform, Cure Blindness or Deafness, Cure Disease, Flame walk, Protection from Fire

4th) Fire Charm, Fire Shield, Fire trap, Stoneskin, Wall of Fire, Cure Serious Wounds, Detect Lie, Produce Fire

5th) Advanced Illusion, Cone of Cold, Dismissal, Hold Monster, Cure Critical Wounds, Flame Strike

6th) Globe of Invulnerability, Project Image, Fire Seed, Heal

Finarsil the Flaming Raven was orphaned as an 100 year young Elf when her parents were killed in the middle of experimentations with a sequence of forbidden magics, which also caused their only daughter to be rendered infertile with no hope of reversing her inability to bear children.

The High Elf Elders determined that since Firnarsil was incapable of bearing children that she be forbidden to marry, because of the population plunge among the High Elves, especially from the wide spread experimentations of forbidden magics.

Therefore, she was assigned as an apprentice among the storied Bards of the High Elves, where she gained noteriety with the Flute and devoted herself to the worship of Ye' Cind, the demigod of music and magical songs.

She also showed a tendancy for an ill advised interest in spell casting, but through the years learned to stay away from the forbidden magics that claimed the lives of her parents and caused her infertility.

Finarsil was wont to steal away and company with various adventurers, which also added to her woes among the High Elf Elders.

She was forbidden to leave the Bard School to which she was assigned under the watchful eye of the High Elf Elders, but she stole away once more with about a dozen other Bard Students, in the company of a band of adventurers and mercenaries.

Dire consequences were the results of these ill advised actions, because her fellow Bards were all slaughtered, as were all but a handful of the mercenaries.

She returned to the High Elf Elders with great shame, in the company of a group of Bounty Hunters who had been employed to seek and return the wayward Bards.

Finarsil had been tattooed with five 'Flaming Ravens' during her unauthorized absence. One large tattoo on her back, two small tattoos on the outside of each arm between her shoulders and elbows, as well as two other tattoos covering the outside of her hips and upper thighs.

She was banished from the Bard School for her actions and indescretions, the scapegoat for the deaths of the other Bard Students, amid a divided vote among the High Elf Elders.

Migrating to the Lortmil Mountains, she continued to company with various adventurers, but was befriended by a Rogue High Elf Elder who cast a dissenting vote against her banishment, along with an Elderly High Elf Bard.

Together the three founded a Bard School, but in a few short years both the Rogue High Elf Elder and the Elderly High Elf Bard were slaughtered in an attack by Orcs and Goblins upon the unauthorized Bard School.

Finarsil was able to avenge their deaths, before secluding herself somewhere in the Lortmil Mountains, near the Ulek Pass, where she became the Founder and Overseer of 'The Flaming Raven School of the Bards' that welcomed students from among a variety of Elves, Humans, Dwarves and Halflings.

It was here at her 'Bard Refuge' that she first met Galanthanus and begin adventuring with the son of Yolanda the Queen of the Grey Elves, both Finarsil and Galen being about the same age.

She continued doing so for nearly 50 years, until the last time when Galen called upon her and some other adventurer friends to help him find three magical items of evil.

They barely survived their adventure in the Mountains of the White Plume: where they encountered vampires, giant magically enhanced crabs and other evil creatures. They managed to locate the items, along with effreeti and a giant undead dragon.

Finarsil has secluded herself with her Bard Students for the past five years, refusing any requests from Galen, or any other adventurers offering gold to employ her special talents.

She is quite content to remain secluded in the Lortmil Mountains near the Ulek Pass, diligently training any student with coin enough to study at 'The Flaming Raven School of the Bards' and receive her tuteledge and insight from her many years of adventuring.

Finarsil fights Left Handed with her long sword 'Dark Reaver' and holds her long bow with her Left Hand and draws arrows with Elven accuracy with her Right Hand.

When teaching formal classes she wears a sleeveless purple gown that is cut low in the back, exposing the Flaming Raven tattoo on her back and the two tattoos on her arms; while the two tattoos on her hips and outer thighs are exposed by slits up the sides of her gown that open and close when she walks.

When adventuring, she wears a type of Elven garment that covers her body from the neck down to her waist, plus it has sleeves for her arms and she wears thin gloves that do not hinder her Archery or Sword battle talents. She also wears leggings that tuck into her Boots of Elvenkind.that rises up to her waist beneath the top garment. Thus her 5 Tattoos are unable to be seen.

Also, her Bracers of Ye' Cind fit unhindered over her wrists where her gloves meet her sleeves. Hidden under her left glove is a Ring of Sustenance, secured on her finger like a wedding band, signifying the High Elf Bard is 'married' with her trust in the Ring of Sustenance to preserve her life.

Tucked inside her garment underneath her armor is the Amulet of Tongues that allows Finarsil to understand/speak any language.

She also has a Belt of Holding that contains whatever she needs for her personal use or to assist her to help accomplish her mission during any type of adventure. She carries her +2 Dagger in a sheathe on the right side of her Belt of Holding.

There are four pouches (two each) in her Bracers of Ye' Cind that carry 40 regular arrows in her left Bracer and 15 Healing Arrows plus her plain wooden Ye' Cind Flute in her right Bracer.

400 years young, she has smiling Green Almond Shaped Eyes, Light Olive Skin, is 5'5” tall, weighs 110lbs, lets her Raven Dark Black Hair flow over her petite Elven Ears, has an attractively Slim Build and usually carries her Dark Reaver Long Sword in her Left Hand, while her Long Bow is slung over her back.

She enjoys Spinning Tales of Valor, Singing and Spontaneous Poetic Verse to entertain her companions, when she is not playing her Ye' Cind Flute

Posted on 2014-10-24 at 15:49:47.
Edited on 2014-10-30 at 14:47:42 by Alacrity

Topic: Characters in CWWLLO2
Subject: The Knight


 photo arienarmour.jpg

Name: Arien Aston Thedell the Third
Race: Human
Alignment: Chaotic Good
Class: Fighter
Level: 15th

Strength: 21 / +4 to hit/ +9 to damage/ 635 lb. carry / 17 open doors / 70% bend bars
Intelligence: 16 / Five languages known/ Five bonus NWP
Wisdom: 7 / -1 magical defense adjustment
Dexterity: 18 / +3 reaction & initiative / -4 defensive bonus / +2 to hit ranged
Constitution: 15 +1 per die / 90% system / 94% resurrection
Charisma: 17 10 henchmen / +6 loyalty/ +6 reaction

Armour Class: -9
Hit Points: 127
THAC0: 6 (base) / -4 with Luin’naur (-7 vs cold using/dwelling creatures) / 3 with longbow / 0 with dagger melee / 2 with dagger missile

Abilities
Infravision 140'

Weapon proficiencies:
Longsword (x4 slots)
Dagger
Longbow (x2 slots)
Lance
Mace

Nonweapon proficiencies:
Etiquette
Dancing
Heraldry
Lore, Imperial
Animal handling, horses
Knowledge, tactics
Swimming
Riding, land-based
Artistic ability (poetry)
Armorer
Blind fighting

General Appearance:
Age: 38
Eyes: Green
Height: 5' 11"
Hair: Jet black now sprinkled with gray
Weight: 175 lb.
Build: Athletic
Handsome face, easy grin, laugh lines becoming more prominent. Wears a salt and pepper mustache.

Magical Items:
Luin’naur This longsword of Elvish origin ignited into blue flames when the wielder speaks the name of the blade. It has since been upgraded to a fire brand, which grants it a +3 bonus to attack and damage at all times - except when facing creatures that use cold or dwell in cold environments, in which case the attack and damage bonuses are doubled to +6. The wielder is always protected as if he were wearing a ring of cold resistance. The sword also has a 50% chance of igniting any flammable material or melting any ice. This power extends to a 10 foot radius, including a wall of ice but not a cone of cold, ice storm, or similar.

Ankheg Plate Armor +3 of Free Action This unque green armor was crafted specifically for Arien in gratitude for his service to the elven crown. The knight helped to destroy an infestation of ankhegs, and the elven smiths crafted a suit of plate from the carcass of the largest, most powerful of the monsters.

The surface armor is covered is subtle runes of power. From a distance, these are not readily visible, but close inspection reveals them. The armor is half the weight of normal plate, and is flexible and comfortable to wear (as far as armor goes).

It carries powerful enchantments that not only grant +3 against attacks, but also grants the wearer the benefits of a ring of free action - namely, he can move and attack freely and normally even when attacked with a web, hold, or slow spell, and even while under water; the spells simply have no effect. When under water, the wearer moves at normal (surface) speed and does full damage even with cutting or smashing weapons (assuming the weapon is held, and not thrown). The effect does not, however, grant the ability to breathe under water.

The helm of the armor carries an additional, unique enchantment - when the faceplate is closed, the wearer's vision is not impacted at all; the wearer can see as clearly through the helmet as he could if wearing no headgear whatsoever. In addition, the helmet bestows infravision as if the wearer were elven.

Shield +2, +5 vs Missiles This kite shield once belonged to Arien's grandfather. It grants a +2 against melee attacks, and a massive +5 against hand-hurled and mechanically propelled missiles of all sorts. In addition, the shield has a 30% chance of negating magic missile attacks (from a frontal position).

Dagger of Throwing +2 The balance of this sturdy blade is perfect, and when thrown, demonstrates superb characteristics as a ranged weapon. The magic of the dagger enables it to be hurled up to 180 feet. A successful hit when thrown inflicts twice normal dagger damage, plus the weapon's bonus of +2.

Longbow +1 This beautifully crafted yew longbow bears elvish runes up and down the surface of the wood. More importantly, it grants a +1 to both attack and damage.

Girdle of Frost Giant Strength This belt looks similar to ordinary belts, but it is imbued with very powerful magic. When worn, it increases the physical prowess of its wearer, giving him the strength of a giant. The strength gained is not cumulative with normal or magical strength bonuses except in combination with gauntlet of ogre power and magical warhammers.

Boots of Levitation Allows the wearer to ascend or descend vertically, at will. The speed on ascent/descent is 20 feet per round, with no limitation on duration.

Peripat of Health This engraved gem appears to be a gem of small value. The possessor is immune to all diseases save that of the peripat of foul rotting for as long as he has it on his person.

Scarab of Protection This nondescript amulet gives off a faint magical aura, and if held and examined for one round, an inscription appears to let the holder know that it is a protective device.

The possessor gains a +1 bonus to all saving throws versus spell. If no save is normally possible, he gets a 1 in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw versus spell at base 20 against magic missile attacks, for example. Any magical armor bonuses, rings of protection, etc, stack with this bonus, so Arien would be granted a save of 12 or better to avoid a magic missile.

The scarab can also absorb up to 12 level draining attacks, death touches, death rays, or fingers of death. However, upon absorbing 12 such attacks, the scarab tuns to powder - completely destroyed.

Heward's Handy Haversack This backpack appears qute ordinary and well used. It appears to be crafted of fine leather, and bears brass buckles and hardware. There are two side pouches which appear to hold around a quart of material, but each is similar to a bag of holding and will actually hold up to two cubic feet of volume or 20 pounds in weight. The large central portion of the backpack can hold up to 8 cubic feet of volume or 80 pounds of material.

The pack has an even greater power - when the wearer reaches into it for a specific item, that item will always be on top, negating any need to dig around for it. The haversack and all items within it gain a +2 to all saving throws.

Portable hole A portable hole is a magical cloth spun from the webs of a phase spider interwoven with the strands of ether and beams of Astral plane luminaries. When opened fully, a portable hole can be 6 feet in diameter, but it can be folded as small as a pocket handkerchief. When spread upon any surface, it causes an extra-dimensional hole 10 feet deep to come into being. this hole can be "picked up" from inside or out by simply taking hold edges of the magical cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.

The only oxygen inside the hole is created by the creation of the space, so creatures requiring the gas cannot remain inside the hold for more than a turn without opening the space again by means of the magical cloth. The cloth does not accumulate weight, even if the hole is filled

Posted on 2014-10-24 at 15:49:07.
Edited on 2014-10-24 at 17:07:58 by Alacrity

Topic: CWWLLO QnA
Subject: more


That is as much as I can get to today. The rest will come by end of weekend. Please double check your character because I had a ton of sheets in my inbox so I could have grabbed an old one.

Keeper -I grabbed an image at random for you, if you have something in mind, let me know. Not easy to find a female ranger wearing a full set of clothing....





Posted on 2014-10-24 at 15:09:09.

Topic: Characters in CWWLLO2
Subject: Ranger


 photo ranger.jpg

Name: Sparrow
Race: Half elf
Alignment: Chaotic Good
Class: Ranger
Level: 15th

Strength: 18(21) +1 to hit/ +3 to damage/ +135 lb. carry/1-12 (d20) doors/20% bars
Intelligence: 14 Four languages known/ Four NWP
Wisdom: 16 +2 to mind based attack spells/ 2-1st 2-2nd
Dexterity: 18 +3 reaction & initiative / -4 defensive bonus
Constitution: 16 +2 per die/ 95% system/ 96% resurrection
Charisma: 17 10 henchmen/ +6 loyalty/ +6 reaction

Armour Class: -2
Hit Points: 140
THAC0: 6
Abilities
Infravision 140'
Detect Secret doors 1-2 on a d6
Animal Ken ( good with animals, 20% + 5% per level on befriending animals)
Animal Companion (“Bandit” –Ferret AC 6 HD 1 Hp 6 At 1 Dm 1-4)
Tracking (at +5)
Hide in Shadows: 115%
Move Silently : 115%
Priest Spells (5/5/3) –animal, plant and healing
Combat Abilities
Two weapon attack without penalty
+4 to hit racial enemy (Drow)
Specialization: Short Swords (+3/+3) and Longbow
Weapons of Proficiency: Short Swords (3), dagger, Long bow (3)
Weapons and Equipment (not including Magical Items)
On Person: Fine Clothing (Black), Arrows (30), dagger (2), cloak, backpack, 50' rope, 5' pole, oil flasks (3), tinder box
On Horse: Grappling hook, saddle bags, camping equipment
Treasure Carried 2000 gps
Languages Spoken: High Elvish, drow, gnome, halfling, goblin, keolandish
Non Weapon Proficiencies : Animal Lore, Tracking, Direction Sense, Bowyer/Fletcher, Endurance, Hunting, Mountaineering, Riding (land-based), Swimming, Firebuilding, Fishing
General Appearance
Age: 47
Eyes: Brown
Height: 5' 2"
Hair: Black
Weight: 120 lb.
Build: Athletic -Voluptuous
She favours black clothing of excellent quality but not flashy. She never wears armour in public. Sparrow is very quiet and reserved.

Magical Items
Short Sword +3 (Scalpel) This Short Sword is completely black from hilt to blade. It does not reflect light nor does it make a sound when dropped or drawn. In the hands of a non-thief, the sword gives the wielder the ability to back-stab as a 1st level thief. In the hand of a professional, the blade will add one to the damage modifier (IE: a 15th level thief would do X6 with scalpel). Furthermore, once per day the sword can be used to cut through any armour for a single attack. When used for this attack, the victim has a base Ac of 9 plus dexterity only. The sword does double damge for this attack.
Short Sword +2 (Suction) Made from a strange red metal that can not easily found, this sword drinks the blood of the victim and transfer the life energy to the weilder. It does this for the first 8 points of damage in a single hit, tranferring 8 hit points of healing to the user. It will only drink the blood once a round and once for three rounds. Once satiated, the sword will act as a sword +3 only for five more rounds. If combat is still going at that point it can suck up three more gulps of blood, and so on.

Atrioch Ring: Formerly her father’s ring with many dark and disturbing powers, Sparrow was given the ring after Aurora had taken most of the powers away. The ring serves as a Ring of Protection +2 and as a Gem of Life Protection.

The Web of Deceit: Made from the spider webs of Loth herself, this armour in it’s natural state appears as merely a silk body-suit. However it is as tough and hard as chain mail (AC 5), makes no sounds and can be worn under any style clothing. Upon mental command from a command ring, the body suit can undo itself from the wearer and creep around on it’s own. The suit response to mental commands and possesses a strength of 18 (00). Its main attack is to lash out at opponents and strangle them to death.

Boots of Jumping: These high, soft black leather boots allow the wearer to jump 20’ straight up, 40’ across from a running start and 10’ backwards.

Long Bow ++2 and double damage vs undead, made from the bones of the undead dragon Undeatha.

Arrows of Healing (15): This strange arrows are made of a crystal material with a clear liquid inside. When hitting a target, the material shatters and the “victim” gains the effect of a cure light wounds.

Spells 5,5,3

1)Animal Friendship, Invisibility to Animals, Locate Animals or mammals, Cure Light Wounds, Entangle, Pass without Trace, Shillelagh

2) Charm Person or Mammal, Messenger, Snake Charm, Speak with Amimals, Slow Poison, Barkskin, Goodberry, Trip, Warp Wood

3) Hold Animal, Summon Insects, Plant Growth, Snare ,Spike Growth, Tree


Posted on 2014-10-24 at 15:01:32.
Edited on 2014-10-27 at 16:00:06 by Alacrity

 


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