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You are here: Home --> Forum Home --> Recent posts by Alacrity
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

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.

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.

Subject: ahem

Bard is Finarsil

and The cleric is Lun Telumendil

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

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.

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.

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.

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?

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

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)

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.

Turn 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

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

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

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

Winged Boots (worn)
Girdle of Many Pouches (worn)
Prayer Beads with Bead of Karma and Bead of Summons (worn)
Tome of Understanding (used)
+3 Elven Chain Mail (worn)
+1 Staff of Power (carried)***no spells, +3 AC, +3 Saving Throws, +3 Magical Weapon, 1d6+3 Damage, Double Damage for one charge, retributive strike***
Pearl of Wisdom (worn)
Ring of Shooting Stars (worn)

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

Age: 246
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: High Priestess of Sehanine Moonbow. More to come.

Posted on 2014-10-24 at 15:50:07.
Edited on 2014-10-24 at 20:04:53 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 15
Alignment: Neutral Good
Religion: Ye'Cind, demigod of music and magical songs
Gender: Female
Age: 400 years young
Height: 5'5”
Weight: 110 lbs
Eyes: Green (Almond Shaped)
Hair: Raven or Deepest Black
Skin: Light Olive
Gender: Female

Instrument: Flute

Description: She has Flame Tattoos on her ankles, calves, thighs, hamstrings, arms, stomach, breasts, neck and ears; plus a Flaming Raven Tattoo that covers her back and shoulders. She is barren, unable to bear children, possibly due to magics she was subjected to by her dead parents when she was a child

Occupation: She is the Founder and Overseer of 'The Flaming Raven School of the Bards' which is located somewhere in the Lortmil Mountains near the Ulek Pass. Her students include Elves, Humans, Dwarves and Halflings


Strength: 13

Dexterity: 17

Constitution: 13

Intelligence: 17

Wisdom: 15

Charisma: 17


• 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.

Weapon Proficiencies: Bards are unrestricted as to weaponry, but they rarely carry around bulky weapons, even if they are proficient with them. A bard seen carrying a two-handed sword or halberd is likely to arouse suspicions about his intentions. A bard with an elegant bow across his back, however, does not draw as much attention. A finely crafted weapon even adds a touch of class to the bard's appearance.

Nonweapon Proficiencies: Bonuses: Singing, Musical Instrument, Reading/Writing (native tongue), Local History.

Other proficiencies may be selected as desired. For every additional proficiency slot spent in the musical instrument proficiency, bards not only increase their ability, but they also gain the use of two more instruments. A bard initially knows how to play one instrument (of the player's choosing). If a second proficiency slot is used for musical instruments, the bard can now accompany himself on three instruments.

Armor/Equipment: The bard can use any weapon. He can wear any armor up to, and including, chain mail, but he cannot use a shield. Their instruments, clothing, and other equipment are usually all kept in top condition.

Special Benefits:
Influence Reactions: When performing for an audience, the bard can attempt to alter the mood of his listeners. Such an audience must not be attacking or preparing for an immediate attack. The bard must be singing, chanting, spinning a tale, reciting a powerful oratory, or playing a tune on an instrument with which he is proficient. The intended effect of the performance is determined by the bard's player; he may want to make the audience friendlier or more hostile, for instance. After a length of time (1d10 rounds is suggested), all NPCs able to hear the performance (regardless of whether or not they are paying attention) must roll a saving throw vs. paralyzation. For small groups, roll individual saving throws. For large groups, the DM may split the audience into groups of ten or so and roll a separate saving throw for each group. There is a -1 penalty to the saving throw for every three levels of experience of the bard. Those failing the roll have their reactions adjusted one level (from friendly to indifferent, for example) in the desired direction--consult Table 59: Encounter Reactions, in the DMG. Those whose saving throws succeed have their reactions adjusted one level in the direction opposite from that intended by the bard.

Rally Allies: To use this ability, the bard must know the nature of the upcoming combat. A bard can't rally allies if there is no obvious opponent. Rallying allies is done is much the same manner as influencing reactions. The bard sings heroic songs or weaves inspiring tales about how his comrades will overcome their foes and win the day. Such heroic recitals always take at least three rounds, and the audience must be in close proximity to the bard for the effects to occur (within a 10-foot radius per level of the bard). When complete, all the affected allies automatically receive one of the following three benefits (as decided by the bard's player): +1 to attack rolls, +1 to saving throws, or +2 to morale. The chosen effect lasts one round per level of the bard. The effects can be renewed by the bard, even during the same encounter, but combatants have to return to within the bard's radius and listen to his tales for another three rounds. It is impossible to rally allies who are actively battling opponents.

Note that the benefit applies only to the specific encounter that the bard sings about. It does not apply to a ranger who hears the tale, rides off on his horse to warn the rear guard, and is then ambushed by wandering bandits.

Counter Song: Another powerful use of story, song, or tale when voiced by a bard is that of counter song. This is the intricate art of canceling the effects of hostile sound, whether it be songs, chants, wails, or even commands and suggestions from magical spells. In order to sing the proper counter song or chant the proper counter poem, a bard must concentrate intensely. He may perform no additional actions other than a slow (half speed) walk. If he is struck by an attack or fails a saving throw, his attempt is ruined. The exertion is such that only one counter song may be attempted per encounter or battle.

Success of the counter song is realized only if the bard rolls a successful saving throw vs. spell. If this is successful, the hostile sounds have no effects within 30 feet of the bard. If the saving throw fails, the bard's attempt is fruitless and the hostile sounds have their standard effects (applicable saving throws and other defenses still apply).

Counter singing does not prevent hostile spellcasters from reading scrolls, using magical item command words, or casting spells (even spells with verbal components). Counter singing does prevent all other hostile sounds from functioning, including spell effects that require the caster to speak (e.g., command, quest, suggestion, tongues, etc.).

Legend Lore: One of the most useful abilities of the bard is his knowledge of famous magical items and uncanny knack for figuring out how they function. To perform legend lore, the bard must scrutinize the item closely. This does not necessarily require actually handling the item, but it must be fully visible to the bard.

Scrutiny takes 1d10 rounds, after which a percentile roll is made. The bard has a 5% chance per level of knowing something about the item. The exact information revealed is up to the DM. The bard draws upon history, rumors, and clues based on the item's construction to gain this information. Typical information revealed includes the item's history, maker, name, and other less technical aspects. Information such as the number of pluses, exact command words, etc., are rarely learned. This type of specific information is left for spells, such as identify, commune, limited wish, and so on.

Rogue Skills:
Climb Walls enables the bard to climb near sheer surfaces without the aid of tools, just like the thief.

Detect Noise improves the bard's chances of hearing and interpreting sounds. He may be able to overhear parts of a conversation on the other side of a door or pick up the sound of something stalking the party. To use the ability, the bard must stand unhelmeted and concentrate for one round (one minute). During this time, all other party members must remain silent. The DM secretly makes the check and informs the player of the result.

Pick Pockets enables the bard not only to filch small purses, wallets, keys, and the like, but also to perform small feats of sleight-of-hand (useful for entertaining a crowd). Complete details on pickpocketing (and your character's chances of getting caught) can be found in the Thief description.

I have swapped the Pick Pockets for Hide in Shadows (do not have that info)

Read Languages is an important ability, since words are the meat and drink of bards. They have some ability to read documents written in languages they do not know, relying on words and phrases they have picked up in their studies and travels. The Read Languages column in Table 33 gives the base percentage chance to puzzle out a foreign tongue. It also represents the degree of comprehension the bard has if he is successful. The DM can rule that a language is too rare or unfamiliar, especially if it has never been previously encountered by the bard, effectively foiling his attempts to translate it. At the other extreme, the bard need not make the dice roll for any language he is proficient in. Success is assumed to be automatic in such cases.


Legend Lore: 75%
Climb Walls: 85% -20% (Chainmail) = 65%
Detect Noise: 85% -5% (Chainmail) = 80%
Pick Pockets: 85% -20% (Chainmail) = 65% [I swapped this for Hide in Shadows, so do not know what the percentages are for Hide in Shadows]
Read Languages: 85%


Weapon Proficiencies: Longbow, Longsword, Dagger, Shortbow, Shortsword

Non-Weapon Proficiencies: 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


Clothing: Amulet of Tongues [understand/speak any language, read magic], Boots of Springing and Striding, Bracers of Archery [+2 to hit, +1 damage]

Armor: Elven Chain Mail +3

Weapons: Last Shot [Longbow +3, +50% range, shoot 1 additional arrow after everyone else has gone], Quiver of Unending Arrows, Blade of Analor [Long Sword +3/+5 vs Undead, Disruption], Dagger +2

Other Gear: Heward’s Handy Haversack, Potions of Extra Healing [x3] and a Flute (if it is made of Silver would it gain any Bonus vs Undead ???)

Wealth: ???


Total Hit Points: 100 (not sure about this ???)
Current Hit Points: 100

Senses: Infravision 60’

Initiative: +3
Movement Rate: 12

Total Armor Class: -3 [Chainmail, Boots, Dex]

Base THAC0 13

Attack with Bow [Last Shot]: THAC0 4 [Bracers, Bow, Race, Dex]; Damage 1d8+4 [Bracers, Bow]; Rate of Fire 3 arrows/ 1 round; Range 75’ (S)/ 150’ (M)/ 250’ (L)

Attack with Sword [Blade of Analor]: THAC0 9/7 vs undead [Longsword]; Damage 1d8+3/+5 vs undead [Longsword]; Disruption power

Attack with Dagger [Dagger +2]: THAC0 11 [Dagger]; Damage 1d4+2 [Dagger]


Total Mana: 37 points +2 for 17 INT/CHR = 39 Total Manna

Spells 1st through 6th

In your books
1st lvl - 14
2nd lvl - 12
3rd lvl - 10
4th lvl - 8
5th lvl - 6
6th lvl - 4

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

Posted on 2014-10-24 at 15:49:47.
Edited on 2014-10-24 at 19:38:45 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

Infravision 140'

Weapon proficiencies:
Longsword (x4 slots)
Longbow (x2 slots)

Nonweapon proficiencies:
Lore, Imperial
Animal handling, horses
Knowledge, tactics
Riding, land-based
Artistic ability (poetry)
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

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
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. It also serves as the command ring for her crossbow harness and her special outfit.

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

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 2014-10-24 at 15:02:33 by Alacrity

Subject: as best as I can

I am doing the ones that require the least work at the moment. Hammer's Bard and Olan's Knight have to be put into the right format still.

Posted on 2014-10-24 at 14:46:43.

Topic: Characters in CWWLLO2
Subject: Shapeshifter Shaman

 photo Odyson.jpg

Name: Odyson
Race: Human (Barbarian with Lycanthrope)
Class: Shaman
Alignment: Lawful Good
Level: 15

Strength 18 +1/+2 110 WA, 225 MP, 11 OD, 16% BB
Intelligence: 15 - 3 languages
Wisdom: 18 - +4 vs Mind based attacks, extra Spells
Dexterity: 15 - -1 Defence bonus
Constitution: 16- _2 hp per die 95% SS, 96% RS
Charisma: 14 - +2 reaction adj.

Armour Class:
Hit Points: 112
Hybrid HP: 142
Great Bear: 172
*When he shapeshifts, he heals 50% of hit points if wounded

Shapeshifter - Can transform into a Great bear or a hybird animal between bear and human. HD: 1d10 for level 1-9 then+2 / Level after that. He has 15 Ki points. To change into the bear costs 3 pts, and into the hybrid, 2 points. For 1 point you can basically do an internal shift and heal yourself for 25%. You can also do this to another person by touch. Returning to man never costs points. Ki returns after a full rest period of sleep and prayers.
In hybrid form he is a foot taller (6’ 9”), broader and hairier. His nails grow long and sharp so his hands become d8 weapons, although he can use weapons.
In bear form he is 2 feet taller (7’ 9”), does 2-16 with his claws, invulnerable to ordinary weapons (+1 needed to hit you). and can bite for 2d8. He has a hug attack for 2-16.
He is resistant to (normal) cold.
He can naturally detect magic within 10' of him: 75% (5% per level)
Prayer (Spell Casting)
Turn Undead

Combat Abilities
Proficiencies: Great Axe, Club, Knife, Quarterstaff, Short bow
Specializations: Great Axe (1)
Race: When not wearing armour, Ody can use both DEX and CON bonuses to AC

Weapons and Equipment (not including Magical Items)
On Person: Quiver (holds 40 Regular Arrows), 20 Sheaf Arrows

Non Weapon Proficiencies: Direction Sense, Healing, Ancient Languages, Endurance, Religion

General Appearance
Age: 38
Eyes: Brown
Height: 6” 6”
Weight: 178
Hair: Black
Build: Muscular
General Description:

Magical Items:
Armor: Amamlthea’s “Tree of Life” Armor. +3 splint mail armor that is all silver birch leaves. You wear a leaf earring that stay with you no matter your form. A touch of the leaf and the armour falls apart like leaves in autumns, swirling and disappearing. When your want the armor back, you touch the leaf and it reforms around you.
Floppy Broad Rim Leather Hat - enchanted to protect as if a full helm
The Great Axe, “Apatchin” (One That Comes Back) +3 double Damage Against Tanar'ri . A special weapon for a Shaman when he is in Hybrid form. A magical weapon that appeared in his hand after touching a tattoo on his forearm and calling to it. The great axe of the Guardian Lieut (the guardian of the people) created it to help destroy the creatures created by the Dark, a Tanar'ri Killer. It is + 3 against all enemies, but when facing Demons it is the real threat. The blade glows red in 100’ presence when Demons are near to cast back the darkness. Wielder gains a 75% magic resistance to Tanar'ri cast spells.
+3 Bow of Accuracy - The bow of accuracy is a simple yet effective missile weapon. The magic properties of this bow are a +3 bonus to hit and damage; likewise, all ranges within normal bow range are figured as short range in regard to this weapon.
20 +1 Arrows 1D8
+2 Knife (Long Blade Sheathe)
+3 Feather Edged Silver Tomahawk This Magical Weapon has a +3 to Hit and does 1d8 +2 base Damage; Double Damage vs Lycanthropes and it can also be thrown a distance of 20 feet accurately!

Tattoos: An Attacking Bald Eagle is spread across Ody’s back with the wings spread reaching shoulder to shoulder. The Eagle has serpent in its talons. The tattoo of protection improves the wearer's Armor Class value and saving throws versus all forms of attack as a ring of protection +2
Cat's Eye, on the palm of the left hand, done with such great artistry that people often recoil from the first sight if it. This tattoo protects for detection spell and scrying devices as per Non-detection spell.
A tattoo of the native symbol for strength on the right palm( > ) turns any bludgeoning weapon to a +1 weapon. (club, mace, hammer, table leg,…). Works in both human and hybrid form.
Tattoo of a Bear Paw on the back of his right hand:

Rod of healing that has 50 charges and you can cast Cure light (1 chr), Serious, Disease (2 chr), Critical, poison (3 chr) and heal (4 chr)?
3 Potions of Extra Healing

Beads braided in his hair - stay for any transformation
Bead of Free Action: This bead enables the wearer to move and attack freely and normally even when attacked by a web, hold, or slow spell, or even while under water. The spells simply have no effect. While under water, the individual moves at normal (surface) speed and does full damage even with cutting weapons (like axes and scimitars) and with smashing weapons (like flails, hammers, and maces), insofar as the weapon used is held rather than hurled. This will not, however, enable breathing under water without further appropriate magic.
Bead of Fire Resistance: The wearer of this bead is totally immune to the effects of normal
fires—torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, hell-hound breath, or a wall of fire spell will cause 10 hit points of damage per round if the wearer is directly within the conflagration. Exceptionally hot fires such as red-dragon breath, pyrohydra breath, fireballs, flame strike, fire storm, etc., are saved against with a +4 bonus to the die roll, and all damage dice are calculated at -2 per die, but each die is never less than 1 in any event. As a rule of thumb, consider very hot fires as those that have a maximum initial exposure of up to 24 hit points, those of exceptional heat (25 or more hit points).

Feather of the Great Horned Owl, grants 60 foot infravision.
Feather of a White Dove, grants the wearer instant Feather Fall. This feather protects its wearer by automatic activation of a feather fall if the individual falls 5 feet or more.

Spells 8/8/7/7/4/2/1
Any spell on Cleric list

Paralization, Poison or Death Magic: 5
Breath Weapon: 11
Petrification or Polymorph: 9
Spells/Magic: 10
Rod, Staff, or Wand: 8

Brief History:
Dawn had not yet broken when the old man entered the lodge, “Witschidin (helper), it is time.” The young boy stirred then quickly dressed. “ Yes, Muchomes ( Grandfather) I am ready.”

Odyson started gathered the few meager items he owned. “No, remove your leathers, leave them and the rest, they are no longer of use to you.” So naked into the dark the boy followed his Great grandfather. The boy had to follow in silence, he was giving up family and all that he had. He was chosen and he understood what that this meant, he hoped he would prove worthy.
Thus the boy of seven summers began his trail of the Great Bear. His family was said to be descended for Jon, the Shaman of the Great Bear, but that alone was not enough to be finally be accepted by the Guardians. Any of the people could be chosen and train, but only those that learned to serve would lead.

Shaman of the Great Bear

In the time before people Lieut watched over his sisters and brothers and thus learned much about world. Fawna saw there was much to do and called the great bear. ‘Your great strength and gentle manner will aide you to watch over my beasts. You shall roam the mountains and plains being my eyes and ears when I am not there. You are as my own child. And so the bear became first among those that walked the earth.

The Great Spirit was pleased and placed people on the land. Lieut was charged to be the guardian of the people. The great bear saw these new creature and added them to its duty for were they not also beasts of the land? Lieut and Fawna were pleased and together they guided and watch the great bear, for it aided both their charges.

Because of the bear’s great size and strength the people became fearful and weary of the beast. From that fear and misunderstanding the first chief of the spear people, Addom, sent his two sons out to destroy the bear. Mikel was a mighty hunter and warrior. Jon was a tracker, woodsman and healer. Together they tracked the bear into the hills. Here the found the cave of the bear. They waited for the bear come out. As the sun started setting there were sounds of movement near the cave opening. Mikel notched an arrow and shot it into cave. A small scream of pain came from the cave mouth as small bear cub tumbled out, the arrow lodged in its side. The small bear whined painfully for it mother. Mikel notched another arrow but Jon stopped his arm before he shot. “The cub is not what we came to kill, there is no honor in protecting our people from the death of a babe.” Grabbing his healer’s bag Jon went to the cub and tried to save the cub.

Jon’s calm and gentle manner smoothed the young bear and it allowed Jon to tend it and remove the arrow. From the darkness of the cave a great form lumber toward Jon. The great bear emerged and raised up on hind legs. With teeth bared and clews extended the she bear was going to protect her cub. Mikel quickly let another arrow fly. The line of flight was true to the bears heart, a sure kill.

Jon saw the arrow flight, but it just stopped, hanging in mid air. He turned and Mikel was standing as if stone watching the arrow. He looked at the bear and it to stood silently still. The air around Jon began to shimmer and two low glowing balls of light appeared between him and the bear. The spirits of Fawna and Lieut appeared. “Jon,” Fawna said,” You are brave and good of heart. You must teach your people not fear my bear. She is here to serve me and watch over all my creatures.”

Lieut said, “She is here the aide me; to watch over the people too.”

“But the bear was surely attacking me, she will kill me” said Jon.

“She was protecting her babe, she drew the arrow to her to save her cub” said Fawna. “You must learn from her for she is as my child. You must teach your people to respect her and know the bear is good and watching over them too. She will lead you to my brothers and sisters, they will teach you of their powers and how you can call upon them for aid. You will then gather others of the people and teach them of the “Way”.

With that the bear now moved too. Turning to Fawna the bear said, “Mother, what must I do? My babe is dying from this creatures attack, surly they are no longer my charge but shall be my pry.”

“No my daughter, this one has saved your child and proven they can be good of heart, they do not understand your purpose and must learn. This one will stay with you and you shall learn from each other.”

“How can that be, it is so small and weak it surely can not serve in the wild?”

Fawna raised her hand and Jon transform into the shape of a great brown bear. “He will take this form when he needs the strength of the Shush so that he may travel and hunt with you.”

Lieut, waved his hand and bear transformed into a beautiful maiden of the people. “In this form you will learn more of the people and their ways. You will be able to call this form when you need it. Now your spirits will unite so that you may understand and trust each other. “

Mikel, though unable to move saw and understood all that was happening. Lieut turned to Mikel, “ You will return to your father and tell only that you have learned that the great bear is not to be feared, but respected for it silently stands guard to protect the people. You tell your father that Jon has gone to learn the ways of the great bear spirit and to spread the knowledge among the people. Tell him that his son has seen the Great Bear Spirit and will be the first Shaman of the Great Bear.”

Mikel returned to the people and told his father all as he was instructed. Jon never returned to his father, but a Shaman came and trained a member of the tribe in the ways of healing and the how to call the powers of the earth and creatures. These Shaman had great powers that made them worthy in battle, healing and become trusted counselors. All of these things came from the secrets Jon had learned from the spirit of the bear and the guidance of the “Guardians”.

And so it is that the followers of the “Great Spirit” will need a teacher to guide them, one who knows the “Way” of each “Guardian”. Devoting themselves to each starting with Amamlthea and ending with Lieut, this teacher will learn to guide, to serve, to heal, to protect and to act as the link between the people and the “Way”. The Shaman draw powers from the blessings of the “Children” of Mother Earth and are granted the ability to do special feats. If a servant of the “Way” has completed his learning of the “Six”, is chosen by the Guardian and passes the test of the “Children” they may crossover between the boundaries of the “Ways” and become joined with the Great Bear.

Posted on 2014-10-24 at 14:32:08.

Topic: Characters in CWWLLO2
Subject: the Dwarven Fighter

 photo dwarf.jpg

Name: Kadrin Stonefist, “the Scarred General”
Race: Mountain Dwarf
Alignment: Lawful Good
Class: Fighter [Clansdwarf]
Level: 15

Strength 18/93 – Hit Prob +2; Dmg Adj +5; Weight Allow 235 lbs; Max Press 380 lbs; Open doors 15 (3); Bend Bars/Lift Gates 35%
Intelligence: 14 - +4 languages
Wisdom: 16 - +2 magical defense bonus
Dexterity: 10 – no bonuses
Constitution: 19 - +45 hp; 99% SS; 100% Resurrect
Charisma: 15 – +3 loyalty base; +3 reaction rolls

Armour Class: -5 (armor + shield)
Hit Points: 163 hp

Race: 60 ft infravision; +5 bonus to saves vs Poison, Rods/Staves/Wands, and Spells; +4 bonus to saves vs Fear; Underground detection abilities
Class: Build stronghold; Attract men-at-arms

Combat Abilities
Proficiencies: Battle Axe, Hand Axe, Light Crossbow, Shield Bash, War Hammer
Specializations: Battle Axe (x1), Light Crossbow (x1), War Hammer (x2)
Class: Increased Hit Point Bonus; Increased Number of Attacks per Rounds
Race: +1 to hit Goblins, Hobgoblins, Orcs, and Half-Orcs; Ogres, Ogre Magi, Ettins, Trolls, Giants, and Titans suffer a -4 to hit Dwarves.

Weapons and Equipment (not including Magical Items)
On Person: Crossbow bolts (x20); Bedroll; Blanket; Extra set of fine clothes; Flint & steel; Small cask of some fine dwarven drink; a mess kit (plate, bowl, silverware, mug); Dry rations (1 week); Waterskins (x2); Mirror; Personal grooming kit (hair brushes, soap, scissors); Lantern; Oil flasks (x3); Jars of Ointment for Stiffness (x2); Armour and Weapon cleaning kits
On Horse: None
Treasure Carried: Pouch with various currency of the Principality of Ulek (about 50 gp worth); Pouch with various precious stones (about 150 gp worth); Small, ornate steel box with gold and silver inlays (worth about 100 gp) with 3 finely cut precious stones (red garnet, blue spinel, yellow topaz... worth about 500 gp each)... the box and stones within are his personal treasure away from home and are not for sale.
Languages Spoken: Common, Dwarf, Elf, Halfling, Keolandish, Orc
Non Weapon Proficiencies: Ancient History [Dwarven Military], Appraising, Armourer, Dwarven Runes, Endurance, Engineering, Etiquette, Fire-Building, Heraldry, Intimidation, Local History [Havenhills]

General Appearance
Age: 325 years old
Eyes: Blue, though his left eye is pale, milky white, blind and ruined
Height: 4 ft 6 in
Weight: 170 lbs
Hair: Reddish-brown, beginning to grey
Build: Stocky, muscular frame

General Description: Kadrin is a stocky, muscular Mountain Dwarf originally from Havenhill. He has been serving in Prince Olinstaad’s Royal Army almost since the Prince ascended the throne. He is an old dwarf, though, except from the wrinkles that have formed deep etches around his eyes and the slightly greying beard, it would be difficult to tell... a dwarf of 200 hundred years, maybe.

But while Kadrin’s strength and constitution seem not to be failing him, he is in fact 325 years old. The occasional grumbling of his joints reminds the dwarf of this fact from time to time.

Kadrin is blind in his right eye, an early brush with death that has left him with a savage scar and a sightless socket.

Being part of the Stonefist clan and having achieved his own measure of success in service to the Prince, Kadrin is well-to-do. Like most of his race, he admires fine craftsmanship.

Magical Items
Ring of Youthful Vitality: A ring of white gold with small rubies along the band. The ring provides two blessings upon the wearer – 1) when the ring is worn for a month, the wearer’s maximum age variable is doubled (2d100x2 for the dwarf)... once granted, the blessing is permanent even if the wearer removes the ring. 2) when the ring is worn for a week, the wearer begins to become immune to the negative penalties of aging... this blessing is lost if the ring is removed.

Ring of True Seeing: A small, precisely cut diamond set in a platinum ring. Once per day, when the wearer of the ring will it, the ring produces the effect of a priest’s “true seeing” spell, allowing the wearer “true sight” out to a range of 120 ft for the duration of 5 rounds.

Brooch of Warning: A silver chain with a silver medallion with platinum inlays depicting a picture of a watchful bear. Anyone wearing this brooch is surprised only on a roll of 1 in 10.

Horn of Clanggedin: A white ram’s horn inlayed with adamantine, the metal depicting two crossed battle axes. When the horn is blow, it produces the effect of a priest’s “prayer” spell with an area effect of 100 ft centered on the person blowing the horn and the duration of 10 rounds. The horn can be blown 3x/day and only by a dwarf of good alignment.

Boots of the Draft Horse: Sturdy, dark brown leather boots, steel toed, with a picture of a powerful horse sewn into the leather of each boot. The boots allow the wearer to gain the movement rate of a draft horse (MV 12), and the wearer does not suffer any ill effects from a forced march.

Haversack of the Merchant: A well crafted, leather backpack sewn together with threads of silver and gold, the buckles being made of to look like gold coins depicting the face of a dwarven king. The backpack functions exactly like “Heward’s Handy Haversack”.

Nurabir, “Brother’s Keeper”, +3 Dwarven Field Plate (AC -2), Soul bound: This suit of field plate was specifically made for Kadrin by his sister, Hilda Stonefist, a master craftswoman and priestess dedicated to the Soul Forger. The chain mail undercoat is made from fine links of alternating steel and adamantine. The plates are made of high-polished steel, giving it a slightly bluish colouration. Etched in the steel plates and inlayed with adamantine is the heraldry of the Stonefist clan, along with the Clan’s motto “Resolute and Sure”. The suit contains enchantments increasing its defensive protection by +3. Additionally, when Kadrin speaks a command word, he can call the armor to himself. If he is not wearing any other armor, Brother’s Keeper appears on him, strapped and buckled properly. A second command word allows Kadrin to remove Brother’s Keeper. The armor disappears from his body and appears nearby (5 – 10 ft away) on dwarven mannequin.

Har’ard, “the Stalwart Guardian”, +2 Medium Steel Shield (adds +3 bonus to AC): A highly polished round shield with the heraldry of the Principality of Ulek etched in dark adamantine. This shield was also a gift to Kadrin from his sister. The enchantments add an additional +2 to the defensive protection of the shield. When Kadrin uses the shield to bash his opponents, it is +2 to hit and causes 1d6+2 plus strength damage.

Nurakas, “the Steady Seeker”, +3 Light Crossbow of Accuracy: A dark lacquered, wooden crossbow with string made from tightly braided unicorn hair. This crossbow adds +3 to hit, causes 1d6+3 damage, and all normal distances are considered “short” range.

Dain, “the Stout Fist”, +3 War Hammer: A light-weight, double headed hammer molded from one piece of mithral-adamantine alloy. The hammer may be used one handed in combat, causing double normal hammer damage (2d4+2/2d4) with a +3 bonus to attack and damage. When used two-handed on walls and doors up to 2 feet thick, the hammer has a chance of smashing through a hole in the door or wall equal to double the wielder's chances to bend bars or lift gates. The hole will be large enough to allow a human-sized being to crawl through it without trouble.

Brief History: Kadrin serves as a general in the Principality’s Royal Army, and presently divides his time between advising the Prince, defends the Principality’s land holdings near Thunderstrike (near the Suss Forest), and taking on certain special operations on behalf of the Prince’s or nation’s interest. Being assigned to the defense of the lands around Thunderstrike means that Kadrin regularly is connecting and coordinating with leaders from the nations with shared borders, most often with Celene. While he feels wounded by Queen Yolanda’s resistance to assist the Principality of Ulek in recapturing territory lost to the tribes of Pomarj, he has continued to remain fast friends with her son, Galan.

Posted on 2014-10-24 at 14:22:37.

Topic: Characters in CWWLLO2
Subject: The Gladiator Thief

 photo c9a21517-88ac-451f-bdd8-26490827d42a_zpsba2a8541.png

PLAYER: Tann’Talas
LEVEL: 7/8
ALIGNMENT: Chaotic Good
XP: 64,000/70,000
NEXT LEVEL: 110,000 (Thief Only)

STR: 18(00) To Hit: +3 Damage: +6 MXP: 480lbs WGT: 335lbs BB/LG: 40% OPDRS: 16(6)
DEX: 17(18 w/Gloves) React Adj: +2 Missile Adj: +2 Defensive Adj: -4
CON: 17 HP Adj: +2(+3) System Shock: 97% Resurrection Survival: 98%
INT: 16
WIS: 8
CHA; 13

Armour Class: -4
Hit Points: 144

Race: Human
Class: (Duel) Fighter/Thief

Combat Abilities
CLASS ABILITIES Fighter W/Gladiator Kit
Followers - Attracts followers after a stronghold is built and 9th level is reached.
Weapon specialization - Allows specialization in one weapon.
Description: The gladiator is a showman-warrior from a society where public combat competitions are a popular sport. The gladiator is a professional warrior in this high-profile arena; for the delight (and bloodlust) of the crowds, for his own personal wealth and aggrandizement (or, if he is a slave, for the profits of his owner), he fights organized matches against human, demihuman, and even monstrous opponents. The Gladiator is going to be a showy, high-profile warrior. He performs dangerous stunts in combat. He attracts the attention of crowds of admirers. He receives a lot of credit for brave deeds whether he deserves the credit or not. A Gladiator can be a callous brute, a dirty arena fighter with no interests other than killing his enemy as quickly as possible and making off with his prize; or he can be a clean-limbed, heroic figure, a hero who always fights honorably in the arena and never kills when he does not have to

Thieves' cant* - Knowledge of the secret language of thieves.
Backstab* - Surprise attack may inflict 2x damage.
Climb walls* 55%
Detect noise* 60%
Find/remove traps* 100%
Move silently* 80%
Open locks* 100%
Scroll Use* 60%

Axe Hand -Throwing (Specialist) (+2/+2) (3 slots)
Long Sword (Specialist) (+2/+2) (3 slots)
Short Sword (Specialist) (+2/+2) (3 slots)

Weapons and Equipment (not including Magical Items)
On Person
+3 Elven Chainmail of Elemental Resistance
Boots of Speed
Gauntlets of Dexterity
Ring of Free Action
Cat’s Eye Gem
+3 Vorpal Long Sword ON BACK
+3 Short Sword ON BACK
+3 Hand Axes x2 AT HIPS
Daggers +2 x2 IN BOOTS
Thieves Tools of Silent Stealth Potion of Extra Healing x3
On Horse
Flint & Steel
Grappling hook
Dry rations (4 week)
Iron rations (4 weeks
Oil Flasks x2
Rope 50' silk
Spikes (3)
Steel Mirror
Torches (4)
Thieves Tools x2
Keoghtom's Ointment x3
Treasure Carried
550gp’s 50sp’s
Languages Spoken
Non Weapon Proficiencies
Blind Fighting
Distance Sense (CRE)
Riding, Land
Set Snares

General Appearance
Age: 37
Eyes: blue
Height: 7’
Weight: 260
Hair: Long Blond hair braided in a pony tail
Build: Very muscular, tall, looks like body builder with long hair (*see picture)

Magical Items
+3 Vorpal Long Sword ‘JAL‘ JAL was re-forged with a red mystic gem on its pommel. When touched and the command word spoken, the sword changes with the blade goes to red becoming red hot as if taken fresh from a forge. In this form it is +4 vs cold using creatures and does double damage, However it loses the Vorpal power when hot. A second touch and the command word spoken in reverse JAL returns to it normal Vorpal state.

+3 Short Sword ‘HOTH‘ HOTH was forged with a blue mystic gem the blade crafted with glassteel. The sword itself does not reflect light nor make a sound when drawn from a sheath. When drawn, it casts a light in a 60' radius but only the bearer of the sword can see the light. 2x per day, a command can be given that turns the light into True seeing as per the spell for 5 rounds. The bearer can if desired share the True Seeing ability with two others if all grasp the hilt of HOTH. Like JAL if the gemstone is touched and the command word spoken the blade goes blue becoming ice cold like an icicle. The sword is +4 vs fire using creatures and does double damage. However in ice form, the light and true seeing can not be used. A second touch and the command word spoken in reverse HOTH returns to it normal state
The two swords are a matched set

+3 Axe of Hurling X2
+2 Daggers

+3 Elven Chainmail of Elemental Resistance (Grants the wearer 50% Resistance to elemental based attacks both magical and mundane.)

Gauntlets of Dexterity
Boots of Speed
Ring of Free Action
Cat’s Eye Gem This simple small gold gem looks like the eye of a cat. The gem grants infravision just like an Elf (60’) and is embedded to the right or left side of user’s eye.
Thieves Tools of Silent Stealth These Thief tools do not look to be made of metal but some hard dark substance perhaps obsidian. While magical no means of detecting will reveal such. The tools have 2 main powers.
SILENCE: Any thief using these tools will make no sound when opening locks, disarming traps, or any such use.
STEALTH: When all tools are placed in case, case can be held against users skin and will magically mold into the users body disappearing from view. There they safely remain until user commands them to resurface.
Grants +10% to all thief skills

Potions of Extra-healing x3
Keoghtom's Ointment x3

Maximus Jerele started life as any normal boy born to loving parents and a part of a Sueli household, north of the Empire. His first 15 years of age were as normal as any child could hope for filled with love of a girl, happiness of youth and two very wonderful parents. But as with everything in life all good things come to an end and with the coming of the Empire so did Maximus’s normal life.

His parents killed and his village destroyed he along with a few hardy boys were taken as slaves to be trained for a new life and death in the Gladiatorial pits. His handlers were good and seeing in Maximus a possible champion they trained him both day and night and turned him into a good fighter and then as hoped for, a champion. So much the champion that the crowds knew him by face and placed upon him the nickname of "El Diablo", or translated to common "the Devil" and so they chanted it every time he did enter the pit.

For the next 10 years Maximus was champion, unbeatable by all, and seemed to savor this life so much so that though he was still watched and not trusted his guards grew lax and in a moment of surprise violence Maximus did kill them and escaped. Along with a few others Maximus now 25, was free.

The boy turned slave, turned Gladiator, now a free man vowed never to be a slave again. He turned Mercenary, went out into the world for the first time to fight for any and all including himself. At times even for free if the cause was right, against the realm he would hate till his dying breath that of the Empire. Maximus worked his way south, away from his former homelands and into the realms of the Iron League. Then one day, five years after breaking free, Maximus now thirty joined up with a newly formed group of adventurer’s.

This new group consisted of Arien Thedell, a male, human Knight, no one more noble then this Knight in training. Char, a human Ranger, no man better in the skill of a woodsmen. Dapple Moon a beautiful female half-elf Fighter/Thief, some called her crazy, Maximus called her friend. Kilgim Blackaxe, a male, dwarf, Fighter/Cleric, when called upon to heal or fight there was none more faithful to his god. Adrian Valentine, a male, human, Mage the first of his skill set Maximus had ever met in or out of the arena, but one to remember.

Finally there was Jal Spellbinder, another human Mage but different from the rest of this new party. As the adventure that had brought them together began Maximus found he and Jal had much in common and they soon became the closet of the group in friendship. In reality Maximus as a gladiator had never had friends, nor as a mercenary. For him Jal was his first true friend. Years came and went, daring quests and missions started and finished, and the party made a name for themselves. Life for awhile was good for this close group of seven friends.

However nothing lasts forever and it was on a mission to a tower of evil that Jal died. For the group as a whole the death of Jal was terrible and heart breaking, for Maximus it was devastating and the huge gladiator never fully recovered. Within a short time later the six survivors parted ways, each following his or her own path, the cloud of Jal’s death hanging over all.

During the next four years since leaving the others the time moving slowly Jal’s death ever hovering. Finding himself on his own, and having to support himself, Maximus turned to the skill of Thievery, finding even for his size, he was quite good at it. Little by little while learning the skills of a rogue, Jal’s memory a cloud of guilt, loneliness and despair. During this time Maximus found himself adventuring with many different groups, though never making as close friends as the original group. It was during one of these quests to the Hall of a Stone King that Maximus was able to give Jal the honor he deserved and lay the guilt felt over the Mage’s death to rest. During combat with an Iron Scorpion, Maximus was able to defeat it but lost his hand and his prized Vorpal sword was broken. A fellow party member, Galenthanus an Elven Mage/Thief, and son of Yolanda, lent the big gladiator his ring of regeneration to slowly re-grow the hand. During this time a dwarf smith named Otto, owing his life to Maximus and having taken two mystic gems from the scorpion. Used them to reforge the Vorpal blade and also make a matching short sword as well. When presented to the big Fighter/Mage Maximus named the new Vorpal sword JAL, the short sword HOTH.

With two new swords and his hand once more whole Maximus continues to adventure hoping one day to once again reunite with the survivors of that first group somehow.

Posted on 2014-10-24 at 13:49:05.

Subject: Nice

The Nice dice for me or the nice dice for you? I get them mixed up.

Posted on 2014-10-24 at 13:14:08.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: Yoohoo

Anyone feel like continuing the game here?

Posted on 2014-10-24 at 12:19:24.

Subject: Seriously

That dice roller is really fond of rolling low. One submission had three ones.

Posted on 2014-10-24 at 12:18:33.

Subject: Never mind

Having seen the rolls I am getting from the dice roller, let's scrape this idea. I don't know about the dice trying to kill you but the dice roller definitely wants you to die.

Posted on 2014-10-23 at 23:29:22.

Topic: Destiny Flight - QnA
Subject: well

Kinda hard for me to help you with what your character chooses to say.

Posted on 2014-10-23 at 19:57:50.

Subject: rolling

You roll 10 d20s.

When a saving throw comes up I roll a d10 to pick your result..

It is just a novel idea. If it confuses you or you have no desire to do so, not a problem. Just throwing it out there.

Posted on 2014-10-23 at 19:47:25.

Subject: up to you

You can do these rolls and at least you have a hand in the results or you let me roll and take my results. Some people like the idea of rolling their own die.

Posted on 2014-10-23 at 19:33:46.


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