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Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts

The Spores of Itanlok - Second Attempt

Hello Good Gamers of the Inn,
About a year ago, I started an adventure called 'The Spores of Itanlok'. It was supposed to be an all-Khord (dwarf) adventure, but stranded after about 50 posts because of people disappearing.

Now I’m planning on continuing my series of Audalis Short Adventures by giving this one a second attempt. With ‘short’ I mean a simpler plot and faster run from start to end. The first one I did was called ‘You Filthy Little Thief!!!’, which was followed by 'A Local Legend' which is still running in the Rules Based DnD forum. You can check these out to get a sample of my style of DMing.
How short this adventure really is will depend on the players.

That could be you!

I’m looking for a group of 4 to 6 people to start this thing. We’ll be playing in the RDInn created setting of Audalis, specifically in the city of Khordal (which is the Kingdom of the Khordaldrum (dwarves)). This doesn’t mean you HAVE to be a Khordaldrum character, but I would really like an All Khord Team. To promote this I’ll give every Khodaldrum character one extra bonus feat, and a place in the game over other character concepts.

Game Mechanics: - Dnd edition 3.5, but I can help you convert from 2nd to 3.5 if you need me to.
- Level 8
- Only races from the Audalis Setting, preferably Khord, and classes from PHB.
- Multi-classing is allowed. Prestige classes can be discussed.
- Khordaldrum characters get 1 extra bonus feat.
- Stats are 74 points divided over 6 abilities, with racial bonuses added later on.
- Alignments should be Good (I’ve had my share of Evil and CN characters).
- Starting money is 27.000 GP, standard for level 8 characters.
- You can only have 3 magical items, none of which can be above 13.500 GP
- HP will be rolled by me
- Updates will come once a week, or sometimes in between in case of conversations.
- Rolls in game will be made by the DM, to save time and misunderstanding.
- I do require proper spelling and posts that contain more than a single sentence.

The reason creation is so basic or limited is that this will be a story-concentrated adventure. Yes, there will be fighting, but you’ll need some wits too, to pick up on hints and figure things out. Not every situation should be conquered by blunt force, and if you are a player that only enjoys high stats and whacking monsters, this may not be the adventure for you.
You do not need to have any special knowledge of the Audalis Campaign Setting, though I would advice to glance over some of the information to get a feel of the setting.
And for all you people who are afraid of trying your hand at 3.5 rules, I will promise you that roleplaying wise, there doesn't have to be a difference in editions.

As for the story: There is something strange going on in a part of the Khordaldrum Kingdom. Strange noises and lights have been spotted in an underground mushroom forest, and people have started to disappear. It is your job to investigate.

Got Questions? Feeling interested? Enthusiastic? Post your intentions and character concepts here, and hopefully we’ll get a nice group of players together.

I’m looking forward to starting this again!

Posted on 2009-07-29 at 09:14:48.
Edited on 2009-07-29 at 09:15:47 by Almerin

RDI Fixture
Karma: 122/12
2001 Posts

How's this look?

Hey Almerin,

What do you think of this? I used a prestige class from Complete Divine (Radiant Servant of Pelor). If that's no good, a straight Cleric 8 will be fine. Otherwise, the rest is from the PHB and DMG, I think.

As far as posting, I'm away next week, back for two weeks, and then away for two weeks. Come September I'm home more consistantly.

Also, check your PM.



Character Name: Berodin
Alignment: Neutral Good

Class(es): Cleric 6 /Radiant Servant of Solanis 2
Race: Khord
Gender: Male
Age: 100 y.o.
Weight: 172 lbs
Height: 4 ft 4 in
Hair: Chestnut brown with a reddish tinge
Eyes: Hazel
Skin: Ruddy

Ability Adjustments: +2 CON, -2 CHA

Size: Medium

Base Speed: 20 ft

Darkvision: 60 ft

Racial Save Bonuses: +2 save vs poison, +2 save vs spells and spell-like effects

Racial Attack Bonuses: +1 attack vs orcs and goblinoids

Racial AC Bonuses: +4 dodge AC vs monsters of giant type

Racial Skill Bonuses: +2 to Appraise and Craft checks with stone and metal

Additional Features: Stonecunning; Stability; Weapon Familiarity [Khord Waraxe, Khord Urgrosh]; Move at Base Speed while in medium/heavy armor or carrying a heavy load

Cleric Abilities: Aura of Good; Clerical Spells; Spontaneous Casting: Healing; Turn Undead; Domains [Strength, Sun]

Radiant Servant Abilities: Turn Undead; Extra Greater Turning; Radiance; Clerical Spells; Divine Health; Empower Healing

Domain Abilities: Greater Turning [Sun], Feat of Strength [Strength]

Feats: Spell Focus [Conjuration], Augment Summoning, Extra Turning, Power Attack

Skills: Concentration 11 ranks, Diplomacy 6 ranks, Heal 6 ranks, Knowledge [Religion] 9 ranks

Languages: Common, Khord

Domains: Strength, Sun

0 Level Spells: Detect Magic, Light, Read Magic, Resistance, Guidance, Mending

1st Level Spells: Enlarge [DS], Bless, Comprehend Languages, Divine Favor, Entropic Shield, Magic Weapon

2nd Level Spells: Bull’s Strength [DS], Aid, Spiritual Weapon, Sound Burst, Lesser Restoration

3rd Level Spells: Searing Light [DS], Prayer, Dispel Magic, Summon Monster III, Stone Shape

4th Level Spells: Fire Shield [DS], Divine Power, Tongues

Items Worn: Full Plate +2 [5650 gp], Holy Symbol [25 gp], Cleric’s Vestments [5 gp]

Items Held: Warhammer +2 [8312 gp], Mwk Hvy Steel Shield [170 gp]

Items Carried: Metamagic Rod {Extend} [11000 gp], Wand of Cure Light Wounds [750 gp], Mwk Light Crossbow [335 gp], Bolts {20} [2 gp], Mwk Light Hammer [301 gp], 5 Sunrods [10 gp], 5 Tindertwigs [5 gp], Everburning Torch [100 gp], Holy Water Flask [25 gp], Antitoxin Vial [50 gp], Backpack [1 gp], Waterskin [1 gp], Ink & Pens [9 gp], Journal [15 gp]

Wealth: 324 gp

STR: 14 [+2]
DEX: 10 [+0]
CON: 12 [+1]
INT: 12 [+1]
WIS: 16 [+3]
CHA: 12 [+1]

Hit Dice: 9 + 5d8+5 + 2d6+2
Total Hit Points: Current Hit Points: Current Conditions:
Speed: 20 ft
Initiative: +0

FORT Save: +9
REFL Save: +2
WILL Save: +11
Additional Save Bonuses: +2 vs poison, spells, and spell-like effects

Total AC: 22
Touch AC: 10
Flat-Footed AC: 22
Additional Defenses: +4 dodge ac vs giant-types

Base Attack Bonus: +5
Additional Attack Bonuses: +1 vs orcs and goblinoids

Melee Attack Option #1: Warhammer +2; Attack +9; Damage 1d8+4/ x3
Melee Attack Option #2: Mwk Light Hammer; Attack +8; Damage 1d4+2/ x2; Range 20 ft

Ranged Attack Option #1: Mwk Light Hammer; Attack +6; Damage 1d4+2/ x2; Range 20 ft
Ranged Attack Option #2: Mwk Light Crossbow; Attack +6; Damage1d8/ 19-20x2; Range 80 ft

Posted on 2009-07-29 at 13:39:16.

Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts


Character seen and deemed worthy.

I hope I can get some other people interested in this. It could be a lot of fun.

Posted on 2009-07-29 at 17:52:34.

Wee Grugglet
Karma: 57/27
1669 Posts

Hey... me again.

Well, if Spores of Itanlok is coming up... would you mind having one of the original players back? I've got a lot more time now than I did before, so I'd be willing to play. I'll just need a bit of time to get a character ready, and I'll be set.

Posted on 2009-07-29 at 17:55:46.

Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts

yes sure!

You can grab your character from the last time, Gboy. I'm sure it's in the old Q/A somewhere. Or you can make a new one.

Posted on 2009-07-29 at 18:51:43.

Wee Grugglet
Karma: 57/27
1669 Posts

Alright, and here's Baldorf Vento... ready to rock.

Player: Gboy
Name: Baldorf Vento
Race: Half Air Elemental Half Khordaldrum (dwarf)
Gender: Male
Class: Rogue 5
Alignment: Chaotic Good
Deity: None


Strength: 10
Dexterity: 18 (16 points, +2 template)
Constitution: 16 (12 points, +2 Race, +2 Template)
Intelligence: 12 (10 points, +2 Template)
Wisdom: 10 (8 points, +2 Template)
Charisma: 20 (18 points, -2 Race, +2 Template, +2 Level based ability increase.)

HP: Determined by DM
AC: 20 (10 + 5 Armour (+1 Mithral Shirt) + 4 Dex + 1 Natural Armour (Template))
Initiative: +4
Speed: 20 ft.

Saves: +2 on Spells and Spell like abilities.
Fort: +4
Ref: +8
Will: +1

BAB: +3 (Use Dex mod instead of Str for Light Weapons)
Melee: +3
Ranged: +7

Masterwork Dagger.
To hit: +8
Damage: 1d4
Critical: 19-20/x2

Masterwork Hand Crossbow
To Hit: +8
Damage: 1d4
Critical: 19-20/x2

Class/Racial/Template Features:
·+2 Constitution, -2 Charisma:
·Medium-size: As Medium-size creatures, Khords have no special bonuses or penalties due to their size.
·Khordaldrum base speed is 20 feet.
·Darkvision: Khords can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Khords can function just fine with no light at all.
·Stonecunning: Stonecunning grants Khords a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A Khord who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a Khord can use the Search skill to find stonework traps as a rogue can. A Khord can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Khords have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
·+2 racial bonus on saving throws against poison: Khords are hardy and resistant to toxins.
·+2 racial bonus on saving throws against spells and spell-like effects.
·+1 racial bonus to attack rolls against orcs, crunaik, and goblinoids (goblins, hobgoblins, and bugbears): Khords are trained in the special combat techniques that allow them to fight their common enemies more effectively.
·+4 dodge bonus against giants: This bonus represents special training that Khords undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he's caught flat-footed, he loses his dodge bonus, too.
·+2 racial bonus on Appraise checks that are related to rare or exotic items: Khords are familiar with valuable items of all kinds (especially those made of stone or metal).
·+2 racial bonus on Craft checks that are related to stone or metal: Khords are especially capable with stonework and metalwork.
·Favored Class: Fighter. A multiclass Khord's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Khordaldrum culture extols the virtues of the warrior, and the vocation comes easily to Khords.
Campaign Specific: +1 Bonus Feat

Template Abilities:

+2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
+1 Natural Armour Bonus.
Can Use the following spell like abilities once per day: Obscuring mist, windwall, gaseous form (more become availible later)

Weapon and Armor proficiencies:
Rogues are proficient with light armour. Rogues are proficient with all simple and martial weapons, and the hand crossbow. Khords treat the Dwarven Urgrosh and Dwarven waraxe as martial weapons.

Uncanny Dodge: Retain Dex Bonus to AC, even if caught flat footed, or struck by an invisible attacker.

Trap Sense +1: +1 To reflex saves and AC against traps.

Evasion: On a succesful reflex save against a magical attack, take no damage.

Sneak attack: Whenever an opponent is denied their dex bonus, or is flanked, deal an extra 3d6 damage.

Trapfinding: May use the search skill to find traps with a DC above 20.


8+int skill points: 72

Bluff: +16 (8 (ranks) + 5 (ability) + 3 (feat))
Diplomacy: + 19 (8 (ranks) + 5 (ability) + 4 (Synergy) + 2 (feat))
Disguise: +15 (8 (ranks) + 5 (ability) + 2 (feat))
Forgery: +11 (8 (ranks) + 1 (ability) + 2 (feat))
Gather Information: +13 (8 (ranks) + 5 (ability))
Hide: +22 (8 (ranks) + 4 (ability) + 10 (item)
Intimidate: +15 (8 (ranks) + 5 (ability) + 2 (synergy))
Sense Motive: +10 (8 (ranks) + (2 feat))
Speak Language: 4 (8 (ranks)

Languages unsure of the proper terms for Audalis, but I will write them by what the PHB says
Khord - racial
Common - racial
Gnome - Int mod
Elven - Speak Language
Auran - Speak Language
Undercommon - Speak Language
Halfling - Speak Language

1st: Skill Focus (bluff)- +3 on Bluff Checks,
Negotiator - +2 on Diplomacy and Sense Motive checks.
3rd: Weapon Finesse- use Dex mod instead of Str mod for light weapons.
6th: Deceitful - +2 on Disguise and Forgery checks.


Weeks worth of trail rations
4 waterskins
Flint and Steel
Hand Crossbow
20 Bolts
Fire Opal Pendant (1,000 gold - jewelery)
Bright Green Emerald (5,000 gold - gem)
Mithral Circlet ( 500 gold - jewelery)

Magic Items:

Ring of Chameleon Power

As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.

Price 12,700 gp

+1 Glamered Mithral Chain Shirt

A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.

Price for the whole suit of armour: 4,700

Handy Haversack

A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Price: 2,000 gp

Remaining Money (converted to jewelery and gem.)

6,500 gp
0 sp
0 cp

Posted on 2009-07-29 at 19:09:03.

Karma: 20/12
325 Posts

Q's needin' some A's

Alright, I am pretty sure of this first answer, but may I join you in your ventures?

Two, since the only source book I have is my electronic version of Pathfinder, may I use that to go ahead and create a pali? I know that it will be a little different but was just a question.

Posted on 2009-07-30 at 23:11:15.

Karma: 13/10
230 Posts

I think I lurked on this one last time

Well I think I might have lurked on this one when it happened before so how can I miss the chance to play sign me up. Im not familier with the setting since every game I have been in with it has fizzled but maybe this one wont and it will be a good thing for everyone.

Posted on 2009-07-30 at 23:50:49.

RDI Fixture
Karma: 122/12
2001 Posts

Hey Vesper


Not sure if you have access to the net while you create your character, but if you do, you can get the 3.5 Paladin information online.

Here's the hypertext page:

And here's Wizard's page, where you can actually download the info and save it to your computer:


Posted on 2009-07-31 at 05:41:31.

Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts

Vesper & Drakar

You're both very welcome to join in this game.

A paladin will come in handy, and if you can follow Ayrn's links then everything will be fine, I'm sure.

Drakar, you've been in one of my games before, also in the Audalis setting. I'm sure you'll be able to manage. What kind of character were you thinking of?

Also: Eol decided to join us, so it looks like we're having a bit of a party already. That's good news!

Right now we have:
Ayrn - cleric
Gboy - rogue
Eol - rogue/ranger
Vesper - paladin
Drakar - ?

We could use one more player to get things started, but 5 is also enough to get things going.

Posted on 2009-07-31 at 11:36:04.

Dragon Fodder
Karma: 80/19
2264 Posts

yes i am alive..

Heya, been months since I've actually posted anything on here, but seeing another almerin game starting up has given me renewed interest in just what can fill my lonely lunch hours @ 3am at work.. If you'll have me I'll whip up. A character concept as soon as I get home.. T- 2 hours

Posted on 2009-07-31 at 11:55:37.

Eol Fefalas
Keeper of the Kazari
RDI Staff
Karma: 454/28
7874 Posts

Bring on them Gemhounds!

Crulgrin Shadebeard ain't be afeared o' none o' them blokes... 'cept fer that one that's followin' me 'round and makin' my whiskers curl!

Still gotta find that character sheet but, yes, I'm in.

Found it:

Name: Crulgrin Shadebeard
Race: Khord
Player: Eol Fefalas
Classes: Ranger3 Rogue5
Hit Points: 70
Experience: 28000 / 36000
Alignment: Neutral Good
Vision: Darkvision (60')
Speed: Walk 20 ft.
Languages: Common, Dwarven, Goblin

Stat Score Mod
STR 13 (+1)
DEX 17 (+3)
CON 14 (+2)
INT 12 (+1)
WIS 11 (+0)
CHA 9 (-1)

-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Appraise 7 6.0 1 0
Balance 2 2.0 3 -3
Bluff 1 2.0 -1 0
Climb 3 5.0 1 -3
Concentration 2 0.0 2 0
Craft (Untrained) 1 0.0 1 0
Diplomacy -1 0.0 -1 0
Disable Device 7 4.0 1 2
Disguise 3 4.0 -1 0
Escape Artist 11 5.0 3 3
Forgery 2 1.0 1 0
Gather Information 3 4.0 -1 0
Heal 3 3.0 0 0
Hide 7 7.0 3 -3
Intimidate -1 0.0 -1 0
Jump -6 2.0 1 -9
Listen 7 7.0 0 0
Move Silently 7 7.0 3 -3
Open Lock 12 3.0 3 6
Ride 3 0.0 3 0
Search 9 8.0 1 0
Sense Motive 0 0.0 0 0
Spot 8 8.0 0 0
Survival 4 4.0 0 0
Swim -5 0.0 1 -6
Tumble 3 3.0 3 -3
Use Rope 5 2.0 3 0
Use Rope (Bind someone) 7 2.0 3 2

-------------------------- Feats ---------------------------
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

Improved Initiative
You get a +4 bonus on initiative checks.

Nimble Fingers
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

You gain a +4 bonus on checks relating to stamina or extended physical activity. Also, you may sleep in light or medium armor without becoming fatigued.

Martial Weapon Proficiency
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.

Shield Proficiency
You can use a shield and take only the standard penalties.

Simple Weapon Proficiency
You make attack rolls with simple weapons normally.

Two-Weapon Fighting

-------------------- Special Abilities ---------------------
+1 racial bonus on attack rolls against orcs and goblinoids
+2 racial bonus on Appraise and Craft checks that are related to stone or metal.
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 Dodge bonus to Armor Class against monsters of the giant type.
Evasion (Ex)
Favored Enemy (Humanoid (Goblinoid)) +2
Sneak Attack +3d6
Trap Sense (Ex) +1
Two Weapon Fighting Combat Style
Uncanny Dodge (Dex bonus to AC)

-------------------------- Combat --------------------------

Total / Touch / Flat Footed
AC: 19 / 15 / 19

Initiative: +7
BAB: +6/+1
Melee tohit: +7/+2
Ranged tohit: +9/+4

Fortitude: +6
Reflex: +10
Will: +2

Unarmed attack:
to hit: +7/+2
damage: 1d3+1
critical: 20/x2

Crossbow, Light:
to hit: +9/+4
damage: 1d8
critical: 19-20/x2
range: 80 ft.

Gauntlet, Spiked:
to hit: +7/+2
damage: 1d4+1
critical: 20/x2

Waraxe, Dwarven:
to hit: +7/+2
damage: 1d10+1
critical: 20/x3

------------------------- Equipment ------------------------
Bolts (Crossbow/50) 1 5lbs
Gauntlet (Spiked) 1 1lbs
Mithral Shirt 1 10lbs Special: 30hp/inch and 15 hardness
Ring (Protection +2) 1 0lbs
Rope (Silk/50 Ft.) 2 10lbs
Vest of Escape 1 0lbs
Waraxe (Dwarven) 1 8lbs
Waterskin (Filled) 1 4lbs

Backpack (39 lbs.)
Crowbar 1 5lbs
Disguise Kit 1 8lbs
Whetstone 1 1lbs
Sack 1 0lbs
Hammer 1 2lbs
Alchemist's Fire (Flask) 1 1lbs
Rations (Trail/Per Day) 10 10lbs
Bedroll 1 5lbs
Case (Map or Scroll) 1 0lbs
Grappling Hook 1 4lbs
Case (Map or Scroll) (0.5 lbs.)
Crossbow (Light) (4 lbs.)
Pouch (Belt) (5.5 lbs.)
Thieves' Tools 1 1lbs
Flint and Steel 1 0lbs
Caltrops 2 4lbs
Chalk (1 piece) 2 0lbs
Magnifying Glass 1 0lbs Special: a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.
Pouch (Belt) (5.5 lbs.)
Acid (Flask) 2 2lbs
Alchemist's Fire (Flask) 1 1lbs
Oil (1 Pt. Flask) 2 2lbs
Sack (0.5 lbs.)
Garnet (Violet) 1 0lbs
Agate (Banded) 3 0lbs
Agate (Eye) 2 0lbs
Amethyst 2 0lbs
Bloodstone 2 0lbs
Corundum (Firey Yellow) 1 0lbs
Diamond (Blue) 1 0lbs
Emerald 1 0lbs
Lapis Lazuli 2 0lbs

Total weight carried:
Current load: Medium

Light: 50
Medium: 100
Heavy: 150

Posted on 2009-07-31 at 14:01:31.
Edited on 2009-07-31 at 15:35:54 by Eol Fefalas

Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts


Kaelyn, make a nice character, and you're in.

Posted on 2009-07-31 at 18:09:09.

Dragon Fodder
Karma: 80/19
2264 Posts

Character in the works..

Crellin "Flux" Ironspark

Khordish Wizard 5 Wild Mage 3 to begin with (Complete Arcane Prestige Class)

Or... Khordish Wild Mage 8 (2e-3.5 base class conversion) with wild Surges and lots of random fun

"By Khorax' beard I'll burn ye to a crisp with this inferno of ... butterflies?"

Posted on 2009-07-31 at 23:58:33.
Edited on 2009-07-31 at 23:58:54 by Kaelyn

Karma: 13/10
230 Posts

Im thinking a Khord

Im thinking along the lines of a Khord Fighter.

Posted on 2009-08-01 at 03:15:15.

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