Author Topic: A Tide of Flames: a d20 Dungeons & Dragons adventure
CmdrMitthrawnuruodo 
Registered: Jul '00
44424_Roan Fel
Date Posted: 5/5 4:09pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure - Date Edited: 5/5 4:26pm (2 edits total) Edited By: CmdrMitthrawnuruodo
Well as for the Feats... I'm taking Brew Potion and Die Hard.

Brew Potion would be useful for those players who cant cast cure spells. I can make them cure light/moderate wound pots for them to use instead.

Die Hard lets me stay awake, stable and no bleeding when I'm -1 to -9. Useful if I wish to avoid dying. grin


SPELLS

Level 0
-- Detect Magic
-- Guidance
-- Light
-- Read Magic
-- Resistance

Level 1
-- Comprehend Languages
-- Bless
-- Magic Weapon
-- Sanctuary
-- Divine Favor

Level 2
-- Hold Person
-- Balor Nimbus
-- Iron Silence
-- Deific Vengeance
-- Frost Breath

Level 3
-- Daylight
-- Magic Circle Against Chaos/Evil
-- Remove Curse
-- Dispel Magic


I have 2024gp 1 sp left to spend. So I'll exchange my longsword for a Longsword [Spell Storing] +1. So I should have 174gp 1sp left.


Oh yeah. Forgot to put the inkpen and parchment that I bought in the demo.

Additonal Items:

Ink 8gp
Parchment x 10 2gp (if I can buy a blank book instead that'd be better than carrying loose paper)
Vial x 5 5gp
Sunrod x 2 4gp

 

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"Dyin' be the day worth livin' for!"
--Captain Hector Barbossa
PotC: Amuletum Angiti
http://www.fanfiction.net/s/3635826/1/
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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/5 4:34pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOG:
First thing: Well, we're not doing the "-1 to -9 HP" thing, since that's kinda boring. As mentioned in the house rules post...

Death and Dying:
1) At 0 hp or less, you fall unconscious and are dying. Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).

2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is larger. (In other words, if you're hit and drop to -7, you stay at -7, but if someone stabs you and does 3 more points of damage, you're a goner. Of course, since most of you have more than 40 HP, your negative thresholds are thus higher)

3) If you’re dying at the end of your turn, roll 1d20.
Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.

4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied. In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.

5) A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.

This is to prevent the ever-so-precise count-down clock to death, by giving it a bit more of a dramatic feel.

Second thing: please put a note next to the spell so we know which book they come from.

Third thing: You can't get a spell-storing longsword, since that's a +1 enhancement, and you can only add additional enhancements onto a weapon that's already +1, making it a minimum of +2, and thus a minimum of 8k gp and out of your price range.

Fourth thing: Regarding crafting, we're not doing the XP burn thing, since that makes no sense ("I've applied ancient secrets of magic to imbue them into mortal artifacts, demonstrating my insight and mastery as well as creating a lasting legacy. I'm somehow dumber than when I started."). It just takes time and money. And no, you can't say "look, I should have all my items for half the price since I've spent the intermediate time making them". You have to actually do it in-game.

Fifth thing: Craft points. For the adventurer on the go, it assumes that while you haven't just sat down for several days to make things, you've been tinkering with things during a rest time, and thus are finishing up things. You have 3600 of them, and they're used for making items quickly, spending craft points equal to 1/10th of the item's market price. So if you wanted to whip up a potion of Cure Moderate Wounds (market value 300 gp), you'd need 150 gp of supplies and 30 craft points. If you take the day required to brew the potion, you don't need to spend the craft points. This may or may not be important.

 

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Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die
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Ktala 
Registered: Sep '02
6289_A-Wing
Date Posted: 5/5 5:46pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
LETS TRY FOR TAKE 2, shall we!!? grin

UPDATED CHARACTER SHEET:


Name: Ariel Elandinai ("Arrowbreeze")
Race: Winged Elf (Avariel)
Class: Figter/(Archer)
6th Level (4th level fgt stats)
Hit Dice: 1d10+1
HP should be 52.5+4xCon, or 60 total
HP= 60

Initiative: +6
Speed: 30 ft, fly 50ft

AC: 21 (22-buckler)
Base 10, +6 for Dex, +4 for chain, +1 for buckler
Touch AC: 16
Flat-Footed AC: 14

Base Attack: +4
Grapple: +7
Attack/Damage:
Dagger +7, 1d4+3 (19-20/x2)
Avariel Glass Rapier +9, 1d6+3 (18-20/x2)
Composite Longbow +11, 1d8+3 (20/×3)
Bolas +10, 1d4+3 (20/x2)"

Face/Reach: 5x5, 5 ft
Special Attacks: Dive Attack
Specil Qualities: Elf traits, Keen sight
Saves: Fort - +6, Ref - +7, Will - +3

Abilities:
Str 16 (+3), Dex 22 (+6), Con 14 (+2), Int 13 (+1), Wis 15 (+2), Cha 16 (+3)

Skills:
Perception +9
Stealth +9
Heal +5
Perform (Wind Instruments) *Horn* +6
Sense Motive +5

Feats:
Weapons Focus - (Light Blades) +1 attack
Weapons Focus - (Bows) +1 attack
Improved Flight - Hover
Precise Shot -
Point blank shot (+1 to attack and damage at less than 30 feet)
Fearless
=============================
Languages: Elven, Common, Auran, Draconic
Alignment: Chaotic Good
Deity: Aerdrie Faenya
Gender: Female
Age: 51 (Young mature)
Height: 5'11"
Weight: 110

WEAPONS:

Composite Bow (+3 strength bonus) 1d8+3 (20/×3)
Sling 1d4
Dagger 1d4+3
Bolas 1d4+3
Rapier 1d6+3
masterwork rapier=+1 to attacks.

EQUIPMENT:
Flint and steel
Water/wine skin
rope, silk
torch
spyglass
caltrops 2lb bag
3 flasks oil
6 candles
2 torches
first aid/healers kit
2 smokesticks
arrows (60)
3 Bolas
2 Daggers
1 Sling - 20 bullets
Rations
Wooden buckler shield. +1 to armor.
HORN -
------------------------------
13 lb
1 Soap
5 Piton
1 Ink (1 oz. vial)
1 Inkpen
1 Hammer
2 Parchment (sheet)
1 Grappling hook
1 Case, map or scroll
1 Net
1 chalk -
1 Everburning torch
------------------------------------------
GOld= 141 Silver= 4 Copper=1 14lb.


==============================================


AVARIEL GLASS SWORD - 300gp
Mithral shirt - 1100gp
Handy Haversack- 2000gp
Magic bedroll 500gp
Hat of Disguise 1800gp
Universal solvent 50gp
Everlasting Rations: 350gp
Replenishing Skin: 1000gp
------------------------------
7100gp
Efficient Quiver 1800gp
+1 to weapon 2000gp (Rapier)
+1 to armor 1000gp (Mithral)
-------------------------------
11900gp
Potions 400gp
2 cure light wds, 1 cure moderate wds
---------------------------
Spent 12441gp
4si
1cp

One dagger and 2 rapiers are tied to her, on a belt with leather toggle loops, so she does not lose her weapon in flight. All other weapons are inside the Quiver

All of her other items fit into the haversack


Weight:
2 lbs for Quiver
5 lbs for Haversack

 

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CmdrMitthrawnuruodo 
Registered: Jul '00
44424_Roan Fel
Date Posted: 5/5 6:06pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure - Date Edited: 5/5 6:14pm (1 edits total) Edited By: CmdrMitthrawnuruodo
0_o

Never heard of Craft Points before.

I can still use the Die Hard feat even if we're not keeping track of negative hit-points. The Die Hard feat mainly allows me to stay awake so I can do something non-strenuous like crawl away or cast a heal spell on myself.

As for the sword forget it then. I'll just keep the 2k and spend it on something else I may come across or potion materials.



Btw... whats my total +points to a healing spell?

Say... 1d8+1 Cure Light?

i know i have a +8 from Augment Healing...

 

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"Dyin' be the day worth livin' for!"
--Captain Hector Barbossa
PotC: Amuletum Angiti
http://www.fanfiction.net/s/3635826/1/
http://s12.gladiatus.com/game/c.php?uid=48046
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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/5 7:54pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure - Date Edited: 5/5 8:03pm (2 edits total) Edited By: LightWarden
OOG: Cure spells work as follows. It's some number of d8s, plus your caster level, with a cap on the caster level bonus to prevent low-level spells from becoming ridiculous.

Of the spells you can presently cast...
Cure Light Wounds: 1d8+ caster level (maximum 1d8+5)
Cure Moderate Wounds: 2d8+ caster level (maximum 2d8+10)
Cure Serious Wounds: 3d8+ caster level (maximum 3d8+15)

Augment Healing boosts this by +2 points per spell level. Right now, your caster level is 7 for healing spells thanks to the healing domain. Thus, right now, your cure spells do the following:

Cure Light Wounds: 1d8+7 (+5 caster level cap + 2x spell level 1)
Cure Moderate Wounds: 2d8+11 (+7 caster level + 2x spell level 2)
Cure Serious Wounds: 3d8+13 (+7 caster level + 2x spell level 3)

This applies to any spell that heals damage. So for instance, casting Heal (a 6th level spell) when you're level 11 (with a caster level of 12 thanks to the Healing domain) would allow you to heal 132 hit points to the target (10x caster level 12 +2x spell level 6).

Also... You have Magic Weapon, but not Healthful Rest?

 

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Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die
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DarthXan318 
Registered: Sep '02
13619_Padme
Date Posted: 5/5 8:11pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure - Date Edited: 5/5 9:38pm (1 edits total) Edited By: DarthXan318
Krayt, is your character's name Najos or Naloth?


I'll shamelessly steal the bullet-points idea too. I love how you guys are describing Corrath, btw. grin

Ariel: She has wings. How great is that? I'd love to be able to fly. She's a loner mostly, and while she walks around with us during the day, many a night I've heard her flying around while the rest of us sleep.

Zanaek & Skadi: Ah, our clerics. What more can I say, really? They patch us up and in return we have to listen to them go on about how if we listened to them in the first place we wouldn't have gotten hurt... Anyway. Zanaek especially likes to go on about the evils of thievery and conning people, although he certainly doesn't complain when Alessandro or I get us into hard-to-get places.

Alessandro: He's such a flamboyant madcap, you can tell he was an actor. I bet he acts that way on purpose to annoy Skadi, too, which makes it even better. Talks too much sometimes, but he's great fun to have around in more ways than one.

Halden: He might look like a thug, but I've never met such a cheerful optimist and practical joker - I laughed so hard when he put those beetles in Alessandro's bedroll. The two of them are such a pair.

Celbrandir: Who knows what's going on in that elven sorcerer head of his? Far as I can tell he's an outdoors-y kind of guy, but that's still all I know about him even after a year.

Naloth: What are the odds, a fellow half-elf from the Silver Marches. We're both a long way from home, but that's about all we have in common - that, and neither of us particularly cares to talk about our past. He keeps to himself, mostly, which suits me just fine.

 

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Saintheart 
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
14385_Drizzt<br>by RA Salvatore  (A&A)
Date Posted: 5/5 10:13pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOC: Just as an update, I've been cut 'n' pasting people's character sheets to my offline notes as we go. As far as I can tell everyone's character sheet has been settled except maybe for Mitth's in a minor way, Yuul (who's going to be posting up shortly I think) and Cryo, who I haven't seen yet, although he did say right before the speedup he'd be out for five days.

As for me, I'm putting the final touches on the first post, so it's all getting closer. Just thought I'd let you know.

Incidentally, because I didn't offer it earlier, a big welcome to KraytDragon90, who joins us with his mysterious shugenja half-elf. grin

And I'm looking forward to seeing how many different kinds of pain you guys can lay out. There's several spells amongst that artillery that I've not seen before, so I'm looking forward to them all ... grin

 

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Jessica: my little princess, my daughter, born 10 August 2007
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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 5/6 7:35am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOC: Sorry

Name: Celbrandir Silverwind
Race: Elf
Class: Sorcerer
Hit Dice: d4+1
Hitpoints: 46

Initiative: +4
Speed: 30 feet

AC: 15
Touch AC: 15
Flat-Footed AC: 10

Base Attack: 3
-Melee Attack: 3
-Ranged Attack: 7
Grapple: 0
Attacks: 1
Damage: Dagger 1d4(crit 19-20 x2), Shortbow 1d6(20 x3), Longsword 1d8(19-20 x2)
Face/Reach: 5x5, 5 ft
Special Attacks: Spells
Special Qualities: Elf traits
Saves;
-Fort+4(2 base)
-Ref+6(2 base)
-Will+6(5 base)
Abilities;
-Str: 10(+0)
-Dex: 18*(+4)(16 before racial bonus)
-Con: 14*(+2)(15 before racial penalty)
-Int: 16 (+3)
-Wis: 14 (+2)
-Cha: 17 (+3) (19 (+4) with Cloak of Charisma)

Skills: 4
Bluff: +12(9 base)
Knowledge(arcane): +12(9 base)
Spellcraft: +12(9 base)
Perception: +10(6 base)
Knowledge(history): +12(9 base)
Use Magical Device: +12(9 base)
Knowledge(geography) +12(9base)

Feats: Heighten Spell, Point Blank Shot, Precise Shot, Dodge, Spell Penetration, and Combat Casting
Languages: Elvish, common, draconic, and Sylvan, Goblin
Alignment: Neutral Good
Deity: Ellismae
Gender: Male
Age: 177
Height: 6’1”
Weight: 165

Equipment: Dagger, Longsword, Shortbow, arrows 40, Backpack, bedroll, waterskin, componet pouch. 2 potions of Cure Light Wounds(all that is from demo), Cloak of Charisma (+2), Ring of Protection (+1), Everfull Mug, Everlasting Rations, Sunrod x10, Ring of Communication, Warhorse, light, Saddle, military, Bit and bridle, Arcanist’s Gloves
Weight: 35lbs
Money: 2258 gp

Spells;
Level 0(per day 7): Mage Hand, Light, Disrupt Undead, Detect Magic, Read Magic, Open/Close, and Ghost Sound
Level 1(per day 7): Enlarge Person, Magic Missile, Mage Armor, Ray of Enfeeblement.
Level 2(per day 6): Invisibility, Scorching ray.
Level 3(per day 4): Fireball

 

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KraytDragon90 
Registered: Apr '05
20919_Clone Commando
Date Posted: 5/6 12:52pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
DarthXan318 posted:
Krayt, is your character's name Najos or Naloth?


OOC: It's Najos. Sorry about that, I wrote up the personality bit before I decided on a name so I just plugged in my usual name. Must have forgotten to change it I'll answer to either though, one or the other could just be a nickname...Again, sorry.

 

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CmdrMitthrawnuruodo 
Registered: Jul '00
44424_Roan Fel
Date Posted: 5/6 4:40pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure - Date Edited: 5/6 4:56pm (2 edits total) Edited By: CmdrMitthrawnuruodo
Revised version.

Question: Are we going to start a whole new thread for the main campaign and use this one as a creation/intermission thread?

Another question: Could I use a blank spellbook as a regular blank book?




Name: Zanaek Grahorn [zahn-ach gray-horn]
Race: Human
Class: Cleric
Hit Dice: 1d8 +1 [Con]
Hitpoints: 60

Initiative: +4 = +2 [Dex] +2 [Feat]
Speed: 30 feet

AC: 19 = 10 +5 [elven chain] +2 [dexterity] +1 [shield] +1 [ring] +0 [medium]
Touch AC: 13
Flat-Footed AC: 17

Base Attack: +4
Grapple: +5 [base + Str]
Attacks:
-- Handheld: +5 [base + Str]
-- Missile: +6 [base + Dex]
Damage:
-- Crossbow, light [1d8, crit 19-20/x2, range inc 80 ft., 4 lb., light, piercing]
-- Longsword [1d8+1, crit 19-20/x2, 4 lb., medium, slashing]
-- Shield, light [1d3+1, crit x2, 6 lb., light, bludgeon]
-- Dagger x 2 [1d4+1, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Face/Reach: 5x5, 5 ft
Special Attacks:
-- Turn Undead 3 + (+3) [Cha] = 6x per day
Special Qualities: 0
Saves:
--Fortitude: 6 = 5 [base] +1 [constitution]
--Reflex: 4 = 2 [base] +2 [dexterity]
--Will: 9 = 5 [base] +4 [wisdom]

Abilities: [Base Score] + [Modifier]
--Strength: 12 (+1)
--Dexterity: 14 (+2)
--Consitution: 12 (+1)
--Intelligence: 12 (+1)
--Wisdom: 18 (+4)
--Charisma: 17 (+3)

Skills: (Ability modifier) + (Rank modifier) + (Misc modifier) = Total modifier
--Heal: (+4) + (+9) + (+2) = +15
--Spellcraft: (+4) + (+9) = +13
--Knowledge [Religion]: (+1) + (+9) = +10
--Diplomacy: (+3) + (+9) = +12
--Ride: (+2) + (+4) + (+2) = +8
--Perception: (+4) + (+3) + (+2) = +9
--Athletics: (+1) + (+3) + (+0) = +4

Feats:
--Armor Proficiency (All) - No armor check penalty on attack rolls, clerics receive this feat automatically.
--Augment Healing - Healing spells do +2 per spell level
--Blooded - +2 on initiative and spot checks, cannot be become shaken and ignores effects of shaken condition.
--Brew Potion – create magical potions
--Die Hard – Stay conscious when hit points fall below 0, can do only non-strenuous actions
--Endurance - +4 to checks or saves to resist non-lethal damage, including Swim check, Constitution checks on continued running, forced march, holding breath, and starvation and thirst, Fortitude saves on hot and cold environments and suffocation. Can also sleep in light and medium armor without fatigue penalty.
--Spontaneous Healing - Swap out your spells for cure spells on your list
--Weapon Proficiency [Longsword] – granted by virtue of faith in Torm

Spells per day:
Level 0: 5
Level 1: 5 = 3 + 1 [Bonus Spell] + 1 [Domain]
Level 2: 5 = 3 + 1 [Bonus Spell] + 1 [Domain]
Level 3: 4 = 2 + 1 [Bonus Spell] + 1 [Domain]

Level 0
--Detect Magic (PHB)
--Guidance (PHB)
--Light (PHB)
--Read Magic (PHB)
--Resistance (PHB)

Level 1
--Comprehend Languages (PHB)
--Bless (PHB)
--Magic Weapon (PHB)
--Sanctuary (PHB)
--Divine Favor (PHB)

Level 2
--Hold Person (PHB)
--Balor Nimbus (SC)
--Iron Silence (PHB)
--Deific Vengeance (SC)
--Frost Breath (PHB)

Level 3
--Daylight (PHB)
--Magic Circle Against Chaos/Evil (PHB)
--Remove Curse (PHB)
--Dispel Magic (PHB)


Languages: Common, Chondathan, Goblinoid
Alignment: Lawful Good
Deity: Torm
Gender: Male
Age: 23
Height: 5'9"
Weight: 122 lbs

Equipment:

On Person

Handy Haversack (5 lbs)
-- Candle x2
-- Healer's Kit 10/10 (1 lbs)
-- Grappling Hook w/ 50' hemp (14 lbs)
-- Lantern, hooded (2 lbs)
-- Oil (1 lbs)
-- Rations x 7 (7 lbs)
-- Torch x 2 (2 lbs)
-- Waterskin (4 lbs)
-- Holy Water (1 lbs)
-- Sunrod x 2 (2 lbs)
-- Ink
-- Inkpen
-- Vial x 5 (.5 lbs)
-- Parchment x 14
-- Pot, iron (10 lbs)
-- Case, map (.5 lbs)
-- Holy text (3 lbs)
-- Chess set, common (4 lbs) – made of wood
-- Spyglass (1 lbs)
-- Tinderwig x 10
-- Pestle and Mortar (1 lbs)
-- Tongs, metal (4 lbs)
-- Antitoxin, vial x 2
-- Hourglass (1 lbs)

Pouch x 2 (1 lbs)
-- Flint & Steel
-- Money
---- 30 pp
---- 18 gp
---- 6 sp
-- Signal Whistle

Crossbow (light) (4 lbs)
Longsword (4 lbs)
Shield, light steel (6 lbs)
Dagger x 2 (2 lbs)
Bolts, quiver of 10 x3 (3 lbs)
Elven Chain (20 lbs)
Holy Symbol (1 lbs)
Ring of Communication
Ring of Protection
Healing Belt (1 lbs)
Potion belt, masterwork (1 lbs) – holds 10 potions
--Cure Light Wounds, potion x 10 (1 lbs)

Weight: 49 lbs

Not On Person

Military Saddle (30 lbs)
Saddlebags (8 lbs)
Tent, four person (40 lbs)

Weight: 78 lbs

Animal Companions:

Warhorse, light
-- Military Saddle
--Saddlebags
--Tent, four person

Appearance:


Torm's Symbol


Looks exactly like images above minus the helm and the Templar Cross is replaced with Torm's symbol above.

Personality: Zanaek Grahorn is a kind, simple and religious man. He will help those who are in need of healing and does not turn away even a dying enemy. It is of his opinion that kindness can turn even a diehard enemy into a friend, even if he's only a temporary ally. He is loyal to his cause and to those he calls friends. He has courage but he will not foolishly fight a battle that cannot be won. He will also protect those who cannot protect themselves, particularly innocent and unarmed civilians. He may not be a genius, but he has a lot of sense and wisdom to make up for his lack of intelligence.
Biography: Zanaek Grahorn is a healer and an explorer of a religious sect that follows the lesser deity, Torm; a god of loyalty, goodness, healing, protection, and strength. Zanaek grew up in a war torn region and has seen various acts of cruelty and hatred which eventually led him to studying under the clerics of Torm with a belief to protect and help those in need from the same cruelties and hatreds he had seen as a child. Zanaek soon discovered that he could do more than become a knight of his sect when he realized that he had been blessed with a keen ability to heal others as well as himself from injury either through divinity from his god or simply with his knowledge in herb lore.

--Zanaek is an orphan of war and had been given to the church of Torm. He had been part of a family of eight. He prefers not to talk about his childhood pre-Torm very much.

--Zanaek is a quiet man and often sits alone but won’t turn away a companion that wishes to sit with him.

--He sleeps in his armor whenever he’s not resting in a tavern room.

--He often includes some wisdom of Torm into his conversations, its his subtle way of preaching the faith of his god.

--He’s tried to turn Corrath and Alessandro away from thievery with little success but hasn’t given up yet. Though he admits that their skill in pick locking has proven useful in breaking into places they needed to get into.

--He spent some time away from the group to ask the priests in Amn to grant Lissa Mossgarde a resurrection and was pleased to find out some time later that they had granted his request.

Ariel: It’s always good to have a winged companion in your group, watching your back from above. Ariel’s quite friendly but seems to keep to herself. Whenever she has the chance, she’ll take advantage of the open space that travelling provides. You should see her when she flies. She’s so happy, so in tune with her environment that seeing her smile makes you want to smile also and be glad for her. I wish I could find such happiness in something so natural to myself like flying is to her.

Skadi: I have to say that I find it both unusual and quite plausible that Skadi use to be a pirate before she became a cleric of Tyr. Although she is much older than myself, she found her faith at a much older age than myself and tends to look down on me whenever we talk about religion or give wisdom and advice. She probably considers me obnoxious or arrogant.

Alessandro: Alessandro. All I can say is that he isn’t that serious. At least that’s the way he comes off to me. He also thinks because he’s a con artist, he can’t be categorized as a thief. I’ve tried to convince him that his persuasive skills could be put to better use than cheating people out of their money and possessions. I have yet to succeed with him, likewise with Corrath.

Corrath: Corrath, now she’s an interesting half-elf. Sometimes I wonder if she is a thief who thinks she’s a fighter or a fighter who thinks she’s a thief. I had thought the incident back at the Mossgarde farm would have taught her not to engage an enemy force alone when she’s doing reconnaissance. Apparently it hasn’t. I’ve had to patch her up more times than Halden. I think I’ll have to start charging her for use of healing potions and my healing kit if she keeps this up.

Halden: Arrogant and stupid. I think that sums up Halden. Oh he’s not intellectually stupid, oh no. I’ve had some interesting conversations with him and enjoyed a few games of chess. No, he’s just more unwise than stupid. He tends to rush head first into battle regardless of what he is facing. Though when it comes to tactics, if you could get him to sit down and plan things out first, he is quite adept.

Celbrandir: Ah wizards. Now that’s a class that can delve out one hell of a punch in a battle. Get two or more together and they can do all the work for you with one or two powerful spells. Celbrandir reminds me of a wizard I once met near the Badlands. He loves his Fireball spell. The first time Celbrandir found a magic scroll with that spell on it, he spent days learning it and when the day came for him to be able to use it… You should have seen the expression on his face. I think he was both shocked and gleeful when an enormous explosion erupted around some mercenaries that were giving us some trouble. Ever since then, he uses that spell whenever he can. Alessandro once offered to marry him to the spell.

Najos: He’s an interesting character who’s recently joined our group. He’s a cleric type wizard, a Shugenja to be precise. I’ve never heard of their kind before so I don’t know much about them. Najos… he doesn’t talk very much and tends to sit alone. He does tend to put himself in harms way enough times that I’m often patching him up if Skadi isn’t.

 

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Saintheart 
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
14385_Drizzt<br>by RA Salvatore  (A&A)
Date Posted: 5/6 6:08pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
DM OOG: Mitth:

Answer One: no, we'll leave the full campaign in here. If people are worried about locating their character sheets, I've got an answer for that: by abusing my modly powers I'll put everyone's updated character sheets into the first post of the thread. That way both the online rulebooks and the character sheets are available for people to look up relatively quickly. I'd considered GoogleDocs, but I think we'll leave everything on the one board. In terms of battles and whatnot, I'll be following the same routine as in the demo with an abridged set of battle stats from round to round. I'm not touchy about lengthy OOCs, seeing as most D&D gaming sessions have the verbal equivalent anyway. wink

Answer two: a blank spellbook doesn't have anything special or magical about it. It's just a bound book which can be written on. As such you can certainly use it as a regular blank book.

 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/6 6:20pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOG: Feel free to use some of my posts on the first page to store character sheets, as most of yours have lots of text, whereas mine are pretty free.

 

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Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die
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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/6 10:08pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOG: Anyways, while we wait for a certain someone to catch up and respond to my PMs, perhaps you guys might want to discuss adventuring things, such as standard operating procedure for things like resting, camping, dealing with unfamiliar territory, standard battle procedures, tactics. And maybe come up with a name for your group, since you've been active for a bit.

 

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CDG Guild Master
Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die
The Internet is SERIOUS BIZNESS!
It's all fun and games until someone loses a leg.
TF.N RPGs: Less fun than pretending to have sex
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Ktala 
Registered: Sep '02
6289_A-Wing
Date Posted: 5/6 11:03pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure - Date Edited: 5/7 12:05am (1 edits total) Edited By: Ktala
LightWarden posted:
OOG: Anyways, while we wait for a certain someone to catch up and respond to my PMs, perhaps you guys might want to discuss adventuring things, such as standard operating procedure for things like resting, camping, dealing with unfamiliar territory, standard battle procedures, tactics. And maybe come up with a name for your group, since you've been active for a bit.


Ohh..you mean things like standard practice stuff we might do, like when we are about to enter a new town, perhaps?

Hm.. Lets see..Any other archers around? Curious...

Also, would you say we had any underground type adventures, that kept us underground for awhile??? (just curious)


grin

DRATS!!

Am in the only one who DIDNT get one of those cursed rings? tongue

 

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DarthXan318 
Registered: Sep '02
13619_Padme
Date Posted: 5/6 11:33pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
When camping in unfamiliar territory (or just when we're outdoors, actually) I think we should keep a watch rotation, say 2-3 a night. By this I mean have someone awake keeping a lookout at all times... so say one night it's Ariel, Skadi and Alessandro in turn, then the next night it's Corrath, Halden and Celbrandir, then Najos, Ariel and Skadi ... etc. From a RP perspective we can probably play fast and loose with scheduling and just have whoever feels like doing it keep a lookout, and since we have two elves who only need to "sleep" 4 hours a night instead of 8, we could probably further muck things up a bit.

No, I'm not paranoid at all, I swear ...

Battle procedures: despite how it worked out at the Mossgarde farm I still think recon is a good idea, especially now that most of us have Rings of Communication. Corrath can sneak close and if it's outdoors Ariel can do a flyby and tell the rest what's going on. (Despite what Zanaek might think Corrath doesn't pick fights when on recon. At least not intentionally. tongue )

Tactics... who's our front line? Ariel and Celbrandir are ranged, are the rest of us playing hack-n-slash characters?

 

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