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Dekmal (Dek) NG Human Ranger

dekmal.jpg.a316c876303eb89840fa09378bcc219a.jpg

Ability Scores
Str 16 +1 Dmg, +350 Weight, Open Door 1-3, BB/LG 10%
Dex 12  
Con 16 +2 HP Adjustment, SSS 95%, RS 96%
Int 13 Additional Languages: 3
Wis 14  
Cha 11  

 

 

 

 

 

 

Saving Throws
Paralyzation, Poison or Death Magic 14
Petrification or Polymorph 15
Rod, Staff or Wand 16
Breath Weapon 17
Spell 17

 

 

 

 

 

HP: 14/14

AC: 5

Move: 12"


Alignment: Neutral Good

Age: 25

Background Skill: Miner

Languages: Taldane (Common), Giant, Dwarven, Hallit

Proficiency: Long Sword, Dagger, Short Bow

Ranger Abilities:

  • +1 Damage/lvl vs Giant Class
  • Surprise opponents 50% of the time, Only surprised 162/3% of the time
  • Tracking is possible Outdoors and Underground in dungeon and like settings

Ranger Restrictions:

  • Any change to non-good alignment immediately strips ranger of all benefits
  • Rangers may not hire men-at-arms, servants, aides, or henchmen until they attain 8th level or higher
  • No more than three rangers may ever operate together at any time.
  • Rangers may own only those goods and treasure which they can carry on their person or mount; all excess must be donated.

Starting Gold: 240

Current Gold: 98gp, 14sp, 4cp

Gear: Scale Armor, Small Wooden Shield, Sword, Long & Scabbard, Short Bow, 1 Score Arrows, Dagger & Scabbard, Quiver(1 score arrows cap), Leather Backpack, Large Sack, Skin for water, Tinder Box with flint & steel, Belt, Boots, Hat, Cloak, Iron Rations (1 week), Riding Horse (light, named Kel), Saddle, Saddle Bags (large), Saddle Blanket, Bit and Bridle, Grain (horse meal) 7 days, Hooded Lantern, Flask of Oil (3)

Homeland: Nirmathas

Personality: Dekmal feels older than his years, and also younger than his years as he is only just recently started to break out into a greater life.  He looks upon things with a positive slant colored by the positive, yet hard won, changes in his homeland.

Background:  Born to a large family in rural Nirmathas, the options for Dekmal were slim. As soon as he was old enough he was tagging along with either his father or an older brother off to help them check game traps, collect deadwood, or hunt for larger game in the Fangorn forest. It wasn't a very broad education, but it was an education. One about how to survive off the land and given the rather dangerous nature of the Fangorn, also defend oneself if it came to that.

It wasn't a great tragedy or disaster that pushed him into leaving home. In fact, it was the opposite. His rather large collection of siblings, of which he was one of the younger, was rather successful, with many of his older siblings now raising families of their own. The number of people that can be supported by foraging and trapping a section of forest though is limited, and so as one of the unmarried he took it upon himself to go out into the world to try to earn his own keep and reduce the pressure on the resources the rest of his extended family needed.

At first he signed on to work in a mining concern, hauling bits of metal out from the depths of the earth for a crusty old dwarf. And while he picked up the ins and outs of the trade and grew familiar and comfortable with travelling beneath the earth for many hours of the day, the lure of fresh air was too much. And after spending five years from his late teens to early twenties growing into his full build hauling ore, he was ready to do something else.  

From Nirmathas, Dek bounced around a bit, finding odd jobs as a scout or guard on a couple of small trading concerns. Picking up enough coin to keep himself solvent and food enough for his horse and himself.  The horse was an extravagance he'd purchased when he left the mines which made getting jobs easier, as well as helping him wander further afield.  That is what brought him to Macridi in far Druma, where he signed on to help another small trading concern that was heading at least a bit in the right direction, back in a generally westerly direction.

 

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Jocelyn of the Dawn

 

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Class: Paladin
Race: Human
Gender: Male
Age: 16
Alignment: Lawful Good

 

Backstory

The son of a a leather smith named Laertes Gellantara, Jocelyn was born in Andoran's capital city of Almas. His father had taught him the secrets of his trade; but the boy's dream was to become one of Andoran's Eagle Knights, a champion of the rights of the individual, willing to risk his life to fight against tyranny and injustice. Truth be told, apart from the Eagle Knights' generous philosophy, what Jocelyn liked most about them was their iconic golden epaulets and traditional blue-and-white regalia...

But fate, it seemed, had other plans for the boy.

Shortly after his fourteenth birthday, an elf called Elowyn presented himself to his father's shop, to offer his services as a tanner in exchange for coin. Laertes was only too happy to receive Elowyn's help, and for two months the elf worked with Jocelyn to complete an urgent order for the temple of Iomedae. The two became friends; Jocelyn was gifted for the trade, but it was soon obvious to him that he did not have Elowyn's dexterity, which enabled the elf to work faster.

Once the order was complete, Elowyn and Jocelyn headed to the temple together in order to deliver it; and that is how Jocelyn discovered the clergy of Iomedae and decided to become one of Her paladins. The priests and knights had noticed his potential leadership skills, strength and wisdom, and decided to grant his wish and accept him as a squire. The boy was only fourteen years old at the time.

His training took two years, during which Elowyn, who was still working at Laertes' shop, investigated the rumor about the Runelord artifact he was secretly seeking - with little success at first, and more recently with tangible results: the trail led to Taggun Hold, but Elowyn needed his young - and human - friend's help on that quest. Finding worth in his cause, the young paladin accepted to help him. 

 

 

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Hi friends. Glad to be with you. I’ll be playing Valeros, a human fighter.  

Read all about that chelaxian joker right here - https://test.myth-weavers.com/index.php?/topic/4047-valeros-guitarist/

1 hour ago, Excior said:

thanks for accepting me. I have changed my mind on where is he from, I think he will be from that city south of Sand Point cant remember the name right off hand. 

Magnimar, maybe?  Never been, heard nice things.

Looking forward to dying horribly playing with y’all!

Edited by guitarist
Formatting. (see edit history)
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15 minutes ago, guitarist said:

Hi friends. Glad to be with you. I’ll be playing Valeros, a human fighter.  

Read all about that chelaxian joker right here - https://test.myth-weavers.com/index.php?/topic/4047-valeros-guitarist/

Magnimar, maybe?  Never been, heard nice things.

Looking forward to dying horribly playing with y’all!

Magnimar yes thats it.

 

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On 3/5/2023 at 7:29 PM, Blick said:


spacer.pngMerrick

1st level Cleric of Jaidz

Neutral Good

Sheet

 

Hailing from Andoran, Merrick is one of a growing number of young firebrands, eager to speak his mind and espouse his beliefs.  Although his body is slight and his appearance unremarkable, the youth has determination to spare, and this has seen him through many struggles in his fifteen years.  It was this tenacity that drew the attention of the clergy of the Church of the Fearless Claw.  Even if he would never be some great warrior or respected intellect, he could lead others by his example of courage and maturity.  He may get knocked down most of the time; but he gets back to his feet, dusts himself off and keeps facing his demons, whatever form they take.

Luckily, along the way, Merrick ran into a fellow even smaller than he was.  Finn became his companion on the road, and off it, as they helped each other out when things got hard, or just oppressing.  Merrick encouraged his friend to stand up for himself; while Finn watched his back and reminded him that he was not alone.

 

 

 

Edited by Blick (see edit history)
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Hank_the_Ranger.jpg

Hall Thorormsson
CG, Ulfen Human, Thief (+10% XP) [0 XP]

AC 8 HP 3

Abilities:
17 STR +1 hit +1 dmg
12 INT +3 languages (--,--,--)
09 WIS
16 DEX +1 reaction/att adj -2 defense adj
10 CON
11 CHA 4 max henchmen

Saving Throws:
13 Paralysis, Poison or Death Magic
12 Petrification or Polymorph
14 Rod, Staff or Wand
15 Breath Weapon
16 Spells


 

Thief Abilities

Thief Abilities:
30% Pick Pockets
30% Open Locks
20% Find / Remove Traps
15% Move silently
10% Hide in Shadows
10% Hear Noises
85% Climbs Walls
--% Read Languages

Thieves' Cant
Backstabbing +4 hit from behind (surprised) x2 dmg (level 1-4), x3 (levels 5-8), x4 (levels 9-12), x5 (levels 13-16)

Proficencies

Proficiencies:
Weapon [2] +1/4 levels
Dagger
Longsword

Non-Weapon [1]
Painting

Equipment

Equipment:

Starting Gold 100gp -76gp

Daggers (2) - 4gp
Longsword -15gp
Studded Leather - 15gp
Hat -7sp, Cloak -5sp, Girdle -2gp, Belt -3sp, Belt pouches (2) -30sp, Boots -1gp

Backpack -2gp, Sack -16cp
Wineskin -15sp, Rations (1wk) -3gp
Thieve's Tools -30gp, Tinder Box -1gp

Current Gold 24gp, 8sp, 4 cp

+50gp (for sharing a backstory with another player [guitarist])


 

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Elowyn1.jpg.60db51d3759fcb9f3442af11b0b493ae.jpgElowyn Morguldir the NG Elf Magic-User

Ability Scores

Str 12  
Dex 19 +3 reaction / -4 defensive
Con 13  
Int 18 7 languages
Wis 13  
Cha 15  

Saving Throws

Paralyzation, Poison, Death Magic 14
Petrification or Polymorph 13
Rod, Staff or Wand 11
Breath Weapon 15
Spell 12

HP: 3/3

AC: 6

Move: 12"


Alignment: Neutral Good

Age: 200 years

Background Skill: Leather worker/tanner

Languages: Neutral Good, Common, Elven, Gnome, Halfling, Goblin, Hobgoblin, Orcish, Gnoll  (trading 3 bonus languages for additional memorized spells/day)

Spells Known: (1st Level) Burning Hands, Comprehend Languages, Detect Magic, Enlarge, Feather Fall, Find Familiar, Friends, Hold Portal, Identify, Jump, Light, Magic Missile, Message, Nystul's Magic Aura, Protection from Evil, Push, Read Magic, Shield

Spells per Day: 1st level: 4

Spells Memorized: Detect Magic, Light, Protection from Evil, Read Magic

Starting gold: 210 (includes 50% bonus)

Available gold: 147.49

Gear: Dagger, Dart (2), Quarter Staff, Belt, Low Soft Boots, Cloak, Hat, Robe, Backpack, Wax Candle (5), Leather Scroll Case (2), Hooded Lantern, Flask of Oil (2), Large Belt Pouch, Small Belt Pouch, Water Skin, Tinder Box, Torch (2), Standard Rations (1week), Spellbook, Pencil, Riding Horse, Bit and Bridle, Saddle, Saddle Blanket, Small Saddle Bags, Horse Grain Meal (7)

Homeland: Varisia; either Sandpoint or Magnimar

Description
Elowyn is a tall elf of average build. His coarse hair is dusty-white in color, and is usually braided along the sides. Elowyn’s skin is pale white, and his ears are long and pointed. His eyes are the color of blue sapphires. 

Personality
In all outward appearances, Elowyn is an elf. But his mannerisms, speech and habits might lead one to think otherwise. He often refers to himself as human, more specifically Varisian, both in conversation and in correspondence. Elowyn does not have the typical holier-than-thou attitude that many elfs do; he is a kind, friendly and helpful individual. 

Background
Elowyn was raised by his two human parents, Joldar and Meeka. His mother, Meeka, worked as a nurse at an infirmary in Sandpoint. His father, Joldar, one of the finest leather workers in their hometown, insisted that he pass on his craft to the young, reluctant Elowyn. Resistant as he was, it did help to teach Elowyn the value of paying attention to details by way of leatherwork. Whenever they were questioned about how an elven child came to be in the care of these two Varisian’s, his parents would simply answer “The gods have blessed us with him.” 

Elowyn’s thirst for knowledge resulted in his learning to read at a young age, and he devoured every book that he could get his hands on, especially history books and books about occult knowledge. When his parents died of old age, Elowyn was suddenly alone for the first time. He sold the remaining stock of leather goods and his parents house, and then moved to the big city to begin a new life in Magnimar.

While in Magnimar, he attracted the attention of a wizard called Aeigen, who took Elowyn under his care and began tutoring him in the ways of the arcane. It was a good relationship, as Aeigen was a very stern yet nurturing and caring man, but Elowyn was driven to impress his master at every opportunity. Elowyn's staff, a gift from Aeigen when Elowyn became 150 years old, is one of his most prized possessions. 

Eventually, as all humans do, Aeigen passed away and left Golarion for the other realms. This left Elowyn alone again, and he decided to pack his belongings and begin a long journey across Avistan to continue learning about magic and the world.

For the last several decades, Elowyn has been working his way south-east tracking down various rumors of old magic, lost artifacts, and the like. Most recently he found himself in the city of Almas along the northern coast of the Inner Sea, where he became aquainted with a fellow by the name of Joceyln. At present they are travelling to the north and the west, in the direction of the Menador Mountains, no doubt on the trail of another rumor...

Edited by StevetheNPC (see edit history)
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Hooray! Thanks for having me. 🙂 This will be my first time playing AD&D 1E in a very long time, AND my first game on the new Baldr site.

@Excior Elowyn is also from Magnimar. It's been a couple of decades since I left there, but maybe we can find some common thread between us. I'll take a look at your background.

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Looks like everyone - welcome! I'll open the IC forum today so we can get started. @Excior had a question about encumbrance: based on how STR impacts encumbrance and movement, players won't have to worry about carrying weight unless your PCs run into something very, very heavy - and even then Gabriel and Hall can handle most heavy loads easily. So our normal movement rate (through the mountains) has been rough: about 5 miles a day. Normal movement on foot for dungeons and inhabited areas will be 12" (120 ft. per round/minute, 12 ft. per segment/6 seconds).

I need 3 players to volunteer for 3 positions:

  • Caller: when the group has to make a decision on a course of action, this player will decide in order to avoid lengthy debate.
  • Mapper: this player will note (OOC: for example, "party went left 100 ft. then turned right ...") the direction and length of party travel in unknown areas to avoid getting lost. At the adventure beginning, the caravan driver has been "mapping".
  • Quartermaster: this player will note (OOC) all the loot (coin, gems, weapons, armor, ect.) that the party collects which can be separated into shares when the party rest for the evening.

Whoever volunteers first gets the position and a position can be transferred to another player if both players are in agreement. One player cannot have more than one position. I tend to miss things like most DMs so anytime you have a question, please ask OOC or PM me.

  • I don't run "Mother-May-I" games: if you want to do something IC, just do it (if a roll is required, roll it OOC please). If you aren't sure you can do something IC, just ask.
  • PC arguments happen but Player-Vs.-Player combat can only occur if all players involved agree to it. These are all Good characters and thus, infighting is discouraged. 
  • When combat occurs, I'll post a map on my IC posts so you can identify targets: for attacks & spells that do damage PLEASE roll your attack AND damage dice on the same OOC post (using OOC spoilers on the IC forum is ok) BUT DO NOT assume you were successful (unless you're sure you were successful)
  • Crits: rolling a natural '20' DOUBLES whatever the TOTAL damage the attack does. Rolling a natural '1' means the attacker misses badly and becomes off-balanced giving the next attack against them a +2 'to hit' bonus
  • AOO: AD&D does have attacks of opportunity; if a character flees from melee combat, their opponent (within range) gets a free attack against the fleeing target

As usual if you have additional questions, please ask.

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