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OOC Red Hand of Doom [D&D 3.5]

Talisman

The Man of Talis
RPGnet Member
Validated User
Red Hand of Doom
OOC Thread


Links of Interest
Recruitment Thread
IC Thread
We now have a wiki!

Our Heroes
  • Veryacas, LG elf ranger (Elfwine)
  • "Zan" Desederioscioli, CG gnome bard (Caias Ward)
  • Grenanthal Auderheim, LG human paladin (shadowsaint007)
  • Nadir Adraleis, CG half-elf sorcerer (Dudley Do-Right)
  • Berwyn Meddwl, LG human archivist (Bafflement)

Elsir Vale
Spoiler: Show




A Brief Description of the Places Therein
Spoiler: Show

Elsir Vale(including the Witchwood, the Marth Forest, and the Golden Plains) is effectively a small country. It is a relatively free and open place, under the benevolent rule of Lord Jarmath, and members of many races dwell peacefully together.
Sites of interest include the Witchwood,a large forest that is said to be haunted or perhaps inhabited by mischievous fey. Significant towns include Brindol,the capitol, where Lord Jarmath lives; Dennovar,the easternmost city in the Vale, controlled by powerful merchant guilds; and Witchcross,a small community peopled largely with “savage” characters such as druids and shamans. It has a sizeable shifter population.

The Giantshield Mountainsto the northeast are a series of low, weathered peaks, thinly clad in pine forest. As the name implies they are home to numerous giants, as well as ogre and minotaur tribes. The more peaceable members of these species sometimes visit the Vale proper for trade.

The Blackfensare a maze of open water, sucking bogs, and densely-forested islands along the eastern border of the huge Lake Rhestin.The entire region is dotted with sunken ruins, the last remains of the ancient Kingdom of Rhest, long since fallen. The Blackfens are home to several tribes of lizardfolk, and dangerous monsters of various kinds are said to dwell there as well. However, rumor insists that a reclusive tribe of elves also live in the marshes, keeping the worst monsters in check and occasionally coming to the aid of travelers.

The Wyrmsmoke Mountains are a large and harsh range, taller and younger than the Giantshields. They are dotted with active volcanoes, which occasionally produce clouds of smoke and vapor that cover vast areas. They are bordered on the west by the Westdeep, a vast and ancient forest said to be home to wild elves who have no love for humans. Legend holds that the Wyrmsmokes are home to any number of dragons, particularly red dragons. Less speculatively, the mountains are home to numerous tribes of goblins, hobgoblins and bugbears. These creatures periodically raid the Vale, and are considered a dangerous nuisance.

The Thornwaste is a land of broken hills, briar-choked ravines, and dry savannahs that becomes a true desert far to the south. It is empty of civilized towns or villages, but primitive tribes of humans once ranged the savannahs and may still. It is a dangerous land, home to lions and sphinxes and other creatures, including (it is said) the Ghostlord,a legendary bogeyman spoken of in old tales.

The Wyvernwatch Mountainsare a vast and severe range, cutting off Elsir Vale from more civilized lands to the southeast. As the name implies they are home to wyverns, as well as rocs and other aerial predators. The northern peaks are inhabited by the Hammerfist Holds,several strongly-defended communities of dwarves who consider themselves separate from Elsir Vale proper.


Possible Motivations for Adventuring
Spoiler: Show


  • You've been asked by Lord Jarmath, the political leader of the Vale, to investigate rumors of goblin raids in the area of Drellin's Ferry
  • Vraath Keep, a stronghold abandoned during the Last War and believed to be haunted, lies somewhere near Drellin's Ferry, and is sure to contain treasure.
  • You're simply visiting a friend or relative who lives in Drellin's Ferry.
  • You've had unsettling dreams of fire and blood sweeping the length of the Vale, and the focal point seems to be in the east.

 
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Elfwine

Registered User
Validated User
A feat that may be appealing and useful for some PCs: Versatile.

Basically: "Choose two cross-class skills. These skills are always considered class skills for you. This feat may be taken multiple times." (Rokugan Campaign Setting)


Still working on Veryacas's sheet.
 
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Bafflement

Ruthless Sillographer
Validated User
EDIT: Also, Bafflement, the GM told me your PC was Sovereign Host. Think we can talk over PMs for common motivations/details? Just talk and see what our PCs have in common.
Sounds like a good idea. I had figured Berwyn had a good working relationship with the Sovereign Host temples in the area, so I think it would make sense for the two to have met through one of them.



Berwyn Meddwl
Spoiler: Show

Berwyn Meddwl
Human Archivist 5
Lawful Good
Deities: The Sovereign Host (esp. Aureon)

Abilities:
STR 10
DEX 14
CON 10
INT 17
WIS 14
CHA 10

HP: 22
Hit Dice: 5d6
Init: 2 = 2 (dex)
AC: 16 = 10 + 2 (dex) + 4 (armour)
Melee AB: 2 = 2 + 0 (str)
Ranged AB: 4 = 2 + 2 (dex)
Fort save: 4 = 4 (class) + 0 (con)
Reflex save: 3 = 1 (class) + 2 (dex)
Will save: 6 = 4 (class) + 2 (wis) [+2 vs enchantments]

Human Traits:
Speed 30'
Bonus Feat
Bonus Skill Points
Languages: Common, Elven, Giant, Draconic, Celestial

Archivist Abilities:
Spells/day: 0th 4, 1st 5, 2nd 4, 3rd 2
Scribe Scroll (bonus feat)
Dark Knowledge (4/day)
Lore Mastery (Arcana) (+2 on knowledge & decipher script checks)
Still Mind (+2 save vs enchantment)

Feats:
Communicator (Spell-like abilities 1/day: Arcane Mark, Message, Comprehend Languages)
Sudden Extend
Fiery Burst (+1 CL on fire spells, supernatural ability: 1d6/spell level fire burst, 5' radius, 30' rng)


Skills:
Craft (Calligraphy)................11 = 8 (ranks) + 3 (int)
Spellcraft............................11 = 8 (ranks) + 3 (int)
Knowledge (The Planes) ........11 = 8 (ranks) + 3 (int)
Knowledge (Arcana)..............13 = 8 (ranks) + 3 (int) + 2 (class)
Knowledge (Dungeoneering)....11 = 5 (ranks) + 3 (int)
Concentration.......................5 = 5 (ranks) + 0 (con)
Diplomacy............................4 = 4 (ranks) + 0 (cha)
Knowledge (Religion)..............7 = 4 (ranks) + 3 (int)
Decipher Script.....................7 = 2 (ranks) + 3 (int) + 2 (class)
Knowledge (Engineering).........4 = 1 (ranks) + 3 (int)
Knowledge (History)...............4 = 1 (ranks) + 3 (int)
Knowledge (Geography)..........4 = 1 (ranks) + 3 (int)
Knowledge (Nature)...............4 = 1 (ranks) + 3 (int)
Perception...........................5 = 3 (ranks) + 2 (wis)
Ride....................................3 = 1 (ranks) + 2 (dex)


Spells Memorised:
=0=
Light x2
Detect Magic
Read Magic

=1=
Lesser Vigor x2
Produce Flame
Sanctuary
Entangle

=2=
Flame of Faith
Sound Burst
Barkskin
Cure Moderate Wounds

=3=
Summon Monster III
Dispel Magic



Equipment Carried:
(25lb, light load)
Traveller's Outfit [0gp, N/A (5lb)]
Mithril Shirt [1100gp, 10lb, +4 AC, 6 max dex bonus, 0 acp]
Morningstar [8gp, 6lb, 1d8, x2 crit]
Dagger [2g, 1lb, 1d6, 19-20/x2 crit, 10' rng]
Sling [1d4, x2 crit, 50' rng]
10 Sling Bullets [1sp, 5lb]
Aureon's Spellshard [6250gp, 0.5lb, 500 pages]
Backpack [2gp, 2lb, max cap 50lb]
Belt Pouch [1gp, 0.5lb, max cap 10lb]
Ink [8gp]
Inkpen [1sp]
Flint and Steel [1gp]
20 Parchments [4gp]

Other Equipment:
Light Horse [75gp, light ld <150lb, med ld <300lb, speed 60']
Riding Saddle [10gp, 25lb]
Saddlebags [4gp, 8lb, max cap 250lb]
30 Sling Bullets [3sp, 15lb]
Masterwork Calligrapher's Tools [55gp, 5lb]
Bedroll [1sp, 5lb]
Waterskin [1gp, 4lb]
Trail Rations (5 days) [25sp, 5lb]
Silk Rope [10gp, 5lb]
Flask [3cp, 1.5lb]
Prayerbook [0gp, 3lb]
590gp


Spellshard Spells:
=0=
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

=1=
Magic Stone
Shield of Faith
Obscuring Mist
Summon Monster I
Lesser Vigor
Divine Favour
Sanctuary
Magic Weapon
Produce Flame
Entangle
Mage Armour

=2=
Sound Burst
Spiritual Weapon
Divine Insight
Cure Moderate Wounds
Cat's Grace
Magic Missile
Mirror Image
Barkskin
Flame of Faith

=3=
Dispel Magic
Summon Monster III
Call Lightning
Fly


Scribing Costs to Date:
Produce Flame (25gp - scroll)
Entangle (25gp - scroll)
Mage Armour (25gp - scroll)
Barkskin (100gp - copying from archivist)
Cat's Grace (100gp - copying from archivist)
Flame of Faith (100gp - copying from archivist)
Magic Missile (100gp - copying from archivist)
Mirror Image (100gp - copying from archivist)
Call Lightning (150gp - copying from archivist)
Fly (150gp - copying from archivist)
 
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shadowsaint007

So bear-y glad!
Validated User
Okay, so character sheet completed at last, sorry for the delays. Mostly a combination of procrastination and a bad cold. Feel good enough to get my mind back into the game. Will be sending PMs and notes in a bit.
 

Dudley Do-Right

Registered User
Validated User
This is not quite complete. I am still tweaking the equipment a bit but the rest is all set.

Spoiler: Show


Name: Nadir Adraleis (aka Nadir d'Lyrander)

Alignment / Race / Class / Level CG Half Elf Sorcerer level 5

Background: Born and raised in Fairhaven, Aundair. Nadir, like most young members of his house, was expected to join one of the house guilds and work towards promotion. When his spellcasting abilities surfaced, he hid them from his friends and family. Not because he was ashamed of his abilities, but because he knew what his parents and House expected. When he was of age, he joined the Windwrights guild, working on a House ship plying the trade routes along the coast. During his time working on the sailing ship Nadir met many interesting people and used his limited free time off shift to learn about the world from the passengers. When the ship was in port if Nadir had shore leave, he often spent it in a local Inn talking to other patrons, especially any adventuring groups. After his mandatory 5 years, he took leave of the guild and set forth to enhance his abilities. After traveling with an adventuring party for a couple of years, he settled down in Sharn.
Recently an acquaintance he met a couple of years ago contacted him regarding a planned exploration of an old keep in Elsir Vale called Vraath Keep. The letter told of rumored treasure buried there during the war. Nadir knew that ancient relics or other valuable items may be buried or hidden there before it was abandoned. The letter said to meet in Brindol at the Owl's Nest Inn. Nadir sent a return message and began preparing for the journey.

Personality: Nadir developed a penchant for wine and women in his teen years. His time served aboard a House airship has dampened those urges somewhat. He is loyal to those that earn his trust or respect. He dreams of earning enough gold to one day own his own airship and become a respected and very rich merchant.

Appearance: Slim build, 5' 7”, 148 lbs, emerald green eyes and blonde hair, Age 28

Role: What should we expect you to be doing in the party? How do you contribute?

Build:
Half Elf Sorcerer Level 5

Deity: Kol Korran

Racial Traits:
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Class Abilities:
Metamagic Specialist: Cast metamagic spells without extending casting time
Simple Weapon proficiency

Abilities:
Str: 8, Dex: 14, Con: 14, Int: 12, Wis: 10, Cha: 19 (17+2 magic item)

BAB: +2, Melee: +1, Ranged: +4, Initiative: +2

Saves:
Fort: +3, Ref: +3, Will: +4

Skills: (ranks+ability mod)
Balance(cc) 1+2=3
Bluff 0+4=4
Concentration 4+0=4
Craft
Diplomacy 0+4+2(racial bonus)=6
Gather Information 0+4+2(racial bonus)=6
Knowledge:
Arcana 5+1=6
Geography 2+1+1(feat bonus)=4
Nobility/Royalty 1+1+1(feat bonus)=3
Perception(cc) 0+0+1(racial bonus)=1
Profession: Sailor 2+0=2
Ride(cc) 0+2=2
Search(cc) 0+1+1(racial bonus)=2
Spellcraft 4+1=5
Use Rope(cc) 2+2=4

Feats:
Education (Eberron campaign) All knowledge skills are class skills. Add +1 bonus to 2 knowledge skills.
Extend Spell (PHB) Double spell duration

Languages: Common, Elven, Dwarven

Spells Known: 6- 0 level, 4- 1st level, 2- 2nd level
Spells Per Day: 0 level=6, 1st level=7, 2nd level=5

Spells:
0 level:
Detect Magic
Light
Mage Hand
Mending
Open/Close
Read Magic

1st level:
Feather Fall
Mage Armor
Magic Missile
Ray of Enfeeblement

2nd level:
Earthen Grasp
Scorching Ray

Combat:
Hit Points: 26
AC: 12 (16 w/Mage Armor), Touch: 12, Flat Footed: 10
Dagger 1d4-1, attack: +1
Lt Crossbow 1d8, attack: +4
Spell Saves: 0 level= dc 14, 1st level= dc 15, 2nd level= dc 16


Equipment:
Carrying Capacity: Light 26 lb, Medium 27-53 lbs, Heavy 54-80 lbs
Dagger (1 lb) 2 gp
Light Crossbow (4 lb) 35 gp
Crossbow bolts (Qty 20, 2 lb) 2 gp
Flask (1.5 lb) 3 cp
Flint and Steel (n/a) 1 gp
Mug (1 lb) 2 cp
Belt Pouch (.5 lb) 1 gp
Small Steel Mirror (.5 lb) 10 gp
Arcane Signet Ring 150 gp
Spell Component Pouch (2 lb) 5 gp
Traveler Outfit (0 lb, worn) 1 gp


Light Horse 75 gp
Riding Saddle (25 lb) 30 gp
Saddle Bags (8 lb) 10 gp
Bit and Bridle (1 lb) 2 gp


Items in saddle bags:
Bedroll (5 lb) 1 sp
Sack (.5 lb) 1 sp
Trail Rations (Qty 6, 6 lb) 3 gp
Waterskin (4 lb) 1 gp


Equipment spent= 330 gp, 2 sp, 5 cp


Magic Items:
Cloak of Charisma +2 (4,000 gp)
Wand of Endure Elements (750 gp)
Potion-Cure Light Wounds, Qty 4 (200 gp)
Potion-Cure Moderate Wounds (300 gp)
Quaal's Feather Token-Anchor Qty 2 (100 gp)
Quaal's Feather Token-Fan Qty 2 (400 gp)
Quaal's Feather Token-Swan Boat (450 gp)
Hewards Handy Haversack (2000 gp) 5 lbs
Scroll of Knock (150 gp)
Scroll of Rope Trick (150 gp)


Magic items spent 8500 gp


Total spent: 8830 gp, 2 sp, 5 cp.
Funds available: 169 gp, 7 sp, 5 cp



 
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Elfwine

Registered User
Validated User
Small note: If Nadir has an Intelligence of 12, he has enough to pick a bonus language, but you don't have any selected.
 

Talisman

The Man of Talis
RPGnet Member
Validated User
Hey folks!

Just a reminder, I'd like to start the actual RP no later than Monday if at all possible.

So far I have a character sheets for Berwyn Meddwl, mostly-complete sheets for Grenanthal Auderheim and Nadir Adraleis (d'Lyrandar), and nothing for Veryacas or Zan.

Also, it looks like Nadir is looking to loot a ruined keep he's heard of, and Berwyn and Grenanthal know each other professionally. If you have no objection, I'm going to have Tredora Goldenbrow, the highest-ranking Sovereign priest in Brindol, ask you to investigate rumors of goblin activity near the town of Drellin's Ferry.

What about Veryacas and Zan?
 

Caias Ward

Active member
Validated User
Been working 12 hour days. Character is completed outside of odds and ends equipment. Will try to post it tonight.
 
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