Seluneraker

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Seluneraker is a PBP game in the RPGnet forums. The IC thread can be found here and the OOC thread can be found here

Setting

The Waterdeep Organisation of Space Exploration (WOSE) has developed a pioneering new ship design that does away with the need for a conventional Spelljamming helm. It's still untested, though, and it needs to be. This is where our adventuring team comes in. Recruited for a variety of reasons, these inexperienced astronauts must take off, fly the ship around the sun, and bring it back again. If the ship's still in one piece, the mission (and the experiment) will be considered a success.

Participants

Dungeon Master - Harmony Kendall

Aliazar Nailo, elven arcanist - J Arcane Asmar Stauch, Krynnish Fighter - Julius Sleazer Ein Arris, psionic ape - Hafwit Shandarylallee, dryad swashbuckler - graeyWolf

Spectators are welcome and may post all they like on the OOC thread. It's possible that The Ent will play a minor character but that won't be happening straight away.

Additional Resources

The OOC (Out of Character) thread for this game can be found here , and anyone's welcome to post to it. Dice will be rolled by the players (I trust you guys), so there's no need to use an online program unless you want to.

PC Statistics

Aliazar Nailo, Male High Elf Wizard 9: CR 9; Medium Humanoid; HD 9d4+9; hp 33; Init +4; Spd 30ft.; AC: 22 (+4 armour, +2 deflection, +4 Dex, +2 natural), flatfooted 18, touch 16; BAB +4; Grp +6; Atk +10 melee (1d6+3, rapier); SQ: Elven traits (Ex), Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL CN; SV Fort +4, Ref +7, Will +7; Str 14, Dex 18, Con 12, Int 18, Wis 13, Cha 13. Skills & Feats: Concentration +13, Intuit Direction +11, Knowledge (Arcana) +14, Knowledge (Cartography) +10, Knowledge (Navigation) +10, Knowledge (Religion) +14, Knowledge (The Planes) +14, Listen +3, Search +6, Spellcraft +16, Spot +3; Armor Proficiency: light, Combat Casting, Scribe Scroll, Spell Mastery(4), Weapon Finesse: Rapier, Weapon Focus: Rapier. Spells Known (Wiz 4/5/5/4/3/1): 0 -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st -- Comprehend Languages, Mage Armor, Magic Missile, Magic Weapon, Protection from Law, Ray of Enfeeblement, True Strike, Unseen Servant; 2nd -- Cat`s Grace, Detect Thoughts, Endurance, Melf`s Acid Arrow; 3rd -- Dispel Magic, Fireball, Greater Magic Weapon, Vampiric Touch; 4th -- Dimension Door, Dimensional Anchor, Evard`s Black Tentacles, Leomund`s Secure Shelter; 5th -- Contact Other Plane, Dismissal. Spells Prepared (Wiz 4/5/5/4/3/1): 0 - Daze, Detect Magic, Light, Read Magic; 1st - Mage Armor, Magic Missile x2, Ray of Enfeeblement, True Strike; 2nd - Cat`s Grace, Detect Thoughts, Endurance, Melf`s Acid Arrow x2; 3rd - Fireball x3, Greater Magic Weapon; 4th - Dimension Door, Evard`s Black Tentacles, Leomund`s Secure Shelter; 5th - Dismissal. Possessions: +1 Intelligent Rapier: Chaotic (18,320 gp), Mithral Shirt (1,100 gp), Coins: gp (38) (38 gp), Spell component pouch (5 gp), Spellbook, wizard`s (15 gp), Explorer`s outfit (10 gp), Tobacco (2) (10 sp), Tea leaves (2) (4 sp), Coins: sp (4) (4 sp), Backpack (2 gp), Chalk, 1 piece (1 cp), Coins: cp (9) (9 cp), Ink (vial) (8 gp), Inkpen (1 sp), Coins: pp (50) (50 pp), ring of protection +2 (8,000 gp), amulet of natural armor +2 (8,000 gp).

Torm, None Homonculus: CR 1; Tiny Construct ; HD 9d10 ( Construct) ; hp 16; Init + 2; Spd 20, Fly, Good 50; AC 19; Atk + 5 base melee, + 8 base ranged; +5 ( 1d4-1, Bite ); SA: Poison (Ex) ; SQ: Racial Traits: Construct; AL LG; SV Fort + 3, Ref + 5, Will + 7; STR 8, DEX 15, CON --, INT 10, WIS 12, CHA 7. Skills: Concentration +13, Hide +10, Listen +3, Search +6, Spot +3.

Asmar Stauch, Male Civilized Human, Fighter 9: CR 9; Medium Humanoid; HD 9d10+9; hp 68; Init +5 ; Speed 20ft.; AC 22 (19 vs. ranged) (+8 armour, +1 Dex, +3 shield), touch 11, flat-footed 18; BAB +9; Grp +11; Atk +13/+8 melee (1d8 +4/ 19-20 (X2), longsword) or +16/+11 (1d8+7/19-20, longsword); AL N; SV Fort +7, Reflex +4, Will +4; Str 14, Dex 12, Con 12, Int 14, Wis 8, Cha 16. Skills & Feats: (ACP -3) Climb +6 (ACP), Diplomacy +6, Handle Animal +6, Intimidate +17, Jump +13 (ACP), Listen +3, Move Silently -1 (ACP), Ride +4, Spot +3, Survival +1, Swim +2 (double ACP); Acrobatic, Alertness, Combat Expertise, Greater Weapon Focus: Longsword, Improved Initiative, Iron Will, Persuasive, Quick Draw, Weapon Focus: Longsword, Weapon Specialization: Longsword . Languages: Common(Krynnish), Kharolian [please note that human Dragonlance characters get a bonus regional language], Hill Dwarf, Icespeak Possessions: +3 Longsword (18, 315 gp), Masterwork Longsword (315 gp), +3 breastplate (9,350 gp), +2 buckler (4, 165 gp), Backpack (2 gp), Belt pouch (1 gp), Climber’s kit (see PHB p.130) (80gp), Explorer’s Outfit (10 gp), Flint & Steel (1gp), Mirror, small steel (10 gp), Waterskin (1 gp), Whetstone (2cp), 98 copper pieces, 30 silver pieces, 26 gold pieces, 2 platinum pieces, 7 one-pound bricks of platinum (3500 gp total; 500 gp each), 4 one-pound bricks of gold (200 gp total; 50 gp each).

Ein Arris, male ape psychic warrior 8: CR 8; Medium Humanoid; HD 8d10+9; hp 54; Init +5 ; Speed 30ft.; AC 17 (+2 armour, +5 Dex), touch 15, flat-footed 12; BAB +5; Grp +7; Atk +10/+5 melee (1d8 +3/19-20, crystal sword) or +12/+7 ranged (1d10/*3, flintlock pistols); SA psionics; SQ psionics; AL ?; SV Fort +7, Reflex +7, Will +5; Str 12, Dex 21, Con 11, Int 12, Wis 16, Cha 10. Skills & Feats: Autohypnosis* +9, Climb +18, Concentration* +9, Jump +5, Knowledge (psionics)* +4, Listen +6, Search +4, Spot +6; Combat Manifestation, Improved Initiative, Psionic Meditation, Two-Weapon Fighting, Up the Walls, Weapon Focus (long sword). Power Points: 28 Powers known: 1st-level; biofeedback, burst, catfall, precognition, defensive; 2nd-level; body equilibrium, wall walker, dimension swap; 3rd-level; danger sense. Posessions: +2 deep crystal sword, 2 masterwork flintlock pistols, silk rope (50ft.), waterskin, hooded lantern, 5 days worth of dried fruits and nuts, 20 rounds of ammunition, ammo belt, leafweave armor.

Shandarylallee, female dryad swashbuckler 2: CR 4; Medium Fey; HD 4d6+2d8+18; hp 48; Init +4; Speed 30ft.; AC 21 (+4 armour, +4 Dex, +3 natural), touch 14, flat-footed 17; BAB +4; Grp +6; Atk +9 melee (1d6+3/18-20, rapier) or +9 ranged (1d8+3, composite longbow); SA spell-like abilities; SQ damage reduction 5/cold iron, ship dependent, wild empathy; AL ?; SV Fort +9, Reflex +8, Will +7; Str 14, Dex 18, Con 16, Int 16, Wis 16, Cha 20. Skills & Feats: Balance +7, Climb +5, Escape Artist +11 (+13 vs bindings), Handle Animal +12, Hide +11, Jump +9, Knowledge (Nature) +12, Listen +10, Move Silently +11, Ride +6, Spot +10, Survival +10, Tumble +11, Use Rope +11 (+13 when binding); Combat Expertise, Great Fortitude, Weapon Finesse Equipment: medallion of thoughts, +1 Rapier with customised weapon grip, +1 Mithral Shirt, +1 Composite Longbow, Ethan (intelligent Rust-colored Bag of Tricks) Spell-Like Abilities: At will—entangle (DC 13), speak with plants, tree shape; 3/day— charm person (DC 14), deep slumber (DC 16), tree stride; 1/day—suggestion (DC 16). Caster level 6th. The save DCs are Wisdom-based. Ship Dependent (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak typically does not radiate magic, but Shandarylallee's oak is the spelljamming vessel itself. It does not radiate magic but contains a great many magical items. Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.