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This is the wiki page for the Savage Worlds version of the Temple of Elemental Evil, started in memory of the passing of Gary Gygax.

Characters[edit]

Lord Frefard Notable Gnome, and Master of Illusion.

AG: d8 SM: d10 SP: d6 ST: d4 VI: d8

Skills:

Climbing: d4 Fighting: d6 Investigation: d6 Knowledge (Illusion): d8 Notice: d6 Shooting: d6 Taunt: d6 Casting (Illusion): d8

Charisma 0 Pace 6 Parry 4 Toughness 6

Hindrances: Clueless (Major) Big Mouth (minor) Mean (Minor)

Edges: Arcane Background (Mystic) Illusion Arcane Skill: Mysticism/Bardic Music/Sorcery/etc. (Spirit) Starting Power Points: 10 Starting Powers: 2 This is the arcane background for those who draw on unusual sources of arcane (but not divine or demonic) power, such as bards or those born with magical bloodlines. Such spellcasters tend to have a theme and this may limit their Power selection (for instance, bards cannot select most variations of Bolt, Burst or Blast, but they can use emotion-controlling or illusion magic easily.) Mystics do not have to worry about backlash.


Powers:Light, Fear. (Thinking Big scary illusion here to attempt to scare the opposition.


Aggy, Half-Orc Wild Mage

Traits Smarts d8 Agility d8 Strength d8 Spirit d6 Vigor d8

Derived Traits Pace 6" Parry 6 Charisma 0 Toughness 7

Edges Brawny Arcane Background (Wild Magic)

Hindrances Bad Luck (Major) All Thumbs (Minor) Illiterate (Minor)

Skills Wild Magic d8 Climbing d8 Fighting d8 Notice d6 Guts d6 Swimming d4 Persuasion d4

Powers Smell the Magic (Detect/Conceal Arcana) Boom! (Bolt) Beat Feet! (Speed)

Gear Warhammer Bedroll Waterskin Flint and steel Kite shield 2 Torches 7 gp

Aggy grew up in a far-off wasteland. Her tribe lived as nomads, searching for food and sometimes stripping the dehydrated dead of their belongings. That's where she got her 'hammer and shield.

One day Aggy was scavenging when she saw a bright flash in a nearby canyon. Before she knew it, a blast of magic hit her like a Daddy Orc who'd been drinking. She woke up with a bigger brain and the power to Do Things. Things That Involved Magic.

She learned a few tricks from her tribe's shaman before they were attacked by a rival tribe. Aggy had magic, so she survived. The death of their shaman meant that her fellow tribespeople didn't, so they didn't. Aggy's been wandering the world doing jobs as they come for a while now. Her latest one is guard duty on a farm near Hommlett.


Loken the Dismantler, Dwarf Reverse engeneer

Stats Agility 1d8 Smarts 1d10 Spirit 1d6 Strength 1d6 Vigor 1d8

Pace: 5 Parry: 5 Toughness: 6+1 Charisma: 0

Skills Fighting d6 Healing d4 Knowledge d4 Lockpicking d8 Notice d10 Repair d10 Shooting d6

Hindrances Code of honor Stubborn Loyal

Edges Arcane Resistance Low light vision

Gear Dagger Leather armor Hand crossbow 15 bolts Lockpicks Backpack Bedroll Crowbar Hammer Quiver Shovel Rope Flint&steel 3 flasks Waterskin Wetstone Bar of soap and a candle

Loken Hails from wherever Dwarves come from in this setting. Ever since he was a little dwarf he has had an odd habit of taking things apart and putting them back together, Removing un-necessary parts and making them more efficient. He however lacks creativity and can not make things new himself, Only improve existing things. He applies this odd skill as a engineer and repairman. His talents also shape his worldview. He sees every thing as a problem to be solved and delights at finding and removing the source of corruption. It is this drive that has led him to become an adventurer. Lending his talents to help dismantle and purify the dungeons of the world.

Balen Sun-Child


Balen is a Cleric of Pelor, the Sun God. He has finished his training, and is out bringing the word of the Sun god to the people, and smiting evil as he finds it.

Attributes Agility d6, Smarts d6, Spirit d10, Strength d8, Vigor d8

Skills Fighting d6, Shooting d4, Notice d6, Persuasion d6, Faith d8, Investigation d6, Guts d6, Knowledge (Theology) d4

Charisma 0 Pace 6 Parry 6 Toughness 7 Power Points 15

Hindrances Heroic, Loyal: Friends, Stubborn.

Edges Arcane Background (Miracles), Power Points: +5,

Powers Healing, Smite.

Gear Backpack, Chain Shirt: +2, Canteen (Waterskin), Torch (×3), Trail Rations (5 Meals), Mace: Str+1d4, Flint and Steel, Pot Helm: +3, Small Shield: Parry +1


Godric Sparkheart

Attributes Agility d8, Smarts d6, Spirit d6, Strength d8 , Vigor d8

Skills Fighting d6, Gambling d4, Guts d4, Intimidation d6, Notice d6, Repair d4, Shooting d8, Stealth d6, Throwing d4, Tracking d4

Charisma: -1 Pace: 4" Parry: 5 Toughness: 6 (7)

Edges Arcane Resistance, Musketeer

Hindrances Lame (Major), Vow: Protect Loken (Minor), Habit: Smoking (Minor)

Gear Musket (10/20/40, 2d8+2, $400, 10 lbs.) Axe (d8+d6, $200, 2 lbs.) Pouch w/ 25 bullets ($75, 2.5 lbs.) Leather Armor (+1 Toughness, $50, 15 lbs.) Backpack ($50, 2 lbs.) -Flint and Steel ($3, 1 lb.) -2 Torches ($10, 2 lbs.) -2 Powder Bombs (2/4/8, 2d6, Med. Burst, $120, 2 lbs.) $92 in Gold

Godric is Loken's cousin from back wherever Dwarves Come From. He lost his leg in an accident involving black powder and iron smelting and Loken created his current peg leg apparatus. Being now unsuited to close range combat, Godric took up the musket and has excelled in its use ever since. He shares a close connection with his cousin and has ventured out into the world alongside him to make sure that he comes home. Otherwise, he's looking for treasure and whatever else comes your way when you adventure.

Gallus Flavion, Human Adventurer

Traits Smarts d8 Agility d8 Strength d6 Spirit d8 Vigor d6

Derived Traits Pace 6" Parry 7(6) Charisma 2 Toughness 6 (5)

Edges Ambidextrous Attractive Luck

Hindrances Enemy (Minor) Quirk (Minor) (slightly overconfident and obnoxious) Heroic (Major)

Skills Fighting d8 Riding d4 Intimidation d4 Taunt d6 Stealth d4 Throwing d4 Investigation d4 Notice d6 Persuasion d6 Guts d4

Gear Rapier Short Sword 2 Daggers Leather Armor 2 Throwing Knives 50gp gold

Gallus Flavion is a man of appearance and stories rather than action and substance, however when it comes to the point he is always first in with his trusty rapier in his hand, ready to make his stories come true.

Important NPCs[edit]

Locations[edit]

Hommlett The Village of Hommlett - or merely Hommlett, as it is commonly called, is situated in the central part of the Flanaess, that portion of western Oerik continent known as civilized. The hamlet sized village (local parlance having distinguished it with the greater term) is located some 10 leagues south east of he town of Verbobonc, or thereabouts, on the fringe of the territory controlled by the noble Lord the Viscount of Verbobonc. It is at a crossroads.

Hommlett grew from a farm or two, a rest house, and a smithy. The roads brought a sufficient number of travelers and merchant wagons to attract traders and artisans to serve those passing through. The rest house became a thriving inn, and a wheel & wainwright settled in the thorp. More farmers ands herdsmen followed, for grain was needed for the passing animals, and meat was in demand for the innfolk.

Today, Hommlett is still a small, but thriving village. It has a few retired adventurers who were attracted by the aftermath of the fall of the Temple, but for the most part the villagers are simple farmers and craftsmen. They primarily follow the Old Ways (druidic faith), but there is a small church to St. Cuthbert and several villagers worship there.

Loot[edit]