Neuronphaser

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Revision as of 10:43, 29 November 2013 by Neuronphaser (talk | contribs) (The Seekers Player Characters)
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This page will be the home of any campaign information for stuff I'm running.

Games

Active Games

  • The Seekers (for AD&D 1st edition / OSRIC)

Inactive Games

  • Kill Bargle! (for Dungeon World)
  • Empire Ascendant (for Star Wars The Roleplaying Game 1st edition by West End Games)

Kill Bargle!

System: Dungeon World

Kill Bargle Player Characters

The Seekers

System: Dungeon World

Encumbrance Tracker

Character Light
(no penalty)
Moderate
(-1 ongoing)
Heavy
(you have a choice)
Current Total
Dahlia the Cleric 0 - 7.0 7.1 - 15.9 16+ 5.9
Durdin the Indomitable 0 - 8.0 8.1 - 16.9 17+ 3.4
Elrosine the Ranger 0 - 7.0 7.1 - 15.9 16+ 4.4
Galadir the Good 0 - 4.0 4.1 - 8.9 9+ 1.6
Notrelos 0 - 4.0 4.1 - 8.9 9+ 3.5
Sacer the Mirthful 0 - 8.0 8.1 - 16.9 17+ 3.6

Dahlia the Cleric

Vital Stats:

  • Name: Dahlia the Cleric
  • Player: Civil Savage
  • Race: Human
  • Class: Cleric 1
    • XP: xxx
  • Alignment: Good
  • Patron Deity: Ilgur (Domain: The Downtrodden and Forgotten; Precept: suffering)
  • Looks: Dahlia has sharp eyes, often cynically narrowed at something; strange hair (naturally white, but clumsily cut by someone who didn't know what they were doing), common garb (that she keeps very clean and tries to make look fashionable, but there's only so much she can do), and a thin body, cinnamon-skinned and attractive.

Attributes:

  • STR: 15 (+2)
  • DEX: 8 (-1)
  • CON: 12 (0)
  • INT: 10 (0)
  • WIS: 16 (+2)
  • CHA: 13 (+1)

Combat

  • Armor: 2
  • HP: 20
  • Damage: d6

Moves:

  • Racial Move: Diverse Magic - can also cast Charm Person
  • Alignment Move: Endanger yourself to heal another.
  • Divine Guidance
  • Turn Undead
  • Commune
  • Cast a Spell
    • Rotes: Light, Sanctify, Guidance
    • 1st Level: Charm Person, Bless, Cure Light Wounds, Detect Alignment, Cause Fear, Magic Weapon, Sanctuary, Speak with Dead

Gear:

Gear Notes Encumbrance
Chainmail Armor 2 2.9
Mace Close 0.6
Adventuring Gear 5 uses 2.0
Dungeon Rations 5 uses 0.4
Total Encumbrance from Gear 5.9

Bonds:

  • I do not trust Elrosine.
  • Notrelos is in constant danger; I will try to keep them safe.
  • I am working on converting Durdin to my religion.
  • Galadir understands my struggle: I trust them implicitly.

General Tactics:

  1. Heal or Defend anyone who is in life-threatening danger (PC low on HP, innocent bystander or non-combatant in trouble)
  2. Smash whichever enemy has pissed her off
  3. Smash whoever is a big threat
  4. Smash whoever is closest

Background:

Dahlia was born to wealthy and influential parents. They provided for her well and sent her off to be educated. She dabbled in different studies, but her plan was always to marry someone even wealthier than her parents and devote herself to spending his fortunes.

That all went away when Ilgur chose her to be his cleric.

Dahlia did not approve of this plan. She didn't even like the downtrodden, and she wasn't too crazy about gods. She tried to run, to hide, to say no. But it turns out this is difficult when dealing with someone who can give you visions and control the coincidences of your life. Not to mention the miracles. Even if she had been willing to keep up the fight, she was no longer welcome among the rich and powerful.

So Dahlia submitted, with the worst possible attitude, to her fate. She's not a bad person--she genuinely is happy to help others when she can, and she likes being able to heal. But she resents having lost her choice, and hopes to gather enough wealth that she can return to the world she left behind on her own terms.

Durdin the Indomitable

Vital Stats:

  • Name: Durdin the Indomitable
  • Player: Tedster
  • Race: Dwarf
  • Class: Fighter 1
    • XP: xxx
  • Alignment: Neutral
  • Patron Deity: xxx
  • Looks: Eager Eyes, Battered Helm, Scarred Skin, Built Body

Attributes:

  • STR: 16 (+2)
  • DEX: 13 (+1)
  • CON: 15 (+1)
  • INT: 9 (+0)
  • WIS: 12 (+0)
  • CHA: 8 (-1)

Combat

  • Armor: 3
  • HP: 25
  • Damage: d10

Moves:

  • Racial Move: When you share a drink with someone, you may parley with them using Con instead of Cha
  • Alignment Move: Defeat a worthy opponent.
  • Bend Bars, Lift Gates
  • Armored
  • Signature Weapon: Orrenheim - Hammer, Close range, Well-crafted (-1 weight), Ancient

Gear:

Gear Notes Encumbrance
Scale armor Armor 2 2.1
Shield Armor +1 0.5
Orrenheim Ancient, Close, Well-crafted 0.2 (normally 0.4)
Adventuring Gear 5 uses 2.0
Dungeon Rations 5 uses 0.4
2 Healing Potions 0.0
Total Encumbrance from Gear 3.4

Bonds:

  • Notrelos owes me their life, whether they admit it or not.
  • I worry about the ability of Dahlia to survive in the dungeon.
  • Galadir is soft, but I will make them hard like me.

General Tactics:

  1. Carve his way to the front line, defying danger if necessary. No softbellies get hurt under his watch.
  2. Be the annoying, immovable obstacle that impedes the opposition.
  3. Bludgeon the biggest threat with his hammer Orrenheim.

Background:

A lowly miner's son who showed considerable martial prowess at a young age, Durdin was trained by his uncle Balek, a high-ranking commander defending of the Underhaven Clan. Following his training, he spent his early years stationed in the outskirts of the dwarven stronghold, admirably protecting their territory from outside incursions and quietly earning a name for himself amongst his peers.

A wealthy, noble-born rival, embittered at Durdin's success, sabotaged his career by falsely accusing him of leaving his post during a bugbear raid. Backed by the political might and affluence of his family, the accusation was largely unquestioned, despite Durdin's sterling reputation and his uncle's support. Leaving his homeland in shame, Durdin has since traveled the lands as a mercenary for hire, floating around various mercenary companies. More than anything he desires glory in the battlefield that would restore his reputation and one day make him a legend among his people.

Elrosine the Ranger

Vital Stats:

  • Name: Elrosine the Ranger
  • Player: DannyK
  • Race: Elven
  • Class: Ranger 1
    • XP: xxx
  • Alignment: Neutral
  • Patron Deity: xxx
  • Looks: Elrosine has wild gray eyes that seem to look past those around him into the distance. His hooded head reveals tufts of silken ash-blonde hair about the edges, and his motley-colored cloak acts as camouflage and partially conceals his lithe body.

Attributes:

  • STR: 15 (+1)
  • DEX: 16 (+2)
  • CON: 12 (0)
  • INT: 8 (-1)
  • WIS: 13 (+1)
  • CHA: 9 (0)

Combat

  • Armor: 1
  • HP: 20
  • Damage: d8

Moves:

  • Racial Move: When you take a perilous journey through wilderness, whatever job you take succeeds as if you rolled a 10+
  • Alignment Move: Take XP when you help an animal or spirit of the wild
  • Hunt & Track (WIS)
  • Called Shot (DEX)
  • Animal Companion: Yaule the Cougar

Yaule the Cougar

  • Ferocity +2 Cunning +2 Armor 0 Instinct +1
  • Strengths: Stealthy, intimidating
  • Training: Fight humanoids, fight monsters, hunt
  • Weaknesses: Flighty

Gear:

Gear Notes Encumbrance
Leather Armor Armor 1 1.0
Hunter's Bow Near, Far 0.2
Arrows 3 Ammo 0.2
Spear Near, Reach, Thrown 0.6
Adventuring Gear 5 uses 2.0
Dungeon Rations 5 uses 0.4
Total Encumbrance from Gear 4.4

Bonds:

  • Galadir does not understand life in the wild, so I will teach him.
  • Dahlia has no respect for nature, so I have no respect for her.
  • I have guided Durdin before, and he owes me for it.

General Tactics:

  1. Stealth and called shots on the mages and leaders
  2. Strike at the flank where he can work together with his big cat
  3. When outnumbered, fade into the woods and strike again at leisure
  4. Every now and then, strike a manly pose and say something profound.

Background:

Elrosine never speaks of what ancient grief or shame led him to forsake the elves of his people and go a-ranging, but he has found some measure of peace and comfort in the wild woods and rugged mountains, far from hearth and home. He has joined up with the Seeker's Guild as some sort of penance, for he'd plainly rather be alone to roam the land with his great cat, but does his part with cool competence, which occasionally gives way to rage, particularly when facing some abomination or desecration of nature. In his heart of hearts, he may hope someday to redeem his name and return to his family covered in wealth and glory --but he never speaks of such things.

Galadir the Good

Vital Stats:

  • Name: Galadir the Good
  • Player: Neaden
  • Race: Elf
  • Class: Wizard 1
    • XP: xxx
  • Alignment: Good
  • Patron Deity: xxx
  • Looks: Galadir has Sharp Eyes Styled Hair with Stylish Robes over his Thin Body

Attributes:

  • STR: 8 (-1)
  • DEX: 13 (+1)
  • CON: 12 (+1)
  • INT: 16 (+2)
  • WIS: 9 (+0)
  • CHA: 15 (+1)

Combat

  • Armor: 0
  • HP: 16
  • Damage: d4

Moves:

  • Racial Move: Detect Magic is a cantrip
  • Alignment Move: Use magic to directly aid another
  • Spellbook
    • Magic Missile, Invisibility, Charm Person
  • Prepare Spells
  • Cast a Spell
  • Spell Defense
  • Ritual

Gear:

Gear Notes Encumbrance
Staff Close, Two-handed 0.3
Spellbook 0.2
Bag of books 5 uses 0.7
3 Healing Potions 0.0
3 Antitoxins 0.0
Dungeon Rations 5 uses 0.4
Total Encumbrance from Gear 1.6

Bonds:

  • Elrosine, is keeping an important secret from me.
  • Durdin, is woefully misinformed about the world; I will teach them all that I can.

Background:

Contrary to most Wizards Galadir takes great pains in his appearance. Most of his kind are satisfied without being powerful, knowing things beyond the ken of mortals etc. but Galadir believes it is also important to look good doing it. While his vanity can also make him annoying he is a smooth enough talker to make sure situations don’t get too bad, and he honestly means well, wanting to use his magic to establish a place of retreat and study.

Notrelos

Vital Stats:

  • Name: Notrelos
  • Player: Andrensath
  • Race: Elf
  • Class: Bard 1
    • XP: xxx
  • Alignment: Good
  • Patron Deity: xxx
  • Looks: Knowing Eyes, Stylish Cap, Finery

Attributes:

  • STR: 8 (-1)
  • DEX: 15 (+1)
  • CON: 13 (+1)
  • INT: 12 (+0)
  • WIS: 9 (+0)
  • CHA: 16 (+2)

Combat

  • Armor: 1
  • HP: 19
  • Damage: 1d6+1

Moves:

  • Racial Move: When you enter an important location (your call) you can ask the GM for one fact from the history of that location.
  • Alignment Move: Perform your art to aid someone else.
  • Arcane Art
  • Bardic Lore: Grand Histories of the Known World
  • Charming and Open
  • A Port in the Storm

Gear:

Gear Notes Encumbrance
Leather Armor Armor 1 1.0
Dueling Rapier Close, Precise 0.1
Fiddle Never before played 0.0
Adventuring Gear 5 uses 2.0
Dungeon Rations 5 uses 0.4
Total Encumbrance from Gear 3.5

Bonds:

  • Durdin is often the butt of my jokes
  • I sang stories of Galadir long before I ever met them in person
  • Elrosine trusted me with a secret
  • Sacer does not trust me, and for good reason
  • This is not my first adventure with Dahlia

Background:

Xxx.

Sacer the Mirthful

Vital Stats:

  • Name: Sacer the Mirthful
  • Player: Killy
  • Race: Outsider
  • Class: Barbarian
    • XP: 0
  • Alignment: Chaotic
  • Patron Deity: No gods hold rein over Sacer the Mirthful!
  • Looks: Shrouded eyes, long shanks, unusual jewelry, silks.

Attributes:

  • STR: 16 (+2)
  • DEX: 13 (+1)
  • CON: 12 (+0)
  • INT: 9 (+0)
  • WIS: 15 (+1)
  • CHA: 8 (-1)

Combat

  • Armor: 1
  • HP: 20
  • Damage: d10

Moves:

  • Racial Move: Outsider; answer a question from the GM about your homeland, gain XP.
  • Alignment Move: Eschew a convention of the civilized world, gain XP.
  • Unencumbered, Unharmed: +1 armor when no armor or shield is worn.
  • Herculean Appetites: Conquest; Fame and Glory: roll 1d6+1d8 when pursuing appetites; if d6 is higher, complication or danger arises.
  • The Upper Hand: +1 to Last Breath, can make an offer to Death on 7-9.
  • Musclebound: gain +forceful and +messy.
  • What Are You Waiting For?!: roll +Con to challenge enemies.

Gear:

Gear Notes Encumbrance
Incredible silks and a golden tooth Token of origin 0.0
Two-hand Sword Close, Forceful, Messy, +1 damage 0.7
Dagger Hand 0.1
Adventuring Gear 5 uses 2.0
Dungeon Rations 10 uses 0.8
Total Encumbrance from Gear 3.6

Bonds:

  • xxx
  • xxx
  • xxx

Background:

She is a Barbarian with shrouded eyes under fluttering cloth, long shanks (legs) bare under beaded leathers, unusual jewelry wrapped hitherto round her body entire, all wrapped in rich, plundered silks. Her race is unknown as the aspects of her body revealed are her powerful dark legs and laughing mouth of stark white teeth, the rest hidden beneath patterned silks of a dozen lands.

Sacer is happy. Sacer is laughing. Sacer is a cackling storm! Sacer the Mirthful cometh, and she hungers - and for what she hungers, she will certainly gain! What was lost will be hers, what is newly found shall be hers, too. But she is a gracious conqueror, and she will share in her delights with all others who know her greatness. And surely all will soon know.

Sacer the Mirthful has come!

Blank Character Templates

AD&D Blank Character Sheet Template

Vital Statistics:

  • Name: xxx
  • Player: xxx
  • Race: xxx
  • Class / Level: xxx/xxx
    • XP: xxx
    • Eligible for XP Bonus?: Y/N (xxx%)
  • Alignment: xxx
  • Patron Deity: (if any)
  • Physical Description: xxx

Ability Scores:

  • Strength: xxx
    • Bonus to Hit: xxx / Bonus to Damage: xxx / Minor Tests: xxx / Major Tests: xxx
  • Dexterity: xxx
    • Surprise Score: xxx / Missile Bonus to Hit: xxx / AC Adjustment: xxx
  • Constitution: xxx
    • Bonus Hit Points: xxx / Survive Resurrection: xxx / System Shock: xxx
  • Intelligence: xxx
    • Maximum Additional Languages: xxx / Bonus Spells (Arcane): xxx
  • Wisdom: xxx
    • Mental Saving Throw Bonus: xxx / Bonus Spells (Divine): xxx
  • Charisma: xxx
    • Maximum Henchmen: xxx / Loyalty Bonus: xxx / Reaction Bonus: xxx

Saving Throws:

  • Aimed Magic Items: xxx
  • Breath Weapons: xxx
  • Death / Paralysis / Poison: xxx
  • Petrification / Polymorph: xxx
  • Spells for Unlisted Categories: xxx

Combat:

  • Hit Points: xxx
  • Armor Class: xxx

Weapon Proficiencies:

  • Non-Proficiency Penalty: xxx
  • XXX
  • XXX

Weapons:

Weapon / Attack Bonus / Grip / Range / Damage / Critical / Traits & Notes / Encumbrance

  • Weapon 1 / xxx / xxx / xxx / xxx / xxx / xxx / xxx
  • Weapon 2 / xxx / xxx / xxx / xxx / xxx / xxx / xxx

Armor:

  • Armor Worn: xxx
  • Shield Employed: xxx
  • Magic Item / Other: xxx

Gear:

Gear / Notes / Encumbrance

  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx

Background & Personality:

Xxx.

Dungeon World Blank Character Sheet Template

Vital Stats:

  • Name: xxx
  • Player: xxx
  • Race: xxx
  • Class: xxx
    • XP: xxx
  • Alignment: xxx
  • Patron Deity: xxx
  • Looks: xxx

Attributes:

  • STR: xxx (+xxx)
  • DEX: xxx (+xxx)
  • CON: xxx (+xxx)
  • INT: xxx (+xxx)
  • WIS: xxx (+xxx)
  • CHA: xxx (+xxx)

Combat

  • Armor: xxx
  • HP: xxx
  • Damage: xxx

Moves:

  • Racial Move: xxx
  • Alignment Move: xxx
  • xxx
  • xxx
  • xxx

Gear:

Gear Notes Encumbrance
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
Adventuring Gear 5 uses 2.0
Dungeon Rations 5 uses 0.4
Total Encumbrance from Gear xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.