Difference between revisions of "Strangers in a Strange Land OSE:Amonq"

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== Combat ==
 
== Combat ==
*AC 15
+
*AC 4 [15]
 
*HP 31
 
*HP 31
 
*Movement Rate: 90'/30'
 
*Movement Rate: 90'/30'
 
*Initiative Modifier +1
 
*Initiative Modifier +1
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
+
*Attacks  
**Hand axe: +4 to hit, 1d6+3 damage, 30' thrown
+
**Hand axe: THAC0 15 [+4 to hit], 1d6+3 damage, 30' thrown
**Sword: +4 to hit, 1d8+3 damage
+
**Sword: THAC0 15 [+4 to hit], 1d8+3 damage
**Staff: +4 to hit, 1d4+3 damage, blunt, slow, 2-handed
+
**Staff: THAC0 15 [+4 to hit], 1d4+3 damage, blunt, slow, 2-handed
**Dagger: +4 to hit, 1d4+3 damage, 30' thrown
+
**Dagger: THAC0 15 [+4 to hit], 1d4+3 damage, 30' thrown
**Shortbow: +4 to hit, 1d6 damage, 150' range
+
**Shortbow: THAC0 15 [+4 to hit], 1d6 damage, 150' range
 
*Saves: (+1 vs magic)
 
*Saves: (+1 vs magic)
 
**Petrification & Paralysis 11
 
**Petrification & Paralysis 11
Line 79: Line 79:
 
*Second Level: 2/day
 
*Second Level: 2/day
 
**bless
 
**bless
**'''call wolf*'''
+
**call wolf*
**charm person or mammal*
+
**'''charm person or mammal*'''
 
**command animal*
 
**command animal*
**hold person
+
**'''hold person'''
 
**silence 15’ radius
 
**silence 15’ radius
 
**speak with animals
 
**speak with animals
Line 107: Line 107:
 
Cost of Living: 1200 gp/month
 
Cost of Living: 1200 gp/month
 
*Wealth:
 
*Wealth:
**11 gp
+
**14 gp
 
**500 gp gem, 100 gp gems x5
 
**500 gp gem, 100 gp gems x5
**8000 gp stored with factor
+
**7240 gp stored with factor
  
 
Encumbrance: 561 cn
 
Encumbrance: 561 cn
Line 115: Line 115:
 
**chainmail  
 
**chainmail  
 
**handaxe
 
**handaxe
**shortbow
+
**shortbow w/quiver of arrows
**dagger
+
**silver dagger
 
**backpack
 
**backpack
 
*Belt pouch:
 
*Belt pouch:
Line 139: Line 139:
 
**dozens of parsels of medicinal herbs harvested under varying conditions of the moon
 
**dozens of parsels of medicinal herbs harvested under varying conditions of the moon
 
**whittling knife
 
**whittling knife
 +
 +
Riding dire wolf, ''Warm Pillow'' <br>
 +
AC 6 [13], HD 4+1, Att 1 × bite (2d4), THAC0 15 [+4], MV 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral
 +
 +
Riding horse, ''Adventure Seat'' <br>
 +
AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240’ (80’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral
 +
*tent
 +
*crowbar
 +
*firewood (4 bundles)
 +
*chopping axe (2)
 +
*200' rope and 4 grappling hooks
 +
*iron spikes (two sets of 12) and mallet
 +
*bullseye lantern
 +
*flask of oil (8)
 +
*iron rations, 7 days
 +
*standard rations, 0 days
 +
*quiver of arrows (2)
 +
*sack, large (8)
 +
*sack, small (8)
 +
*saw
 +
*shovel (2)
 +
*waterskin, full (4)
 +
*saddlebags (6)
 +
 +
Riding horse, ''Happier Back'' <br>
 +
AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240’ (80’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral
 +
 +
Freed:
 +
*Mule, ''Not Yet Food''
 +
 +
== Notes ==
 +
*[https://forum.rpg.net/index.php?threads/ic-strangers-in-a-strange-land.887002/post-24064670 There is some chuckling over this.] "For the most part, little one," Hilhrun says, taking a few puffs on the proffered pipe, "your kind avoids the open skies that we prefer, so no to that, I'm afraid. As to the she-wolf? I have not heard of such a thing. Although . . ." she trails off and looks at the darkening heavens. "There is a hermit to the north and west of year. A Man, like those you travel with. They say he sees further than he should. I have never gotten anything but riddles and nonsense from him, but perhaps that would be a place for you to start. If you head north the plains grow uneven, and thick with trees, before the mountains rise into the sky. Follow the tree-line west, then north, and you will see a curious cluster of three pillars of rocks. The hermit -- I do not know if he has a name -- lives at the base of those pillars."
 +
*[https://forum.rpg.net/index.php?threads/ic-strangers-in-a-strange-land.887002/post-24064799 There's some low conversation among the horsefolk] and one of them, who hasn't been named yet, speaks up. "At the last Moot, I heard tell of a village of owl-folk, living somewhere on the edge of a haunted wood. East of here, I believe. The owl-folk are said to have the gift of prophecy. They may know about your She-Wolf, as well."

Latest revision as of 10:52, 29 December 2021

Strangers_in_a_Strange_Land_OSE

Rank[edit]

  • Goblin Shaman L7
  • XP: 50,000/96,000 (+5%)
  • Neutral
  • PC
  • List any titles or holdings

Attributes[edit]

  • STR 13 (+1) open doors 3-in-6
  • INT 11
  • WIS 14 (+1)
  • DEX 13 (+1)
  • CON 13 (+1)
  • CHA 07 (-1) 3 max retainers, loyalty 6

Skills[edit]

  • Languages:
    • Goblin
    • Common
  • General Skills
    • Animal Handling/Wolves (Wis): Expert 4+ I know how to train and care for wolves. In order to train “monsters” (griffons, wyverns, etc.) a critical success is needed on the roll. As a general rule it takes 1d4 months to break/domesticate an animal, and 1d4 weeks to teach one trick.
    • Deception/Sense Motive (Wis): Expert 4+
    • Healing (Wis): Skilled 9+ On a successful roll, I heal 1d3 hp to a wounded target. Can be used once per day per person. This skill can also be used to treat those with the following ongoing conditions: diseased, poisoned, injury. I can treat a maximum number of patients with ongoing conditions at any given time as follows: Proficient 2, Skilled 5, Expert 8.
  • Goblin Abilities
    • I dislike bright light
    • 90' infravision
    • decent miner, spot new/unusual stone construction (including traps/secret doors) on 1-3 in 8
  • Shaman Abilities
    • weapons known (5): dagger, hand axe, sword, shortbow, staff
    • command/control undead as cleric of same level
    • custom spell list
    • craft magical items and potions
    • 2d4 fanatical goblin followers
    • Shaman of Logua, She who Howls in the Night, an ancient and grizzled she-wolf, nearly as tall as a Man, with a hide scarred from countless blades and battles
      • priest of war: +2 damage to attacks, as goblin
      • strike true: 2/day roll twice when making an attack, taking best result
      • expanded spell list
  • Knacks
    • Speak with Totem: I may converse with members of my tribe’s totem species (wolf)
    • Faery Heritage, spellcraft: I have 4 spell slots per day, as CL 4
      • dancing lights (1 slot)
      • glamour (1 slot)
      • animal friendship (2 slots)
      • blur (2 slots)
      • charm person (2 slots)
      • invisibility (3 slots)

Combat[edit]

  • AC 4 [15]
  • HP 31
  • Movement Rate: 90'/30'
  • Initiative Modifier +1
  • Attacks
    • Hand axe: THAC0 15 [+4 to hit], 1d6+3 damage, 30' thrown
    • Sword: THAC0 15 [+4 to hit], 1d8+3 damage
    • Staff: THAC0 15 [+4 to hit], 1d4+3 damage, blunt, slow, 2-handed
    • Dagger: THAC0 15 [+4 to hit], 1d4+3 damage, 30' thrown
    • Shortbow: THAC0 15 [+4 to hit], 1d6 damage, 150' range
  • Saves: (+1 vs magic)
    • Petrification & Paralysis 11
    • Poison & Death 08
    • Blast & Breath 13
    • Staves & Wands 09
    • Spells 11

Spells[edit]

  • First Level: 2/day
    • berserker rage*
    • cure light wounds
    • darkness
    • detect magic
    • remove fear (reverse only)
    • speak with animals
    • wither*
  • Second Level: 2/day
    • bless
    • call wolf*
    • charm person or mammal*
    • command animal*
    • hold person
    • silence 15’ radius
    • speak with animals
  • Third Level: 2/day
    • animal growth
    • animate dead
    • cure disease
    • dispel magic
    • hold animal
    • remove curse
  • Fourth Level: 1/day
    • cure serious wounds
    • divination
    • sticks to snakes
    • summon animals (wolves/dire wolves only, add CHA modifier to total HD summoned)
  • Fifth Level: 1/day
    • commune
    • flame strike: range 60'; A flame strike produces a vertical column of divine fire 30' high and 10' in diameter that roars downward on a target. The spell deals 6d8 hit points of damage. A successful saving throw versus spells reduces the damage to 3d8.
    • insect plague
    • polymorph self (wolf or dire wolf only)
    • raise dead

Equipment[edit]

Cost of Living: 1200 gp/month

  • Wealth:
    • 14 gp
    • 500 gp gem, 100 gp gems x5
    • 7240 gp stored with factor

Encumbrance: 561 cn

  • Worn:
    • chainmail
    • handaxe
    • shortbow w/quiver of arrows
    • silver dagger
    • backpack
  • Belt pouch:
    • gems
    • fingernail and toenail clippings
    • loose coins
  • Backpack:
    • waterskin
    • twine (100' ball)
    • thieves' tools she stole from a thief
    • leather cup of gambling dice carved from the bones of a lion
    • potion of control mountain dragon
    • treasure map to Treasure Map IX (5d6 x 1000 gp)
    • 7 days standard rations
    • 7 days iron rations
    • oil flask x4
    • vial of holy water x2
    • bedroll
    • winter blanket
    • three cooking pots
    • bowl, cup, and spoon carved from the bones of a bison
    • dozens of parsels of medicinal herbs harvested under varying conditions of the moon
    • whittling knife

Riding dire wolf, Warm Pillow
AC 6 [13], HD 4+1, Att 1 × bite (2d4), THAC0 15 [+4], MV 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral

Riding horse, Adventure Seat
AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240’ (80’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral

  • tent
  • crowbar
  • firewood (4 bundles)
  • chopping axe (2)
  • 200' rope and 4 grappling hooks
  • iron spikes (two sets of 12) and mallet
  • bullseye lantern
  • flask of oil (8)
  • iron rations, 7 days
  • standard rations, 0 days
  • quiver of arrows (2)
  • sack, large (8)
  • sack, small (8)
  • saw
  • shovel (2)
  • waterskin, full (4)
  • saddlebags (6)

Riding horse, Happier Back
AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240’ (80’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral

Freed:

  • Mule, Not Yet Food

Notes[edit]

  • There is some chuckling over this. "For the most part, little one," Hilhrun says, taking a few puffs on the proffered pipe, "your kind avoids the open skies that we prefer, so no to that, I'm afraid. As to the she-wolf? I have not heard of such a thing. Although . . ." she trails off and looks at the darkening heavens. "There is a hermit to the north and west of year. A Man, like those you travel with. They say he sees further than he should. I have never gotten anything but riddles and nonsense from him, but perhaps that would be a place for you to start. If you head north the plains grow uneven, and thick with trees, before the mountains rise into the sky. Follow the tree-line west, then north, and you will see a curious cluster of three pillars of rocks. The hermit -- I do not know if he has a name -- lives at the base of those pillars."
  • There's some low conversation among the horsefolk and one of them, who hasn't been named yet, speaks up. "At the last Moot, I heard tell of a village of owl-folk, living somewhere on the edge of a haunted wood. East of here, I believe. The owl-folk are said to have the gift of prophecy. They may know about your She-Wolf, as well."