Difference between revisions of "The Wyzard Runs OD&D: The Slayers"

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(Burig)
(Burig)
Line 7: Line 7:
 
'''Alignment:''' Neutral<br/>
 
'''Alignment:''' Neutral<br/>
 
'''Attributes:'''
 
'''Attributes:'''
*Strength: 15
+
*Strength: 15 (+10% bonus XP)
 
*Intelligence: 12
 
*Intelligence: 12
 
*Wisdom:5
 
*Wisdom:5
*Constitution:
+
*Constitution: 10
 
*Dexterity: 13 (+1 missile adjustment)
 
*Dexterity: 13 (+1 missile adjustment)
*Charisma:  5
+
*Charisma:  5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)
 
'''AC:'''  '''HP:''' X/X <br/>
 
'''AC:'''  '''HP:''' X/X <br/>
 
'''Level:'''  '''XP Total:'''  '''XP Needed:''' <br/>
 
'''Level:'''  '''XP Total:'''  '''XP Needed:''' <br/>
Line 36: Line 36:
  
 
     * Played by Asen G
 
     * Played by Asen G
    * Swordsman, , Neutral Human Fighting Man
 
    * STR 15 (+10% bonus XP) INT 12 WIS 5 (unreasonable, impulsive, and what else?) CON 10 DEX 13  CHA 5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)
 
 
     * Languages: Common, Moon Tongue and Thracian
 
     * Languages: Common, Moon Tongue and Thracian
 
     * HP 14 max/ 11
 
     * HP 14 max/ 11

Revision as of 10:27, 23 November 2010

this is the character section for The Wyzard Runs OD&D, a PBP campaign run on the RPG.net fora.

Characters

Burig

Class: Fighting Man (Title: hammersman a.k.a. "The Bull-Headed")
Alignment: Neutral
Attributes:

  • Strength: 15 (+10% bonus XP)
  • Intelligence: 12
  • Wisdom:5
  • Constitution: 10
  • Dexterity: 13 (+1 missile adjustment)
  • Charisma: 5 (-2 loyalty, -2 Reaction, Maximum number of Henchman 1?)

AC: HP: X/X
Level: XP Total: XP Needed:
Languages
Equipment: Encumbrance Total:

  1. Gear Carried
  1. Weapons
  • Halberd
  • Warhammer
  • Dagger
  • Silver dagger
  • 3 javelins
  1. Armour
  • plate armour
  • shield
  • helmet
  1. Treasure & Coinage: 60 GP + 4 gems worth 100, 200, 300, and 400 GP, respectively.

Background & Description:
Fighting Style: Cautious, opportunistic, preferring defence to offence and exploiting the opponent's actions. Uses reach weapons to break charges, javelins if the enemy doesn't charge, he himself charges only a surprised enemy, fights in a shield wall against crowds, and kills off weaker enemies first.

   * Played by Asen G
   * Languages: Common, Moon Tongue and Thracian
   * HP 14 max/ 11
   * AC 2 (3 without the shield)
   * XP 4300 

190' Rope /only 50', 40' carried, (10' used to bound the savage), 10' Pole, 24 Iron Spikes /12 carried, leather backpack /that's where he carries the stuff, 2 waterskins, 10 torches, 2,1 flasks of oil /0 left behind, 3,2 vials of holy water/0 left behind, 3 stakes & mallet, 1 quart wine /left behind, lantern /left behind, steel mirror, bunch of wolfsbane, garlic bud, 2 wk iron rations. Rapier (note: only wear it in towns, when the halberd is not with him, or when closer quarters are expected, which would make the halberd cumbersome)

Corvus

Class:
Alignment:
Attributes:

  • Strength:
  • Intelligence:
  • Wisdom:
  • Constitution:
  • Dexterity:
  • Charisma:

AC: HP: X/X
Level: XP Total: XP Needed:
Languages
Equipment: Encumbrance Total:

  1. Gear Carried
  2. Weapons
  3. Armor
  4. Treasure & Coinage:

Background & Description:
Fighting Style:


Esme

Class: Magic User
Alignment: Chaotic
Attributes:

  • Strength: 6
  • Intelligence: 17
  • Wisdom: 12
  • Constitution: 11
  • Dexterity: 7
  • Charisma: 9

AC: 9 HP: 3/3
Level: 1 XP Total: 939 XP Needed: 2500
Languages Common, Goblin, Fey, Draconic, Giantish, Elven, Primalingua, Elemental
Equipment: Encumbrance Total:

  1. Gear Carried: Leather backpack, 50' Rope, 1 Waterskin, 1 week rations, 6 Torches, silver mirror, 10 sheet of parchment, high-quality quill, inkstone, Spellbook
  2. Weapons: 5 daggers
  3. Armor
  4. Treasure & Coinage: 289 GP

Background & Description: Esme comes from a long line of magic workers. Her mother, who taught her, passed away recently, and Esme left home to see the world and learn more.
Known Spells: Detect Magic, Protection from Evil, Light, Charm Person*, Sleep, Shield, Ventriloquism

Ganch of Pine

Class: Fighting Man
Alignment: Neutral Good
Attributes:

  • Strength: 11
  • Intelligence: 10
  • Wisdom: 7
  • Constitution: 11
  • Dexterity: 15
  • Charisma: 12

AC: 3 (plate) HP: 1/7
Level: 2 Total: 3536 Needed: 464
Languages Common, Goblin
Equipment: Encumbrance Total: 502 cn

  1. Gear Carried: 6 torches, Bullseye lantern, 4 flasks lantern oil, Coil of brass wire, Two weeks iron rations, Quart of wine, waterskin, large sack
  2. Weapons: Short Bow, Throwing Spear, Spear, Axe, 25 Arrows, 4 Silver-Tipped Arrows
  3. Armor: Leather Armor (stowed), Plate Armor, Helmet, Spiked Shield
  4. Treasure & Coinage: Eight 100 GP gems, One 50 GP gem, One 20 GP gem, 42 gold coins

Background & Description: Proficient with bows even from an early age, Ganch spent a few years in the militia of his hometown before setting out to make a name for himself. With mercy and charity high on his list of priorities, Ganch is often outraged at any apparent abuse of the weak or meager, and seeks to increase the lot of the powerless as often as possible. His long-term goals include establishing an economic reputation and repaying a little-spoken of debt to his hometown, one which Ganch feels personally liable for.
Fighting Style: Ganch is not the largest nor the hardiest of fighters, but he is among the faster of the team. Preferring his missiles thrown instead of fired where possible, Ganch nonetheless carries a bow, and will often loose a spear or some projectile at the start of combat, then eagerly join the front lines, where he trusts his plate to protect him long enough to deal precise, balanced strikes to an opponent. If possible, Ganch would engage in some form of wrestling or trip- and feint-oriented form of combat, but wearing heavy mail and traveling with a very large contingent of party members often restricts his options in battle.


Gworg the Unwise

Class:
Alignment:
Attributes:

  • Strength:
  • Intelligence:
  • Wisdom:
  • Constitution:
  • Dexterity:
  • Charisma:

AC: HP: X/X
Level: XP Total: XP Needed:
Languages
Equipment: Encumbrance Total:

  1. Gear Carried
  2. Weapons
  3. Armor
  4. Treasure & Coinage:

Background & Description:
Fighting Style:

Ivan the Sage

Class: Magic-User
Alignment: Neutral
Attributes:

  • Strength: 8
  • Intelligence: 14 (5% XP bonus) (Upgraded last level-up)
  • Wisdom: 9
  • Constitution: 8
  • Dexterity: 12
  • Charisma: 11

AC: 9 HP: 2/6
Level: 2 XP Total: 3184 XP Needed: 5000
Languages: Common, Draconic, Reptilian, Old Amaranthian, Thracian
Equpiment: Encumbrance Total: (100+50+145)+200+83=578 coins

  1. Gear Carried (in Leather backpack): 50' Rope, 10' Pole, 2 Waterskins, bedroll, 11 days iron rations, 3 Torches, Steel mirror, Bunch of wolfsbane, Garlic bud, 1 copy of the Guild Vault map, Spellbook, in a laquered ironwood case with brass fittings and leather seal, 5 flasks of oil, 4 vials of holy water
  2. Weapons: 5 daggers, 40 darts
  3. Armor: None
  4. Treasure & Coinage: 70 GP, 13 gems worth 100 gp each

Background & Description: Once a sage and storyteller in a minor lord's court, Ivan narrowly escaped execution after upsetting the lord with some embarrassing historical fact about his heritage. Now he travels the world, teaching useful lore to whoever cares to listen. Recently, he's joined with the group after being chased into the Tomb of Renf the Red-Handed along with Paulus Landom.
Ivan is a thin, middle-aged man of otherwise average proportions. He sports a neatly trimmed beard and an unending supply of grumblings.
Known spells:

  1. Read Magic, Read Languages, Protection from Evil, Shield, Magic Missile. (2 slots, max. 8 spells known.)


Korg

Class: Fighting Man
Alignment:Neutral
Attributes:

  • Strength:14 (5% bonus XP)
  • Intelligence:7
  • Wisdom:5
  • Constitution:11
  • Dexterity:4
  • Charisma:13 (+1 loyalty)

AC:3 HP: 4/9
Level:2 XP Total:3570 XP Needed:4000
LanguagesCommon
Equipment: Encumbrance Total:

  1. Gear Carried: Draft Horse "Dar", Saddle Bags, 50' Rope, 10' Pole, 12 Iron Spikes, 3 Large Sacks, Leather Backpack, Waterskin, 3 weeks Rations, 2 weeks iron rations, 5 weeks horse feed, 0 bottles lamp oil, Saddle,2 horse blankets, horse brush and curry comb,
  2. Weapons: Big two-handed axe
  3. Armor: Plate, Helmet
  4. Treasure & Coinage: Owlbear trophy necklace, 95 GP + 1500 GP in 100 GP gemstones left

Background & Description:Korg was an unassuming, if a bit dim, young man who spent most of his days lifting things in his parent's Inn. One day he found an old suit of armor and a battleaxe in the basements beneath the Inn. Surprised that the armor fit so well, he quickly decided to go out and adventure like many of the Inn's guests claimed to do. Collecting his savings, he gathered some supplies and set off in search of things to hit, and shinies to collect.
Fighting Style:Brutal Chopping

Megara

Class: Cleric
Alignment: Lawful
Attributes:

  • Strength: 14
  • Intelligence: 10
  • Wisdom: 13 (+5% XP)
  • Constitution: 8
  • Dexterity: 9
  • Charisma: 11

AC: 2 HP: 1/4
Level: 1 XP Total: 952 XP Needed: 1500
Languages Common
Equipment: Encumbrance Total:

  1. Gear Carried: Leather backpack, wooden holy symbol, 7 days normal rations, 6 Torches, 10 flasks of oil, wolfsbane, garlic, 1 copy of Veya Vault map
  2. Weapons: Mace, Sling, Sling Staff, 15 bullets (1d4)
  3. Armor: Plate, shield, helmet
  4. Treasure & Coinage:

Background & Description: On guard duty the night they came for the artifact, Sister Megara was first to fall. When she regained consciousness, she found herself near death amid the smoking, desecrated ruins of the priory. She alone survived, and barely. Of the night before, she remembered only fragments, colored by their foul magicks and mind-altering poisons. She dragged herself to the village, where a hedge witch nursed her back to health. Without a home, friends, or an occupation for the first time in her life, Megara set out from the village four months ago to seek fortune and adventure elsewhere. Description: Slightly above average height, athletic build, short brown hair, green eyes.
Fighting Style: Missile weapons first, then the mace. She's not able to heal anyone yet, so she does the best she can to contribute to doing damage.

Paulus Landorn, Priest of Forst

Class:Cleric
Alignment: Neutral
Attributes:

  • Strength: 7
  • Intelligence: 11
  • Wisdom: 15 (+10%xp)
  • Constitution: 11
  • Dexterity: 8 (-1 Missile)
  • Charisma: 13 (+1 Reaction)

AC:? (Mail ?, Shield,.) HP: 9/9
Level:3 XP Total:3398 XP Needed:6000
Languages: Necrosian
Equipment: Encumbrance Total:500 excluding treasure

  1. Gear Carried: Holy Symbol - Lead Bell, leather case of 50 Caltrops, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox, 12 Spikes, Large sack,
  2. Weapons: Mace, 2H Iron Spade, Sling, 30 bullets, 4 Silver Bullets.
  3. Armor: Serpentine Mail Helm, Heater Shield
  4. Treasure & Coinage: 110gp, 10x50gp Gems, 2 Eyes of Nalgnashnee, Quartermasters Coffer.
  5. Mount: Medium Warhorse, Saddle

Spells in Mind none

Background & Description: A tall slight, blond, amicable man, fond of good living. Paulus is nonetheless a fervent believer, who holds Forst's hatred of the undead first amongst his principles.
Fighting Style: Primarily defensive. Paulus concentrates on staying alive and holding his place in the line, blocking opponents from getting to Ivan.

Professor Randall

Class: Fighting Man
Alignment: Neutral
Attributes:

  • Strength: 17 (+10% XP)
  • Intelligence: 14
  • Wisdom: 6 (raised from 5)
  • Constitution: 18 (+1 HP)
  • Dexterity: 13 (+1 missile adjustment)
  • Charisma: 8

AC: 3 (2 with shield) HP: 5/13
Level: 2 XP Total: 3598 (After Battle of Owlbear's Head) XP Needed: 4000
Languages: Common, Draconic, Old Amaranthian, Dwarven, and Reptilian.
Equipment: Encumbrance Total: 312 (reduced from 612 by high Strength)

  1. Gear Carried: Leather backpack, waterskin, large sack, torches (6), oil flasks (6), holy water (3 vials), silver mirror, rope 50 feet, quarts of wine (2), iron rations (7 days), bunch of wolfsbane (1), bud of garlic (1), bedroll, good quality inkstone, ordinary quills (2), paper (10 sheets, including crude maps of Renf's Tomb), ebony and silver scroll case given by dead man, two eyes of Nalgnashnee, owlbear claw, lockpicks, Midnight Doubloon, Healing potion (acts like CLW; heals 1d6+1 HP at the rate of 1 HP per minute)
  2. Weapons: Axe, dagger, short bow, quivers with 20 arrows and 10 silver-tipped arrows, sling, sling bullets (16), silver dagger
  3. Armor: Plate mail, shield, helmet
  4. Treasure & Coinage: Seven 100 gp gems, one 50-gp gem, two 20-gp gems, and 11.6 gold
  5. Gear in party-owned cart: Iron rations (7 days), normal rations (7 days), quarts of wine (1), arrows (40), torches (6)

Background & Description: Randall still insists on being called Professor even after being fired from two universities for being drunk and obnoxious. Blacklisted and broke, this burly red-haired man now makes his way in the world as a fighter.
Fighting Style: Direct and brutal.

Major NPCs

Barfolomew

The Company's Captain of Mercenaries. Barfolomew is a taciturn man, little given to outward displays of emotion. He is Paulus' Cohort.

  • First Level Fighting Man
  • Zero XP
  • Str ? Int ? Wis ? Con ? Dex ? Cha ?
  • HP ?
  • AC 3/2 (platemail armor, Shield)
  • Weaponry: Platemail, Helmet, Shield, Longbow, Sword, Dagger, 20 Arrows, leather case of 50 Caltrops,
  • Equipment: Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 3 Torches, tinderbox.
  • Treasure: 4x50gp gems, 28gp.

Spurk the Torchbearer

  • Str 6 Int 12 Wis 10 Con 6 Dex 10 Cha 7
  • HP 2
  • AC 7 (leather armor)
  • Equipment: Helmet, 3 torches, bullseye lantern, 4 flasks lantern oil, broom, 14 GP

Amroce the Thief

  • Second Level Fighting Man
  • 2000 XP
  • Str 7 Int 12 Wis 5 Con 13 Dex 17 Cha 15
  • HP 3
  • AC 7
  • Languages: Common, Thracian
  • Equipment: Rapier, Main-Gauche, Leather Armor, Lockpicks, 3 Torches, Flint & Steel, Blackface, 30' Silk Rope & Grappling Hook
  • Treasure: 10 GP, 25 Silver, The Map


Quartermaster's Fund

Small Iron Coffer Carried by Paulus containing, Gems, 0x1000gp 0x500gp 2x100gp 8x50gp Coin 105gp Ledger, Ink, Quills & penknife Pounce. Deeds to the Owlbears Head Deeds to Mansion.

  • total, 705
  • dues in credit , Ganch 700, Corvus 1000.

Carts, Baggage, & Retainers

Carts

  • 3 Carts
  • 6 Draft horses
  • 12wks feed

Cart 1

  • Two Wood Axes, Pickaxe, Mattock, 2 Spades, Saw, 2 Hatchets
  • Sledgehammer, Crowbar, 5' wrecking bar,
  • Single block & Single with Hook, Double block, 5x100' ropes
  • 6 ring pitons, Lumphammer
  • Grapnel
  • 10' Pole, Steel mirror
  • 63 Torches
  • Large Tent
  • Paulus' Kit; Plate, Shield, Helm, Longspear, Falchion, Dagger, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, , tinderbox, Hammer & 6 torch prickets, Large sack, Chain, Buckler, Helm, Longbow, Sword, Maul. 20 Arrows, Bedroll, 1 day of normal Rations, 1 day iron rations, Backpack, waterskin, 50' Rope,
  • 6 weeks Iron Rations
  • Paulus' City gear: Mail shirt, Secrete(Steel Skull cap), Iron shod Short staff. (5'6"), Satchel, 30' 1/4" line, Whistle, Wax Tablet & Stylus, roll of soft cloth. Alms purse, 30sp

Cart 2

  • 6xCases of 50 Caltrops
  • box of 100zbarbs for short stakes
  • 80 Darts
  • Lead Mallet
  • 12 Hatchets
  • 6 Crossbows
  • 90 Bolts
  • Armourers Kit
  • Large Tent
  • 140 Arrows
  • 14 Firearrows. (Extra long, 8”Metal Shaft behind point, with a pouch of Pitch, Charcoal, Sulphur, Oil, tow and Saltpetre stitched around the shaft)(5gp ea.)
  • 14 Silver Arrows
  • 16 Silver Slingbullets

Cart 3

  • Field Kitchen
  • Surgeons Kit
  • 40 Oil Flasks
  • 20 Vials Holy Water
  • 20L Cask of oil
  • Large Tent
  • 6 Shovels
  • 4 Mattocks
  • 20 Weeks Standard Rations
  • 20 Weeks Iron Rations

Retainers

Room and board for hirelings is usually 5 GP per week, this covers rations in the wilderness or inexpensive inns while in town. Other arrangements may from time to time be necessary.

  • Mercenaries: 10 GP per week plus room and board, for guard duty or similar. Delving negotiable.
  • Carrick, Othian and Howell, Longbowmen, also armed with Spears. 2 Firearrows and 2 Silver arrows each.
  • Gwyllym and Hørgar, Billmen. also armed with Crossbows.


Teamsters: 5 GP per week plus room and board.

  • Leggs, A teamster, savaged by a Ghûl, but healed by Sarlinha.
  • Scoffer, His Taciturn Co-worker.


Lest_we_Forget

Unassigned Treasure

Two Jewelled Masks of the Thieves Guild of Veya. Carried by Gworg

Various bottles & Jars of Alchemical powders, Unknown value. Cart number Two

Owlbear Skin and Head, Mounted. Owlbears head Common room

One horned Minotaurs head,Mounted, Commonroom

Large Horned Skull. (Minotaur?)- Tap room of the Owlbears Head

Blank Character Sheet Template

Name the Title

Class:
Alignment:
Attributes:

  • Strength:
  • Intelligence:
  • Wisdom:
  • Constitution:
  • Dexterity:
  • Charisma:

AC: HP: X/X
Level: XP Total: XP Needed:
Languages
Equipment: Encumbrance Total:

  1. Gear Carried
  2. Weapons
  3. Armor
  4. Treasure & Coinage:

Background & Description:
Fighting Style: