Eberron Campaign

Writeups for our gaming groups' Dungeons and Dragons campaign, set in Wizards of the Coast's Eberron campaign setting. Game recently resumed after hiatus.

Friday, April 29, 2005

Adventures 14-16 - Ship of the Living Dead

Ship of the Living Dead

Played March 7, 2005

Dateline Sharn: 9 Nymm 999 (early summer – equivalent to early-June)

Featuring Baqar, Jory, Kirin, Metal Guy, and Quarion


Prominent Locations, NPCs and Organizations:

  • Five Nations of Galifar – Once the continent of Khorvaire were united in the Kingdom of Galifar. However a century ago the five nations could not agree on the successor to the throne of Galifar and broke out into a terrible civil war which ended with the uneasy ceasefire of the Threaty of Thronehold some three years ago.
  • Sharn – Largest city of the country of Breland – and of the entire continent of Khorvaire. A vertical city, dominated by mile-high towers along several plateaus. Beneath the towers are vast sewers, ruins of older cities, and lakes of magma. On the west side are wharfs along the Dagger River, near its mouth, well below the rest of the city.
  • Morgrave University – Most famous university in Sharn – not so renowned for its academics (which are certainly reasonable) but far more so for its treasure-hunting expeditions to the lost continent of Xen’drik.
  • Xen’drik – Continent once (some 40,000 years ago) ruled by an empire of giants. Now covered by ancient ruins with horrible beasts and dark elves guarding over them, along with the now-savage giants. Morgrave University sends many treasure-hunting expeditions to Xen’drik.
  • Aerenal – Tropical subcontinent and center of elven culture. Ruled by the Undying – elves whose existence continues beyond their death, their bodies animated by positive energy (unlike undead who exist through negative energy).
  • Karrnath – One of the more warlike countries on the continent of Khorvaire. Notorious for its use of zombie and skeleton armies during the Last War.
  • Doctor Nattan Alder – Professor of antiquities, lost lore, and metallurgy at Morgrave University.
  • Tanamaer Hirinogen – Undying Councilor – one of the first of the Undying, actually born in Xen’drik and emigrated to Aerenal as a child.
  • Mirae Hirinogen – Tanamaers still-living descendent who serves as his aid in Sharn.


Capsule Summary

Bad weather had kept our heroes in-doors for much of the past several weeks. Torrential downpours coming from storms in the Thunder Sea kept them in Metal Guy’s dojo – which was just as well given that two criminal gangs were looking for them.

Kirin rejoined our heroes during this period – she had spent time communing with the Faerie Court of Thelanis who had reached a decision – the Shadow Key, obviously desired by the twisted Shadow Fey would have to be destroyed. Though no one knew how. However, it was known that the giants of Xen’drik had defeated their plots millennia ago – perhaps the elves of Aernal might have some knowledge.

Kirin’s need to go to Aerenal worked well for the rest of the heroes – in their last adventure the party came into possession of many fine weapons – worth quite a bit, but middlemen typically slashed into the value of such finds. However Jory had a friend… who had a friend… who had a friend at Morgrave University who might be able to help them get more value for their finds - Doctor Nattan Alder. The five of them traveled to the university to see what sort of deal might be reached. Doctor Alder introduced them to Tanamaer Hirinogen and his “granddaughter” (many, many times removed) Mirae. Tanamaer explained that he and Doctor Alder had sponsored Barados Heska’s recent mission to Xen’dtrk aboard the galley Sea Ghost. The expedition was looking for the tomb of Elesion Hirinogen – Tanamaer’s grandfather and a hero of the elven rebellion against the giants. Doctor Alder was to receive many giant artifacts while Tanamaer was to receive the corpse of Elesion along with his possessions – supposedly the body had been well-preserved – if so there was a chance, however remote, that Elesion could be made into one of the Undying.

They had recently received word from Heska that the tomb had been found – and they were preparing to sail back to Sharn with the body. However, they were now over a week overdue. Given the recent storms it was certainly possible they had been delayed – but for the fact that a House Lyrander Airship had reported seeing a galley matching the Sea Ghost’s description adrift at sea. Tanamaer and Mirae were returning to Aerenal aboard the elven vessel Cela-yende and were going to look for the Sea Ghost. They were looking for some adventurers to board her and see what had transpired – and recover the body.

What was in it for our heroes? First was the gratitude of one of the eldest amongst the Undying – no small thing. But there were more tangible benefits. The smallest one of those was that Doctor Alder would buy their weapons at market price. In addition they would receive free round-trip passage to Aerenal and Xen’drik.

After several days at sea the Cele-yende ran into a Karrnath War Galley – far from home and crewed mainly by a band of zombies. The black-mailed captain, Marcellus, came aboard the Sea Ghost with a flag of truce. Marcellus asked if they had seen the Sea Ghost – he and his band had heard of her plight and wanted to “rescue” her. After receiving (false) directions to a possible sighting, he gave them a bottle of Karrnath wine as a sign of his “friendship” and went on his way.

Some days later the Cele-yende (literally) ran into the Sea Ghost – in the midst of a thick late-night fog. Backing up the captain dropped a jolly boat into the water to allow them to investigate. The Sea Ghost was in rough shape. Tattered sails, a shattered mast. And lots of rats they saw as they boarded her. The rats attacked them in a swarm – zombie rats! Something bad had definitely happened. After dispatching, with some difficulty, the zombie rats, our heroes took in their situation – only to notice the corpse at the tiller had moved slightly…


Experience and Loot

  • Each of you took in 1406.25 gold from the cashing in of gear from the previous adventure.
  • The Corpse Rat Swarm (from Libris Mortis was Challenge Rating 4), worth 1200 experience total. (240 each). That brings you to 7501 experience each (minus any experience spent on making magic items). 5th level at 10,000 experience points.


Ship of the Living Dead Part II

Played April 4 , 2005

Dateline 9 Nymm 999 (early summer – equivalent to early-June)

Featuring Baqar, Jory, Kirin, Metal Guy, and Quarion

"What is the difference between the Undying and the Undead?"
"The Undying smell better."
  • Baqar learning from Quarion the difference between the Undead and the Undying.

"Not now Metal Guy!"

  • Statement mysteriously made by Jory as she used her Mark of Finding to locate the missing sarcophagus. The meaning of this statement… still a mystery. There is no truth to the rumor the Mark of Finding is a butt-tattoo however…


Capsule Summary

The corpse at the tiller was indeed a zombie. An annoyingly fast zombie, moving like lightning. Well, perhaps not that fast, but much faster than your typical slow-moving hulking zombie. However a zombie is still a zombie and our heroes dispatched it with relative ease.

Continuing their exploration of the Sea Ghost the adventurers made their way into one of the aft cabins, used by the expedition leader Barados Heska. There was a makeshift barricade partially blocking the door but it hadn’t done Heska much good in escaping whatever befell the ship – his corpse lay on the floor. In pieces. His decaying head was attached to what may have once been his torso but was now a mass of intestines, flaccid organs, and bones. While Baqar, Jory, and Quarion went in to investigate the small cabin, Kirin and Metal Guy waited on the deck, discussing metaphysics. Were they truly there? What did it mean to be present? They felt as if they were characters in a play whose actors were not upon the stage…

It is important to remember that both Jory and Quarion knew the value of discretion. Not so with Baqar. He charged right into the room, only to discover the mass of intestines was some sort of undead creature (a Skulking Cyst they would later discover). The intestines leapt forward trying to grab onto him Jory fired her crossbow while Quarion unleashed his magic. The Skulking Cyst revealed it had magic powers, plunging the room into darkness. No fear, Quarion had prepared a spell long-considered the prerogative of virtual lantern-tenders – light – and cancelled out the darkness. Just in time to see it launch another attack at Baqar – this itme it wrapped right around him and began sucking his blood out. Not particularly pleasant. Jory and Quarion got it off of him allowing Baqar to land a killing blow, slicing it in half. Meanwhile, Kirin and Metal Guy continued to discuss metaphysics.

Going through the cabin, they found Heska’s journal. The interesting entries were as follows:

Dravago 1, 999 YK

Today we found the outer door Elesion Hirinogen’s tomb. We are in the process of investigating the seal to the tomb prior to opening it. The markings are in ancient Xen’drik elvish which I have transcribed here:

[Elvish characters here]

Roughly translated this means:

A curse on Elesion Hirinogen and all his line. Better to die as slaves to the giants than to spread the curse of undeath to one’s own people. Let no elf bear his crown or suffer his fate will he.


Dravago 5, 999 YK


We broke through the seal this morning. What awaited us was not pleasant – our expedition was attacked by zombie elves. But these were different from the zombies used by the forces of Karrnath in the Last War. Those zombies, while slow, kept a spark of intelligence. These elvish ones were much quicker, though they attacked savagely, without thought or strategy. Sadly Elsa Makaira was slain by one of the zombies. We buried her outside the tomb.

We found the Hirinogen sarcophagus still intact. It will take several days to transport it to the ship. Quinlon Doth, priest of Vol, expressed his concern that the corpse might be dangerous. Deferring to his expertise on matters pertaining to death and undeath, we will open the sarcophagus tomorrow morning after we have had a chance to recover from this morning’s battle. Tanamaer will not be pleased about that but I am not risking transporting the body if it poses a danger to the ship and crew.


Dravago 6, 999

A curious day. We awoke to see Elsa had dug her way out of her tomb – Quinlon was fascinated by this development – lower undead such as zombies are traditionally unable to reproduce on their own, requiring the work of necromancers. We were able to dispatch her a second time. I pray she gets the rest she was deprived of. I now believe I understand the inscription on the seal – I suspect Elesion turned his followers into zombies who increased their own numbers with the dead of their opponents. But how did he control them. I believe the sarcophagus contains that answer.

When we opened the sarcophagus we found Elesion’s body – and his head – which was no longer attached to his body. Upon his head was a black iron crown which seems to have dug into his skull through bitter barbs. His body and head were well-preserved but Quinlon indicates that Elesion was most certainly a zombie when he died – Quinlon theorizes the crown made him some sort of zombie lord. Quinlon was anxious to experiment with the crown but I refused his request – Tanamaer will be angry enough that we inspected the body – he’ll have a fit if we tamper with it as well.

I am sending word via courier to Tanamaer regarding what we have found – though the details will have to wait – I don’t feel safe committing such a politically sensitive topic (to the elves at least) to words a third party may see. Plus all I need are mercenaries looking for us to steal the crown.


Quarion looked at his companions. “You know that idiot Quinlon put that crown on.” They nodded sagely.


Jory used her Mark of Finding to locate the sarcophagus they had been looking for – it was in the hold. Sure enough Quinlon was waiting for them in the cargo hold. And he had put the crown on. He wasn’t looking very healthy. Indeed he looked positively zombie-like. But a very intelligent zombie who laughed at them and announced that he had “the power of undeath”. (Metal Guy found this rather interesting, who had been trying to understand for some time just what that implied…) They battled him as well. While Baqar, Kirin, Metal Guy, and Quarion handled the frontal assault, Jory stealthily made her way behind him. Though the battle was fierce, in the end they finished Quinlon and his zombie companions.

Returning to the main deck to prepare for hoisting the sarcophagus up, they saw a rather unpleasant sight (though probably more pleasant than the Skulking Cyst). A Karrnath underwater ship had surfaced and had breached the hull of the Cele-yende, which was rapidly sinking….


Experience and Loot

  • Monetary gains undetermined as yet – you haven’t had an opportunity to go through Quinlon’s loot.
  • The zombie you fought had a Challenge Rating of ¾. There were two more with Quinlon (225 x 3 = 675 experience points)
  • The Skulking Cyst had a Challenge Rating of 4. (1200 experience points)
  • Quinlon had a Challenge Rating of 5. (1600 experience points)

Total experience gained in this adventure: 3475. That comes out to 695 each. That comes to a total gained of 8196. Fifth level at 10000.




Ship of the Living Dead Part III

Played April 18, 2005

Dateline: 9 Nymm 999 (early summer – equivalent to early-June)

Featuring Baqar, Jory, Kirin, Metal Guy, and Quarion

“What are we, lemmings?”

- Quarion, commenting on Metal Guy, Baqar, and Jory all winding up in the ocean. The heroes became known as the Infernal Lemmings after this incident. Though Baqar had issues with the term infernal

Submersible vehicles… It had been rumored that Karrnath had been developing them for military usage – and now there seemed to be confirmation. Jory and Baqar threw ropes at the now-surfaced submarine, the grappling hooks snagging onto the railing of the vessel. Metal Guy and Baqar tried to cross over on the ropes but instead managed to send themselves diving into the water below. Jory released one of the ropes so they could use it to climb onto the submarine’s deck. As the pair hauled themselves onto the deck of the submarine, several Karrnath skeletons emerged from a hatch. Unlike “traditional” skeletons, these retained their human intelligence and the ability to speak (albeit in a raspy whisper). Some of the skeletons leapt across to the Sea Ghost where Jory, Kirin, and Quarion remained while the remainder prepared to do battle with Baqar and Metal Guy.

The battle with the skeletons initially went poorly. Quarion had some luck with a Flaming Sphere and Kirin with a Flame Blade, but for the remainder the battle did not go well – many blows landing harmlessly between bones. As a move of tactical genius (or perhaps one bent on desperation), Baqar chose to forego the use of his weapons and instead pushed one over the side of the submarine’s deck. In so doing he discovered something important – skeletons cannot swim. Metal Guy and Jory joined in the fun – though Jory wound up losing a tussle and went flying into the water herself. Kirin and Quarion kept up the fun with fire. Kirin also used her bardic music to inspire herself and her companions to victory. Eventually all the skeletons were burned, sent to the bottom of the sea, or otherwise dispatched. Two human soldiers who came on deck were also dealt with. However, the captain of the submarine apparently did not like the way the battle was going – the upper hatch snapped shut and locked as the vessel made preparations to submerge. Jory picked the lock open while Metal Guy tried to pry the hatch open. As the hatch flew open Baqar leapt down, only to discover an airlock with another locked door – which Jory picked as well, revealing a control room – with the ship commanded by a DragonMarked half-elf. Baqar snarled and demanded their surrender. Intimidated by the trio the half-elf, Vairus, chose to surrender.

The next day later the Sea Ghost, the submarine, and the survivors of the Cele-yende (including Fluffy) were making repairs and preparing to get back on a course for Aerenal. Baqar took the Zombie Crown, not being too fond of the whole undead thing. Though they soon learned it was a forgery, for they heard a scream from the passenger’s cabin of the Sea Ghost – Tanamaer was trying to force the crown on his descendent, Mirae. Baqar and Quarion, who were onboard the Sea Ghost, burst into the cabin. They learned Tanamaer was no longer one of the undying, but instead had been turned into undead by the Blood of Vol. Though he was a powerful wizard, in the end Baqar and Quarion, later assisted by Jory and Metal Guy (with Kirin guarding the submarine), they were able to destroy him…

Through journals and legends they were able to piece together what had happened to Tanamaer. Some 40,000 years ago the elves fled to Aerenal. During a battle with a giant regiment which had pursued them to Aerenal, Tanamaer, along with a hundred other elven heroes, fell in battle, defeating the giants. However there was powerful necromantic magic where they fell. All of them came back from death – not alive again, but not undead. Instead they were the first of the undying. However, it was raw, uncontrolled power from the Positive Material Plane which sustained them – quite different from the harnessed power of the planes which sustains most of the modern undying (and undead for that matter). Only half survived more than an hour in this state, and all but a dozen dissipated by the end of the day. Those remaining twelve stabilized, but at a terrible cost. Though effectively immortal, the energies were so difficult to control that they began lapsing into longer and longer states of torpor, eventually reaching a state where they would sleep for centuries only to be awake for mere weeks at a time. But they did provide the inspiration for the later, more stable undying, which would be created millennia later. Tanamaer was unhappy with this lot and researched into his family background, learning the truth about his grandfather – who had harnessed the power of the undead. With the help of the Blood of Vol he assumed a more stable undead form (masked from his fellow elves by glamours) and launched an expedition to obtain the Zombie Crown. And he would have gotten away with it if it weren’t for those infernal lemmings…

Loot

  • From the previous adventure Quinlon had Weapons: +1 Dagger (2,302 gp). Armor: +1 Chainmail (1,300 gp). Goods: Coin: gp (393) (393 gp). Magic: Wondrous: Bag of Holding, type I (2,500 gp); Wand: Cure Light Wounds (1) (Charges: 15) (225 gp); Scroll: Necrotic Bloat (5), Necrotic Bloat (5) (750 gp); Wand: Necrotic Cyst (3) (Charges: 17) (1,530 gp). (A Necrotic Cyst is a really nasty magic pox that makes you vulnerable to undead and subject to being aggravated by certain spells. If it kills you you wind up hatching one of those necrotic bloats you found – that mass of intestines… The Necrotic spells require a special feat to use – details are in the D&D supplement Libris Mortis, full of all sorts of fun undead stuff)
  • Vairus had (and gave up to you) the following (with gp value in parenthesis, you could expect half that value if you sell it): Wand: Flaming Sphere (3) (Charges: 25) (2,250 gp); Wondrous: Bracers of Armor +1 (1,000 gp); Potion: Cure Light Wounds (1) (50 gp); Potion: Cure Light Wounds (1) (50 gp); Potion: Cure Light Wounds (1) (50 gp); Ring: Protection +1 (2,000 gp).
  • Tanamaer had: Dagger of Venom (8,302 gp); Longbow, composite ( +2 Str Bonus), Masterwork (600 gp); +1 Arrow (47 gp); +1 Arrow (47 gp); +1 Arrow (47 gp); +1 Arrow (47 gp); +1 Arrow (47 gp); +2 Arrow (167 gp); +2 Arrow (167 gp); +1 Arrow (47 gp); +1 Arrow (47 gp); +1 Arrow (47 gp); Burrowing Arrow (167 gp); Burrowing Arrow (167 gp); Burrowing Arrow (167 gp); Goods: Coin: gp (21) (21 gp); Coin: sp (5) (5 sp). Magic: Wondrous: Bracers of Armor +2 (4,000 gp); Wand: Burning Hands (5) (Charges: 15) (1,125 gp); Scroll: Flame Arrow (5) (375 gp); Scroll: Flame Arrow (5) (375 gp); Scroll: Vampiric Touch (5) (375 gp). He also had an enchanted longsword which Mirae has claimed, though she allows you to keep everything else.

Experience

  • Karrnath skeletons. You defeated five of these. Each is CR3, worth 800 each or 4000 total.
  • Human warriors. You defeated two of these, each was Challenge Rating 2, worth 600 each or 1200 total.
  • Tanamaer was Challenge Rating 8, worth 6400 experience points.

That gives you a total of 11,600. Divide that by five for 2320 per character. Each character has 10,516 experience (or a little less for any items created). Can you say 5th level? I knew you could… :-)



Karrnath Submarine Posted by Hello

Sunday, April 17, 2005

PC Stat Block - Quarion

Quarion, Male Elf, High Ftr1/Wiz3: CR 4; Medium Humanoid (Elf); HD 1d10+1(Fighter) , 3d4+3(Wizard) ; hp 21; Init +2; Spd 30; AC:16 (Flatfooted:14 Touch:12); Atk +4 base melee, +4 base ranged; +2/+3 (1d8+2, Longsword; 1d4+1, Dagger, Masterwork); +4 (1d8+3, Longsword); +4 (1d8+1, Longbow, composite ( +1 Str Bonus)); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL CN; SV Fort +4, Ref +3, Will +4; STR 14, DEX 15, CON 12, INT 17, WIS 12, CHA 9.

Skills: Concentration +4, Craft (Weaponsmithing) +5, Decipher Script +5, Intimidate +3, Knowledge (Arcana) +9, Listen +3, Ride +6, Search +6, Spellcraft +9, Spot +4, Swim +6.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Point Blank Shot, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Defense, Two-Weapon Fighting.

Spells Known (Wiz 4/3/2): 0 -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue; 1st -- Alarm, Burning Hands, Endure Elements, Enlarge Person, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement, Reduce Person, Repair Light Damage, Shield, Shocking Grasp, Sleep; 2nd -- Arcane Lock, Flaming Sphere, Melf`s Acid Arrow, Obscure Object, Protection from Arrows, Spider Climb, Web.

Spells Prepared (Wiz 4/3/2): .

Possessions:

Weapons: Arrows (20) (1 gp); Longbow, composite ( +1 Str Bonus) (200 gp); Longsword (15 gp); Dagger, Masterwork (302 gp).

Armor: Mithral Shirt (1,100 gp).

Goods: Coin: gp (7) (7 gp); Black opal (1,000 gp); Backpack (2 gp); Bedroll (1 sp); Flint and steel (1 gp); Ink (vial) (8 gp); Inkpen (1 sp); Explorer`s outfit (10 gp); Spell component pouch (5 gp); Spellbook, wizard`s (15 gp); Red garnet (3) (300 gp); Black pearl (500 gp); Moonstone (50 gp); Coin: sp (3) (3 sp); Coin: cp (7) (7 cp).

Magic: Potion: Bull`s Strength (3) (300 gp); Potion: Cure Light Wounds (1) (50 gp); Wand: Magic Missile (3) (Charges: 10) (450 gp); Wand: Repair Light Damage (1) (Charges: 44) (660 gp).

PC Stat Block - Metal Guy (AKA Will Answer to Anything for I am no Longer at the Beck and Call of Man)

Will Answer to Anything for I am no Longer at the Beck and Call of Man, Male Warforged Mnk4: CR 5; Medium Construct Living (Living Construct); HD 4d8+12(Monk) ; hp 13; Init +2; Spd 40; AC:16 (Flatfooted:14 Touch:14); Atk +5 base melee, +5 base ranged; +5 (1d8+2, Unarmed strike); +5 (1d8+2, Unarmed strike); +6 (1d6+2, Javelin, Masterwork); +5 (1d6+2, Javelin); SQ: Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Disease (Ex), Immunity: Fatigue (Ex), Immunity: Exhaustion (Ex), No Natural Healing (Ex), Immunity: Nausea (Ex), Vulnerability: Chill Metal (Ex), Vulnerability: Heat Metal (Ex), Vulnerability: Repel Metal or Stone (Ex), Vulnerability: Repel Wood (Ex), Vulnerability: Rusting Grasp (Ex), Can be raised or resurrected (Ex), Light Fortification (Ex), Immunity: Energy Drain (Ex), Action Points Dice Rolled 1, Action Points 7; AL LN; SV Fort +7, Ref +6, Will +6; STR 14, DEX 14, CON 16, INT 11, WIS 14, CHA 9.

Skills: Craft (Blacksmithing) +0, Hide +9, Jump +6, Knowledge (Religion) +1, Listen +5, Move Silently +8, Perform (Dance) +3, Spot +3, Tumble +6, Use Rope +4.

Feats: Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Stunning Fist.

Possessions:

Weapons: Alchemist`s fire (20 gp); Javelin, Masterwork (301 gp); Javelin, Masterwork (301 gp); Javelin (1 gp); Javelin (1 gp); Alchemist`s fire (20 gp); Alchemist`s fire (20 gp).

Goods: Coin: gp (46) (46 gp); Warforged repair kit (50 gp); Block and tackle (5 gp); Crowbar (2 gp); Flint and steel (1 gp); Hammer (5 sp); Lamp, common (1 sp); Oil (pint) (1 sp); Piton (5) (5 sp); Rope, silk (50 ft.) (10 gp); Spade (2 gp); Whetstone (2 cp); Black opal (1,000 gp); Amethyst (4) (400 gp); Backpack (2 gp); Coin: sp (14) (14 sp); Coin: cp (36) (36 cp); Fintail tooth (2) (0 gp).

Magic: Potion: Repair Light Damage (1) (50 gp); Potion: Repair Light Damage (1) (50 gp); Potion: Bull`s Strength (3) (300 gp); Potion: Bull`s Strength (3) (300 gp); Wondrous: Warforged Composite Armor (0 gp); Potion: Magic Weapon (1) (50 gp); Potion: Magic Weapon (1) (50 gp); Potion: Shield of Faith (1) (50 gp).

PC Stat Block - Kirin (and Beak)

Kirin Meely, Female Human GDr3/Brd1: CR 4; Medium Humanoid ; HD 3d8+6(Greensinger Druid) , 1d6+2(Bard) ; hp 28; Init +3; Spd 20; AC:16 (Flatfooted:13 Touch:13); Atk +3 base melee, +5 base ranged; +3 (1d6+1, Scimitar); +5 (1d4+1, Sling); +6 (1d6+1, Shortbow, composite ( +1 Str Bonus), Masterwork); +5 (1d8, Alchemist`s frost (flask)); SQ: Action Points Dice Rolled 1, Action Points 7; AL CN; SV Fort +5, Ref +6, Will +8; STR 12, DEX 16, CON 15, INT 10, WIS 17, CHA 16.

Skills: Diplomacy +5, Gather Information +5, Handle Animal +8, Heal +11, Hide +2, Knowledge (Nature) +8, Listen +6, Perform (String Instruments) +7, Spot +6, Survival +10.

Feats: Armor Proficiency: light, Armor Proficiency: medium, Greensinger Initiate, Martial Weapon Proficiency: Shortbow, Self-Sufficient, Shield Proficiency, Simple Weapon Proficiency.

Spells Known (GDr 4/3/2): 0 -- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st -- Charm Animal, Charm Person, Cure Light Wounds, Detect Aberration, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature`s Ally I; 2nd -- Animal Messenger, Animal Trance, Barkskin, Bear`s Endurance, Bull`s Strength, Calm Animals, Cat`s Grace, Chill Metal, Daze Monster, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl`s Wisdom, Reduce Animal, Resist Energy, Restoration, Lesser, Soften Earth and Stone, Spider Climb, Summon Nature`s Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape, Zone of Natural Purity.

(Brd 2): .

Spells Prepared (GDr 4/3/2): .

Possessions:

Weapons: Scimitar (15 gp); Shortbow, composite ( +1 Str Bonus), Masterwork (450 gp); Sling (0 gp); Arrows (20) (1 gp); Bullets, sling (10) (1 sp); Alchemist`s frost (flask) (25 gp).

Armor: Hide (15 gp).

Goods: Coin: gp (28) (28 gp); Amethyst (2) (200 gp); Bloodstone (50 gp); Backpack (2 gp); Bedroll (1 sp); Flint and steel (1 gp); Holly and mistletoe (0 gp); Emerald (1,000 gp); Deep blue spinel (500 gp).

Magic: Scroll: Cure Serious Wounds (7) (700 gp); Scroll: Bull`s Strength (3) (150 gp); Scroll: Cure Light Wounds (1) (25 gp); Scroll: Cure Light Wounds (1) (25 gp); Scroll: Cure Light Wounds (1) (25 gp).

Beak, Owl, Male Animal, Owl : CR 1/4; Tiny Animal ; HD 3d8 ( Animal) ; hp 4; Init + 4; Spd 10, Fly, Average 40; AC 20; Atk -1 base melee, + 6 base ranged; +6 ( 1d4-3, Talon ); SQ: Low-light Vision (Ex); AL N; SV Fort + 1, Ref + 5, Will + 3; STR 5, DEX 18, CON 10, INT 2, WIS 14, CHA 4.

Skills: Hide +11, Listen +14, Move Silently +17, Spot +6.

Feats: Alertness, Weapon Finesse.

PC Stat Block - Jory

Second Story Jory, Female Human Rog4: CR 4; Medium Humanoid ; HD 4d6+8(Rogue) ; hp 24; Init +3; Spd 30; AC:15 (Flatfooted:15 Touch:13); Atk +4 base melee, +6 base ranged; +5 (1d6+1, Sword, short, Masterwork); +7 (1d4, Crossbow, hand, Masterwork); +6 (1d4+1, Dagger); +6 (1d4+1, Dart); SQ: Action Points Dice Rolled 1, Action Points 7; AL CN; SV Fort +3, Ref +7, Will +2; STR 12, DEX 16, CON 14, INT 14, WIS 12, CHA 14.

Skills: Appraise +6, Balance +12, Climb +8, Disable Device +9, Escape Artist +7, Gather Information +3, Hide +11, Jump +10, Listen +4, Move Silently +11, Open Lock +12, Search +8, Sleight of Hand +4, Tumble +12, Use Magic Device +4, Use Rope +9.

Feats: Armor Proficiency: light, Least Dragonmark, Nimble Fingers, Simple Weapon Proficiency, Stealthy.

Possessions:

Weapons: Bolts, crossbow (10) (1 gp); Crossbow, hand, Masterwork (400 gp); Dagger (2 gp); Dagger (2 gp); Dagger (2 gp); Dagger (2 gp); Dagger (2 gp); Dart (5 sp); Dart (5 sp); Dart (5 sp); Dart (5 sp); Dart (5 sp); Dart (5 sp); Sword, short, Masterwork (310 gp).

Armor: Leather (10 gp).

Goods: Coin: gp (24) (24 gp); Backpack (2 gp); Grappling hook (1 gp); Rope, silk (50 ft.) (10 gp); Sack (1 sp); Thieves` tools (30 gp); Traveler`s outfit (1 gp); Pouch, belt (1 gp); Red garnet (2) (200 gp); Carnelian (50 gp); Azurite (10 gp); Fire opal (1,000 gp); Coin: cp (8) (8 cp); Coin: sp (18) (18 sp); Coin: pp (2) (2 pp); Coral (4) (400 gp).

Magic: Potion: Cure Light Wounds (1) (50 gp); Potion: Invisibility (3) (300 gp).

PC Stat Block - Baqar (and Fluffy)

Baqar, Male Halfling, Lightfoot Rgr4: CR 4; Small Humanoid (Halfling); HD 4d8+4(Ranger) ; hp 31; Init +3; Spd 20; AC:16 (Flatfooted:13 Touch:14); Atk +7 base melee, +8 base ranged; +8 (1d8+3, Sharrash, Talenta, Masterwork); +8 (1d8+3, Tangat, Talenta, Masterwork); +8 (1d3+2, Dagger); +7 (1d3+2, Dagger); +9 (1d6+2, Longbow, composite ( +2 Str Bonus), Masterwork); SQ: Action Points Dice Rolled 1, Action Points 7; RF: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons; AL LG; SV Fort +6, Ref +8, Will +4; STR 14, DEX 17, CON 13, INT 11, WIS 14, CHA 9.

Skills: Climb +4, Handle Animal +6, Heal +6, Hide +10, Intimidate +1, Jump +0, Listen +6, Move Silently +9, Ride +12, Search +1, Spot +5, Survival +9, Use Rope +5.

Feats: Armor Proficiency: light, Armor Proficiency: medium, Endurance, Exotic Weapon Proficiency: Boomerang, Talenta, Exotic Weapon Proficiency: Sharrash, Talenta, Exotic Weapon Proficiency: Tangat, Talenta, Mounted Archery, Mounted Combat, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track.

Spells Known (Rgr --/1): 1st Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature`s Ally I.

Spells Prepared (Rgr --/1): .

Possessions:

Weapons: +1 Arrow (47 gp); +1 Arrow (47 gp); Longbow, composite ( +2 Str Bonus), Masterwork (600 gp); Arrows (20) (1 gp); Dagger (2 gp); +1 Arrow (47 gp); +1 Arrow (47 gp); Sharrash, Talenta, Masterwork (318 gp); Tangat, Talenta, Masterwork (340 gp).

Armor: Leather (10 gp).

Goods: Coin: gp (22) (22 gp); Antitoxin (vial) (50 gp); Backpack (2 gp); Bedroll (1 sp); Flint and steel (1 gp); Grappling hook (1 gp); Healer`s kit (50 gp); Holy symbol, silver (25 gp); Rations, trail (per day) (5 sp); Rations, trail (per day) (5 sp); Rations, trail (per day) (5 sp); Rations, trail (per day) (5 sp); Rations, trail (per day) (5 sp); Pouch, belt (1 gp); Rope, silk (50 ft.) (10 gp); Saddlebags (4 gp); Saddle, military (20 gp); Torch (3) (3 cp); Waterskin (full) (1 gp); Waterskin (full) (1 gp); Waterskin (full) (1 gp); Waterskin (full) (1 gp); Clawfoot (150 gp); Coin: pp (8) (8 pp); Torch (1 cp); Torch (1 cp); Black pearl (2) (1,000 gp); Amber (4) (400 gp); Fintail tooth (3) (0 gp).

Magic: Potion: Cure Light Wounds (1) (50 gp).

Fluffy, Male Dinosaur, Clawfoot Animal2: CR 2; Medium Animal ; HD 2d8+8(Animal) ; hp 17; Init +4; Spd 40; AC:21 (Flatfooted:17 Touch:16); Atk +5 base melee, +5 base ranged; +5/+0/+0 (2d6+4, Talon; 1d3+2, 2 Foreclaws ; 1d6+2, Bite); SQ: Low-light Vision (Ex), Scent (Ex), Excellent Learner, Thick Skinned; AL N; SV Fort +7, Ref +7, Will +1; STR 19, DEX 19, CON 19, INT 2, WIS 12, CHA 10.
Skills: Hide +13, Jump +21, Listen +10, Spot +10, Survival +10.

Feats: Improved Natural Attack: Talon, Run.
Possessions:
Goods: Saddle, exotic military (60 gp).

Tricks: Attack x2 (including exotic), Come, Defend, Down, Guard, Heel, Stay


Saturday, April 16, 2005


Deckplans of the Sea Ghost (based on the Sea Ghost from "The Sinister Secret of Saltmarsh" by Dave J. Browne, copyright 1981, TSR Inc.) Posted by Hello