D&D Plot Discussion - Calmoria Kingdom Reserve

Discussion in 'THREAD ARCHIVES' started by Davion, Sep 20, 2012.

  1. The Kingdom of Calmoria, a bustling melting pot of races, wealth, and intolerance. Within the capitol, there exists an alley way, protected by the myriad of winding roads that separate it from the commerce of the main roads. Owned and operated by the financial banking district, the Calmoria Kingdom Reserve, this alley is home to many solitary warehouses, but also to one small bar. Six local heroes have been sent invitations to meet with a representative of the company, for a lucrative business opportunity.


    -Dungeons and Dragons, 3.5 edition
    -Rules from D&D 3.5 PHB1, PHB2, The Core 3.5 Books (DM, MM, etc) and any of the 'Complete ______' publications are allowed, with the exclusion of 'Complete Psionics'.

    -Starting Level is 3, (3000 XP). Starting gold is 2000 GP for equipment and items
    -Stats are rolled by me until considered not-garbage-worthy, 1 re-roll is allowed.

    -The dungeon will take place in a variety of environments as it is built, many of them urban. Gameplay will revolve around a sandbox-encounter type, often allowing players to return to the safety of society upon completion.

    -Don't be really ignorant and you won't have to die, unless the dice-box wills it.

    Post characters below

    Players: Asmodeus, Vay, Cerulean, Doc, Myself

    Edit Note: Ossochanter's involvement is being put on held. She can join in at a later time, meanwhile we will start with 5.


  2. Name: Searos Arborshade

    Race: Human
    Class: 3rd-level Fighter
    Alignment: Neutral

    Age: 22
    Gender: Male, 5'11, 170 lb
    Languages: Common, Elven

    Ability Scores:

    STR - 17 (+3)
    DEX - 16 (+3)
    CON - 15 (+2)
    INT - 13 (+1)
    WIS - 10 (+0)
    CHA - 12 (+1)

    HP Total: 30
    Initiative: +3
    Base Attack Bonus: +3

    AC Total: 19
    10 natural + 5 armor + 3 dex + 1 natural
    Touch: 13 Flat-footed: 16

    Saving Throws:
    Fortitude: +5 (3 base, 2 ability)
    Reflex: +4 (1 base, 3 ability)
    Will: +1 (1 base)

    Basic Attack (Melee): +8 (3 Base, 3 STR, 1 weapon, 1 feat)
    Basic Attack (Ranged): +6 (3 base, 3 DEX)
    Grapple: +6 (3 base, 3 STR)


    Masterwork Bastard Sword (1d10, 19-20/x2)
    Composite Longbow (1d8, 20/x3)
    80 Arrows
    Masterwork Breastplate (5 AC, 2 Max Dex, -3 Penalty)


    Weapon Proficiency (bastard sword)
    Weapon Focus (bastard sword)
    Power Attack
    Armored Skin

    Skills (with ranks in them):

    Bluff +3
    Climb +3
    Handle Animal +4
    Heal +2
    Hide +3
    Intimidate +3
    Move Silently + 3
    Swim + 0 (No negative modifier)


    Searos is the unruly son of a well-known but wholly regular blacksmith. Inability to focus on following in his fathers footsteps led him to stealing one of his fathers greatest pieces before setting off for Calmoria, earning his bread as a sell-sword. A freak occurrence with a supply caravan landed Searos in the middle of an orc assault, garnering him some reputation as a fighter as the bloody events unfolded.

  3. Bale Stearborn

    Human Wizard (3), Neutral

    <table><tr><td>STR: <td>7...(-2)...<td>FORT: <td>+4<tr><td>DEX: <td>12...(+1)...<td>REF: <td>+2
    <tr><td>CON: <td>16...(+3)...<td>WILL: <td>+4
    <tr><td>INT: <td>18...(+4)...<td>HP:<td>17 (__)<tr><td>WIS: <td>13...(+1)...<td>BAB:<td>+1<td>(-2 Str bonus)<tr><td>CHA: <td>12...(+1)...</td><td>AC:<td>11<td>(___)</tr></table>
    <table><tr><td>On person... (Weight 7.5lb)<td>In Backpack... (Weight 15.5lb)<td>SPELLS PREPARED
    Darkwood Quarterstaff with attached...
    ... Wand of Shocking Grasp (48 charges)
    Scroll case
    10x chalk
    Spell Component Pouch
    2x Thunderstones
    Hand of the Mage neck charm
    Empty wine bottle
    10x candles
    Flint & Steel
    Ink pen & Vial
    5x parchment sheet
    Empty sack
    2x Tanglefoot bag
    Artisan's Masterwork tools
    Potion of Cure Light Wounds

    MONEY: 21g 6s.<td>Daze
    Arcane Mark

    Magic Missile
    Floating Disk
    Hold Portal

    Daze Monster

    SKILLS + FEATS (open)
    <table><tr><td>Bluff (Cha)<td>4 ranks<td rowspan="11">Languages: Common, Draconic, Abyssal, Infernal, Goblin

    Proficiencies: Club, Dagger, Heavy Crossbow, Light Crossbow, Quarterstaff.

    Human (+1 Skill point per level)

    Scribe Scroll
    Summon Familiar
    Craft Wondrous Item
    Silent Spell
    Spells per day: 4x 0, 3x 1st, 2x 2nd
    Specialisation: Enchanter (Given up Illusion & Necromancy)

    <tr><td>Concentration (Con)<td>6 ranks
    <tr><td>Craft (Int)<td>3 ranks
    <tr><td>Decipher Script<td>3 ranks
    <tr><td>Disable Device<td>1 rank
    <tr><td>Hide (Dex)<td>2 ranks
    <tr><td>Knowlege - Arcana (Int)<td>1 rank
    <tr><td>Knowlege - The Planes (Int)<td>1 rank
    <tr><td>Move Silently (Dex)<td>2 ranks
    <tr><td>Spellcraft (Int)<td>6 ranks
    <tr><td>Use Magic Device (Cha)<td>2 ranks</table>

    Snake Familiar (open)

    HP: 8 (__)

    Initiative: +7 Speed: 15 ft
    Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 14

    Attack: Bite +4 (1 damage + poison DC10, D6 Con damage initial & sec)

    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 4, Dex 17, Con 11, Int 7, Wis 12, Cha 2
    Skills: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5

    Feats: Scent, Improved Initiative, Weapon Finesse, Alertness, improved evasion, share spells, empathic link, Deliver touch spells

    Spellbook (open)
    <table><tr><td>0 Level<td>1st Level<td>2nd Level
    <tr><td valign=top>Resistance: Subject gains +1 on saving throws.

    Acid Splash: Orb deals 1d3 acid damage.

    Detect Poison: Detects poison in one creature or small object.

    Detect Magic: Detects spells and magic items within 60 ft.

    Read Magic: Read scrolls and spellbooks.

    Daze: Humanoid creature of 4 HD or less loses next action.

    Dancing Lights: Creates torches or other lights.

    Flare: Dazzles one creature (-1 on attack rolls).

    Light: Object shines like a torch.

    Ray of Frost: Ray deals 1d3 cold damage.

    Mage Hand: 5-pound telekinesis.

    Mending: Makes minor repairs on an object.

    Message: Whispered conversation at distance.

    Open/Close: Opens or closes small or light things.

    Arcane Mark: Inscribes a personal rune (visible or invisible).

    Prestidigitation: Performs minor tricks.
    <td valign=top>Charm Person: Makes one person your friend.

    Hypnotism: Fascinates 2d4 HD of creatures.

    Sleep: Puts 4 HD of creatures into magical slumber.

    Hold Portal: Holds door shut.

    Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.

    Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5)

    Grease: Makes 10-ft. square or one object slippery.
    <td valign=top>Daze Monster: Living creature of 6 HD or less loses next action.

    Hideous Laughter: Subject loses actions for 1 round/level.

    Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.

    Darkness: 20-ft. radius of supernatural shadow.</td></table>

    Bale was born with two aspects that were to define the rest of his life. The first was an affinity with magic, its construction and channelling into objects of enchantment. The second was schizophrenia.

    His father was never known and his mother, convinced the child was possessed, turned to the village in her despair. And though many elders screamed for Bale to be burned alive or abandoned in the deep forest, it was the local cleric of Saint Cuthbert who prevailed. The old man took the tormented boy under his guardianship and raised him at the village church. It was a childhood of copious study, regime and of wrestling with the laughing, cursing voices that echo in his head.

    But in time Bale was to learn that the cleric's motives for taking him in were less than savoury. What began as strict discipline and fatherly tirades escalated into all-out beatings and unprovoked punishments. The cleric had taken Bale in precisely because they shared the same condition. And as Bale's schizophrenia faded the old man's grew worse. Bale lived from day to day avoiding his mentor's wrath, studying in secret and learning how and when to make himself discreet.

    This continued till the age of fourteen when, without warning or motive, the old man ordered Bale to leave. And so across the plains and through the woodlands he wandered, selling his enchantments to ward off starvation, till in time he arrived in Calmoria and became just another of the city's lost souls. And by then the scurvy brought on by malnutrition had weakened his bones and brought a resurgence in the voices that haunt him.

    Experience: 3000
  4. Name: Nivrant Pniac Xelcceltz
    Race: Human
    Class: 3rd-level Cleric of Pelor
    Alignment: Neutral-Good
    Domains:Good and Sun

    Age: 31
    Gender: Male, 5'9, 250 lb
    Languages: Common, Celestial

    Ability Scores:

    STR - 11 (+0)
    DEX - 9 (-1)
    CON - 14 (+2)
    INT - 11 (+0)
    WIS - 16 (+3)
    CHA - 14 (+2)

    HP Total: 17/17
    Initiative: -1
    Base Attack Bonus: +2

    AC Total: 18
    10 natural + 8 armor + 2 shield + -1 dex + -1 misc (flaw)
    Touch: 8 Flat-footed: 19

    Saving Throws:
    Fortitude: +5 (3 base, 2 Con Mod)
    Reflex: +0 (1 base, -1 Dex Mod)
    Will: +6 (3 base, 3 Wis Mod)

    Attack(Heavy Mace): +3 to attack roll, 1d8 dam +1, 20 x2
    Grapple: +2 (2 base, 0 STR)


    Backpack (empty) 2 gp 2 lb.1
    Bedroll 1 sp 5 lb.1
    Healer's kit 50 gp 1 lb.
    Holy symbol, wooden 1 gp
    Musical instrument, 5 gp 3 lb.
    Cleric's vestments 5 gp 6 lb.
    Mace, heavy 12 gp 1d6 1d8 x2 - 8 lb. Bludgeoning
    Full plate 1,500 gp +8 +1 -5 35% 20 ft.2 15 ft.2 50 lb.
    Shield, heavy steel 20 gp +2 - -1 15% - - 15 lb.


    Weapon Proficiency (Class)
    Armor Proficiency (Class)
    Shield Proficiency (Class)
    Weapon Focus (Mace)
    Skill Focus
    Quicken Turning- turn as a free action (flaw feat)
    True Believer- +2 to a saving throw x1/day (flaw feat)

    Skills (with ranks in them):

    Concentration 5 ranks
    Diplomacy 6 ranks
    Heal 6 ranks
    Sense Motive 2 ranks


    It has been a bit of an uneventful life for Nivrant. There was always something to be clean or something to study. He was trained in the ways of a cleric. The uses of Pelor's favored weaon were also taught to him. From his bed, at Pelor's Cathedral, he longs for something more adventurous. His parents left him here and he itches to get out.
  5. Name: Peng Jiao Ming

    Race: Human
    Class: 3rd-level Monk
    Alignment:Lawful Neutral

    Age: 27
    Gender: Male, 6'2, 185 lb
    Languages: Common

    Ability Scores:

    STR - 14 (+2)
    DEX - 18 (+4)
    CON - 13 (+1)
    INT - 10 (+0)
    WIS - 16 (+3)
    CHA - 9 (-1)

    HP Total: 20|2
    Initiative: +4
    Base Attack Bonus: +2
    Flurry of Blows Bonus +0/+0

    AC Total: 18
    10 natural + 4 dex + 3 wis + 1 item
    Touch: 18 Flat-footed: 13

    Saving Throws:
    Fortitude: +4 (3 base, 1 ability)
    Reflex: +7 (3 base, 4 ability)
    Will: +6 (3 base, 3 ability)

    Basic Attack (Melee): +6 (2 Base, 4 Dex)
    Flurry of Blows (Melee): +4/+4 (4 Dext)
    Unarmed Damage 1d6+2

    Grapple: +4 (2 base, 2 STR)


    Bracers of Armor +1
    Backpack 2lb
    Bedroll 5lb
    Parchment x5
    Black Ink
    Ink Pen
    Bullseye Lantern 3lb
    Oil 5 Pt 5lb
    Ration x8 8lb
    Silk Rope 5lb

    light load 28lb (Less than 33)



    Weapon Finesse (unarmed)
    Pain Touch (Adds a round of stun to stunning fist)
    Ability Focus(Stunning Fist)
    Improved Unarmed Strike (Bonus Feat)
    Combat Reflexes (Bonus Feat)
    Stunning Fist (Bonus Feat) Fort Save(DC 10 + ½ your character level + your Wis modifier + 2)

    Note to self: Lvl
    6: Improved Trip (Bonus Feat), Improved Natural Attack


    Evasion (Ex)
    Fast Movement (Ex)
    Still Mind (Ex)

    Skills (with ranks in them)Start (4+int x4 +4 human); 4+int+1 human per level:

    Balance(dex) 3 +4
    Climb(str) 3 +2
    Escape Art(dex) 3 +4
    Hide(dex) 3 +4
    Jump(str) 3 +2
    Listen(wis) 3 +3
    Move Silently(dex) 3 +4
    Swim(str) 3 +2
    Tumble(dex) 3 +4
    Use Rope(dex) 3 +4

    History: This wandering monk is known to have substantial martial skill. It is rumored that Peng's home monastery was ransacked by a roving Orc war clan, killing half of the monks living there and dispersing the rest. Not much else is known about Peng except that he is generally friendly, wise, and often speaks kindly to others.

    Experience: 3000
  6. Name: Rodri Hymlock

    Race: Half-Elf
    Class: 3rd-level Spellthief
    Alignment: TN

    Age: 24
    Gender: Male, 5'4, 160 lb
    Languages: Common, Elven, Dwarven.

    Picture (open)

    Picture (open)

    Ability Scores:

    Str: 12 | +1
    Dex: 17 | +3
    Con: 12 | +1
    Int: 12 | +1
    Wis: 8 | -1
    Cha: 16 | +3

    HP Total: 17
    Initiative: +3
    Base Attack Bonus: +2

    AC Total: 16 (10|+3|+3)
    Touch: 13 (10|+3)
    Flat-footed: 13 (10|+3)

    Saving Throws:
    Fort: +2|+1|+1
    Ref: +4|+1|+3
    Will: +2|+3|-1

    Basic Attack (Melee): +3 |+2|+1|
    Basic Attack (Range < 30ft): +6 |+2|+3|+1
    Basic Attack (Range > 30ft): +5 |+2|+3|
    Grapple: +3 |+2|+1|

    Equipment: 513gp

    Weapons and armor: 32lb

    Mastercraft Heavy Mace
    1d8, x2, 8lb, Bludgeoning.

    Mastercraft Dagger
    1d4, 19-20x2, 1lb, piercing or slashing.

    Composite Longbow (+1)
    1d8+1dmg, x3crit, 110ft, 3lb, piercing.

    40 arrows

    Masterwork studded leather armor
    175gp, +3AC, +5 max dex, 20 lb.

    Gubbings: 28lb

    Backpack. 12 lb.
    Rope, hempen. (50 ft.), 10 lb.
    Grapling Hook. 4 lb.
    Mirror, small steel. 1/2 lb.
    Case, map or scroll
    Ink (1 oz. vial)
    Paper (sheet)x5
    Pouch, belt 1/2 lb.
    Flask (Wine)
    Everburning Touch, 1 lb.

    Potion of cure light wounds x4


    Weapon Proficiency: Composite Longbow.
    Point Blank Shot.


    Bluff (Cha), +9 6|+3
    Escape Artist (Dex), +9 6|+3
    Gather Information (Cha), +9 6|+3
    Hide (Dex), +9 6|+3
    Move Silently (Dex), +9 6|+3
    Search (Int), +7 6|+1
    Spot (Wis), +5 6|-1


    Son of Ardyn Hymlock and Lesena Cordswort Rodri has very few memories of his elven father who left the city when he was still learning to walk due to social pressure. Lesena eventually remarried and Rodri grew up the son of Gredor Hershoot, a human in the town guard. He and his childhood friend Derek Brightholm would often talk about becoming knights together even while doing some of the very unknightly things small boys do, and Rodri applied to be a squire, but was turned down as the fact that he regularly gambled with his step father's guard friends and cheated (It's not cheating, they do it too! It's leveling the playing field.) was known. Having applied in secret he never got to tell Derek that they would live their dream. Refusing to follow his father's footsteps as a guard viewing them as knights but less so he found his own way to serve the city, dealing dirty with those who make their business out of dirty deals and so working with the lesser evils of the city to find and expose the greater ones working along side the guard, and his erstwhile friend.
  7. I'm not going to bombard you guys with excuses, but I won't be posting until sunday. If everyone wants to move on before then, please, go ahead. Peng will have a salad.
  8. Well, try to get in some discussion by sunday everyone. I'm busy most of the time until sunday night, and then when I get back i'll advance it regardless
  9. I think Vay means burglar. o_o
  10. Silence. Clearly you are being asked to steal bovine for a local up-and-coming, mafia-endorsed, burger chain. Burger Prince.
  11. He clearly had beef on the brain.

    Vay, don't post when you're hungry.

    Also, don't make any sudden loves.
  12. Feels appropriate. NSFW - Bad words.

    Show Spoiler
  13. post coming up tomorrow. sorry for the delay but work has been keeping me busy
  14. Is it safe to assume that we know each other's names at this point? Even if they were not directly stated?
  15. We all introduced ourselves at the table, so lets go with yes.
  16. Those listen checks T_T
  17. initiative?
  18. Not worth wasting the time on, not for this encounter anyway. Post whenever able, just once a round. *Copy/Paste Asmo rules*
  19. Hmm... a 10th level encounter...

    *teleports back to his tower*
  20. For a party of combined level of 15. What are you, a pussy?

    But really, the dicebox wants to fuck us.

    Edit: But seriously. THINK OF THE XP