Serendark: The Yarrow Maiden

Discussion in 'THREAD ARCHIVES' started by Asmodeus, Dec 4, 2012.

  1. This current session is full, but there will be regular D&D nights running in this campaign, so join the D&D Fan Club to archive your character and talk about the next campaign session if you're interested.

    The Yarrow Maiden
    A Serendark Adventure


    Her name is Ballefane, born beneath a yellow moon on a night of rainless thunder. To those who see beyond the veil of time, her destiny is written. In eleven years and seven days she will find a cure to the Crimvale Plague - a great sickness that will come upon the land of Orveria.

    But her path has been broken.


    Kragtar Vold, a Kobold Cleric as cruel as he is delusional, has raided several settlements in the outlying territories and taken more than two dozen prisoners, among them the Pelor Sisterhood who have protected Ballefane all these years.

    The mad Kobold believes the Dragon God Tiamat speaks to him, and that, should he bathe the eggs of his nestlings in the blood of virgin priestesses, the reincarnation of his Shamanic ancestors will be achieved. Should this be so, the Kobold Clan will be the greatest threat to ever assail Orveria.

    The Yarrow Maiden's time is running out.


    But Kragatar has not reckoned on the eyes that are watching him. For beyond space and time, between the planes and amidst the heavens, the mysterious Castle Serendark has taken note of the Kobold transgressions.

    Now the guardians of this castle, together with their mortal champions, prepare to intervene to save Ballefane and correct the timeline.

    <IMG src= width="400">

    This is the first adventure in the new Knights of the Serendark campaign, which will be a regular series of chat nights using the Roll20 virtual tabletop.

    The time of the sessions are TBA, and will be discussed here.

    The game is Version 3.5 rules and Newbie Friendly, meaning it will be a chance for newcomers to get to grips with the D&D system (the way I once did, by being tossed right into an encounter).

    Please join the D&D Fan Club if you wish to play this game, as it has many resources which we can use.

    - The starting level for this particular adventure is 3, and starting Experience Points are 3000.

    - Starting gold is 2000gp, and you may share wealth with other players if you wish.

    - Anyone who has a crapload of gold left, feel free to buy magic items. I can help you go through this if you want.
    The options are: (open)

    - Magic Armour - just add the base price to the price of a normal shield/suit, then scroll down if you want to add even more fancy shit, like fire-proofing, spell-resistance, etc.

    - Magic Weapons - same again, just look for the base price and add this to a normal weapon cost, then scroll down if you want to enchant an unusual weapon or give it special abilities.

    - Potions - these should be quite affordable, and it's always good to have some healing potions on hand.

    - Rings - you might have to pool some money to get one of these.

    - Scrolls - some of these are quite cheap, but bear in mind the CASTER LEVEL shown on the third table on this page (right hand column). If you try to cast a spell that has a higher Caster Level than you, it has the potential to explode in your face. Also, non-magic characters with the Use Magic Device skill can attempt to use scrolls, but again with the "explode-and-die" prospect.

    - Staffs, Rods and Wands - expensive and fancy shit for you Wizards and Clerics.

    - Wondrous Items - for other random doodads.

    - If you have a character in the Club Archive from previous games, you may use this and retain what wealth they had (as long as it's no more than 3000gp)

    - Only classes and powers available on the SRD are permitted (except Psionics), as I do not own any books.

    - A quickstart character creation guide can be found here.

    - Please use the Iwaku Dicebox to roll your stats and second/third level hitpoints. Procedure is detailed in spoiler tags below. You may opt for ONE complete reroll of all 6 stats, but if you do this you must accept the second roll. The same goes for Hitpoint rolls.
    Dice Roll Procedure (open)
    We'll be using the Dice Box for our rolls. It can be found here.

    When rolling stats, use the dice box for any rolls you have to make. The code is /roll _d_, with the first space being the number of dice, and the second space being the type of dice. For example /roll 1d6, /roll 1d20, etc. Both numbers are needed for the code to work.


    All rolls must have a description posted first, so that anyone who reads the dice box can see what you're rolling for.

    You can make test rolls if you like. Just post the word "TEST" before you make the roll.

    I will be checking the dice box logs when I review your character sheets. Any rolls that don't fit what you've posted or don't have a description before them in the Dice Box will be assumed invalid and I will penalise you in-game for being a big cheating poopy head.

    - Don't forget Skill Synergy bonuses if you have them!

    - Your brief background must explain why the mysterious creatures of Castle Serendark decided to pick you up and why you decided to stay with them and serve their cause.

    - Alignment in this campaign will be VERY changeable, due to the nature of the energies running through the castle and how they affect mortal minds. So be prepared to roleplay some very different alignment swings during your time as a Knight.​
  2. Darius Castablane
    Human Paladin (3), Lawful Good

    <table align="center"><tr><td>STR: <td>16...(+3)...<td>FORT: <td>+9<td>Speed 20ft (half plate)
    <tr><td>DEX: <td>14...(+2)...<td>REF: <td>+4<td>Initiative +2 (+0 in half plate)
    <tr><td>CON: <td>16...(+3)...<td>WILL: <td>+7<td>6ft1, 185lbs
    <tr><td>INT: <td>16...(+3)...<td>HP:<td>30<td> ()<tr><td>WIS: <td>16...(+3)...<td>BAB:<td>+3<td>(+3 Str bonus)<tr><td>CHA: <td>17...(+3)...</td><td>AC:<td>19<td>(+7 Armour, +2 Shield, no Dex bonus)</tr></table>​
    EQUIPMENT (open)
    <table><tr><td>On person... (Weight 76lb - light load)<td>In Backpack... (Weight 29lb - medium load)
    <tr><td>Half Plate Armour
    Heavy Steel Shield with spikes
    Holy Symbol (silver)
    Bedroll & blanket
    Chalk x10
    Flint & Steel
    Common lantern
    Trail rations x3
    Flask of Holy Water x3
    Potion of Mage Armour
    Potion of Cure Light Wounds
    Silk Rope, 50ft

    MONEY: 37g, 7s.</td></tr></table>

    SKILLS & FEATS (open)
    <table><tr><td>ACP -9 with shield and armour
    +0 Dexterity Bonus
    <td>...........<td>...........<td rowspan="16" valign="top">Languages: Common, Elven, Goblin, Dwarven

    Proficiencies: Simple, Martial, All Armour, Shields

    Human (+1 Skill point per level)

    Detect Evil
    Aura of Good
    Smite Evil 1/day (+3 to hit, +3 to damage)
    Power Attack
    Shield Bash
    Lay on Hands (9HP)
    Divine Health (immunity to all diseases)
    Immune to Fear and +4 morale bonus vs fear to allies within 10 feet

    Skill Synergy: +2 on Diplomacy Checks
    <tr><td>Concentration (Con)<td>5 ranks
    <tr><td>Diplomacy (Cha)<td>5 ranks
    <tr><td>Handle Animal (Cha)<td>1 rank
    <tr><td>Heal (Wis)<td>5 ranks
    <tr><td>Intimidate (Cha)<td> 3 ranks
    <tr><td>Knowlege - nobility/royalty (Int)<td>1 ranks
    <tr><td>Knowlege - religion (Int)<td>3 ranks
    <tr><td>Knowlege - history (Int)<td>1 rank
    <tr><td>Listen (Wis)<td>1 rank
    <tr><td>Profession - military corporal (Wis)<td>2 ranks
    <tr><td>Ride (Dex)<td>4 ranks
    <tr><td>Sense Motive (Wis)<td>6 ranks
    <tr><td>Spot (Wis)<td>2 ranks
    <tr><td>Use Rope (Dex)<td>2 ranks</td></tr></table>

    BACKGROUND (open)

    Darius was a corporal in the royal army of a kingdom known as Gavrilale. He was commissioned to assist an expedition to conquer a newly discovered island in the name of the king. With a band of press-ganged convicts, royal soldiers and mercenaries, he set sail for the Isle of Helswane and was one of the few survivors of the terrible massacre that followed. Beset by sea creatures, indigenous goblins and ancient traps, he barely survived with the aid of a handful of adventurers. But in their bid to escape the island they fell foul of a basilisk, which ambushed and petrified the group.

    So it was that Darius awoke in the gloomy halls of Castle Serendark. Three years had passed. His king was dead. His wife had moved on and found a new husband with whom to raise his two daughters. For long months Darius prayed and pondered the fate that had been dealt to him. He spoke with the Staves who had rescued him from Helswane, and learned of the Time Garden and how it would be disrupted were he ever to return to his family.

    In the end, he came to see the hand of fate in his rescue. He swore an oath of loyalty to the Staves, and ever since has been one of their most trusted commanders for the Serendark Interventions.

    Experience: 3000
  3. Beligzbuss Longbothem II
    Halfling Rogue
    Level 3
    Chaotic Neutral


    STR: 10 CON: 10 DEX 18 (+4) INT: 12 ( +1) WIS: 8 (-2) CHR: 9 (-1)
    Speed: 20 (x5) feet AC: 15 HP 18 BAB: +2 FORT: +2 REF: +8 WILL: +2 +2 morale bonus against fear (+1 racial applies)

    Appraise 0 (+1),
    Balance 6 (+4),
    Bluff 0 (-1),
    Climb 0 (+2),
    Craft 0 (+1),
    Decipher Script 0 (+1),
    Diplomacy 0 (-1),
    Disable Device 7 (+1),
    Disguise 0 (-1),
    Escape Artist 6(+4),
    Forgery 0 (+1),
    Gather Information 0 (-1),
    Hide 6 (+4),
    Intimidate 0 (-1),
    Jump 2 (+2 +4 with running jump),
    Knowledge 0 (local) (+1),
    Listen 0 (+0),
    Move Silently 5 (+6),
    Open Lock 6 (+4),
    Perform 0 (-1),
    Profession 0 (-2),
    Search 6 (+1),
    Sense Motive 0 (-2),
    Sleight of Hand 4 (+4),
    Spot 0 (-2),
    Swim 0 (+0),
    Tumble 4 (+4),
    Use Magic Device 0 (-1),
    and Use Rope 2 (+4).

    Feats: Quick Draw, Run, Trap finding, evasion, trap sense+1, Sneak attack +2d6
    Languages: Common, Halfling, Goblin

    Equipment on person: 27 LBS

    Weapons: Daggers x 2 (M) 2 lbs 1d4, Sling (1d4), 10 bullets 5 lbs
    Armor: Studded Leather 20 lbs

    Equipment: 33 ½ LBS

    Bedroll & blanket
    Chalk x10
    Flint & Steel
    Common lantern
    Trail rations x3
    Thieves Tools
    Alchemist Fire
    Acid Vial
    Tanglefoot bag x2
    Silk Rope, 50ft
    Extra bullets x10
    Grappling Hook
    Sealing Wax
    Pouch belt (Holding bullets)


    Gold: 100

    EXP: 3000


    To the halflings of the Multiverse, Serendark is a legend. A box of untold wonders of which could never run dry. A story to be told at the bedsides of children for some, and an obsession to others of which consume entire lifespans. Those who choose to tempt fate make their way across the planes to catch but a glimpse of it's majesty. Not being the most clear minded of folk, the kinder folk often find themselves drawn to pandora-esque box of treasure and troubles. Most of which never return.

    Beligzbuss is one such fellow. Born of a single mother along the deserts of Ygglthorn, the young halfling found himself obsessed at an early age with locks. What the lock guarded didn't matter, it was the thrill of getting to it. Before the lad could read he was well known around his village to have a sticky pair of fingers. A poor judge of character, terrible gambler and raging kleptomaniac. All of these are words that describe Longbothem at his best. The Halfling has had his share of interesting encounters through out his life. While generally upbeat and trouble free, he's not shy to place himself in the jaws of trouble at a moments notice if it fancies his whim.

    The stories of Serendark came to the aspiring kinder later than most, shuffling down the rumor mill after the mythical structure touched down against the desert sands. It took but a wandering eye catching it's visage to erupt the whole of the Halfling town into a bustle of interest. For Beligzbuss, he wasn't content to just sit back and dig through rumors. He wanted to see it for himself. Sneaking his way onto the mythical structure, the Halfling rogue was awed by the sheer wonder of the place. Architecture of which he'd never seen stretched across the roving island. Creatures of all shapes and sizes from across the planes dotted it's passages. All manner of wonderous sights and smells covered the landscape. It was the stuff of stories and he found himself in the center of it.

    It wasn't long after the Halfling's awe got the better of him. Biggs managed to get himself caught along one of the roofs trying to make his way into a particularly appealing office space. Imprisoned for a time, prison keepers of Serendark found the Halfling one evening sitting in his cell, perfectly content to the tune of a wide open cell door. The rogue had fashioned tools from iron shavings and had entertained himself throughout the night by unlocking and relocking himself inside the cell. Having not done anything particularly malicious, the wardens of the floating fortress found themselves at a bit of an impasse.

    The halfling was removed from the cell block and moved to another location with little avail. For whatever reason, the uppity kinder didn't really see his imprisonment as punishment at all. His shackling just served as another manner of neat puzzle placed in front of him. It wasn't long before the warden devised a plan.

    Beligzbuss was removed from confinement and spoken to by the keepers of the fortress. Having already left the deserts of Ygglthorn, the kinder was given two options. Either he could remain confined and be dropped off at the next point of landing, or he could stay on Serendark and provide services to the keep as a locksmith. While tempting to be able to wander the planes in such a manner, Beligzbuss took the second of the two.

    Often, the keepers regret the decision but no one can dispute that the halfling does good work.
  4. Adon Barick "The Big Boulder"
    Human Barbarian
    Level 3
    Chaotic Neutral



    Strength 14 (+2) Fortitude + 4 Speed 40
    Dexterity 13 (+1) Reflex + 2 Init +1
    Constitution 13 (+1) Will + 1
    Intelligence 11 (+0) HP 31
    Wisdom 11 (+0) BAB + 3 (+2 Str)
    Charisma 9 (-1) AC 16

    Skills/ Feats

    ACP: -3

    Climb: 4
    Craft: 2
    Handle Animal: 3
    Intimidate: 6
    Jump: 4
    Listen: 4
    Ride: 1
    Survival: 2
    Swim: 2

    Proficiencies: Simple, Martial, Light- Medium Armor, All shields (except tower shields) Languages: Common
    Power Attack

    Barbarian Special Features:


    Fast movement, illiteracy, rage 1/day
    Uncanny dodge
    Trap sense +1



    Longsword 15 gp 1d8 19-20/×2 4 lb. Slashing
    Chain shirt 100 gp 4 4 -2 20% 30 ft. 25 lb.
    Shield, light steel 9 gp 1 -1 5% 6 lb.
    Backpack (empty) 2 gp 2 lb.1
    Bedroll 1 sp 5 lb.1
    Waterskin 1 gp 4 lb.1
    Torch X2 2 cp 2 lb.
    Rope, silk (50 ft.) 10 gp 5 lb.
    Rations, trail (20) 1 gp 50 sp 30 lb.1
    Flint and steel 1 gp
    Grappling hook 1 gp 4 lb.


    Sword, short 10 gp 1d6 19-20/×2 2 lb. Piercing

    Feather token, whip
    10 Cure light Wounds potions

    Weight: 87 pounds, medium load.

    Experience: 3000

    Backstory (WIP):
  5. Searoth Nilhara
    Elven Wizard (Evoker) (3), Chaotic Evil
    [TABLE="class: grid, width: 500, align: center"]
    Strength: 11 (0)

    Charisma: 10 (0)
    Hit-Points: 16

    Dexterity: 10 (0)
    Experience: 3000
    Base Attack Bonus: 1

    Constitution: 11 (0)
    Initiative: 0
    Fortitude Save: 2

    Intelligence: 18 (+4)

    Speed: 30 ft.

    Reflex Save: 3

    Wisdom: 12 (+1)

    Armour Class: 10

    Will Save: 4

    Skills (open)
    [TABLE="class: grid, width: 500, align: center"]

    Concentration: 6 (0)
    Craft (Alchemy): 2 (+4)
    Profession (Alchemist): 2 (+1)
    Decipher Script: 2 (+4)
    Knowledge (Arcana): 2 (+4)
    Knowledge (The Planes): 2 (+4)
    Spellcraft: 12 (+4)
    Spot: 0 (+5)
    Listen: 0 (+5)
    Search: 0 (+6)
    Appraise: 0 (+7)

    Scribe Scroll
    Summon Familiar

    Lvl 0
    Ray of Frost
    Detect Poison
    Detect Magic

    Lvl 1

    Magic Missile
    Shocking Grasp

    Lvl 2
    Flaming Sphere
    Scorching Ray

    Heavy Crossbow
    Light Crossbow
    Composite Longbow
    Composite Shortbow

    Low-Light Vision

    Immunity to Magic Sleep

    +2 Saving Throw Against Enchantment Spells

    +2 bonus on Spellcraft checks to learn the spells of Evocation

    Can prepare one additional spell of Evocation per spell level each day

    Can't use Enchantment or Illusion magic

    + 2 Use Magic Device checks involving scrolls

    An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

    Equipment (open)
    [TABLE="class: grid, width: 700, align: center"]
    On Person (32 lb. 7oz. - Light Load)
    Backpack (62 lb. 9 oz. - Medium Load)

    • Adamantine Dagger
    • Brown Leather Boots
    • Brown Leather Breeches
    • Brown Leather Belt with Brass Buckle
    • White Linen Shirt (Ripped at the shoulder and side and bloody at both)
    • White Linen Lioncloth
    • Brown Leather Vest
    • Brown Leather Gloves
    • Green Linen Cloak
    • Wide Brimmed Brown Leather Hat
    • Green Linen Scarf
    • Spell Component Pouch
    • Wizard Spellbook
    • Wand of Burning Touch (48/50)
    • Pouch of Caltrops
    • 20 Pieces of Chalk in his Belt Pouch
    • Waterskin
    • Flint and Steel
    • Signal Whistle
    • Everburning Torch
    • Vial of Antitoxin
    • 3 Flasks of Acid
    • 3 Fasks of Alchemist Fire
    • 3 Fasks of Holy Water
    • 2 Potions of Cure Light Wound

    • [*=left]Backpack
      [*=left]3 Vials of Ink
      [*=left]Magnifying Glass
      [*=left]Small Steel Mirror
      [*=left]10 Candles
      [*=left]Grappling Hook
      [*=left]Winter Blanket
      [*=left]Canvas (sq. yd.)
      [*=left]Hempen Rope (50 ft.)
      [*=left]Bar of Soap
      [*=left]Trail Rations for 5 Days
      [*=left]4 Vials of Antitoxin
      [*=left]7 Flasks of Acid
      [*=left]2 Fasks of Alchemist Fire
      [*=left]2 Potions of cure Light Wound

    -10 gp Explorer Outfit
    -62 gp Adamantine Dagger
    -5 gp Spell Component Pouch
    -15 gp Wizard Spellbook
    -750 gp Wand of Burning Touch
    -1 gp Caltrops
    -1 cp Chalk x 20 (2 sp)
    -1 gp Waterskin
    -1 gp Flint and Steel
    -1 sp Inkpen
    -8 gp Vial of Ink x 3 (24 gp)
    -10 gp Small Steel Mirror
    -100 gp Magnifying Glass
    -25 gp Hourglass
    -8 sp Signal Whistle
    -2 gp Backpack
    -4 sp Bedroll
    -1 cp Candle x 10 (10 cp)
    -1 gp Grappling Hook
    -5 sp Winter Blanket
    -10 gp Tent
    -2 cp Whetstone
    -1 sp Canvas (sq. yd.)
    -1 gp Hempen Rope (50 ft.)
    -110 gp Everburning Torch
    -5 sp Bar of Soap
    -5 sp Trail Rations x 5 (2 sp 5 cp)
    -50 gp Vial of Antitoxin x 5 (250 gp)
    -10 gp Flask of Acid x 10 (100 gp)
    -20 gp Flasks of Alchemists Fire x 5 (100 gp)
    -25 gp Flasks of Holy Water x 5 (125 gp)
    -50 gp Potion of Cure Light Wound x 5 (250 gp)
    143 gp 7 sp 8 cp

    Background (open)

    Searoth doesn't remember much. He remembers Castle Serendark and that is it. He knows he once had a life before this, but if he did he must have long forgotten it, maybe because he simply doesn't want to remember it or it is part of his insanity or maybe its the effects of the castle. It doesn't matter to him. All he knows is that he must serve the Staves. Why? He doesn't know and doesn't care. He is taken care of and at times he is allowed to go on interesting and fun expeditions. That is all that matters to him...his fun.
    Familiar (open)
    Name: Caracktacus
    Species: Raven
    HP: 8
    Initiative: +2
    BAB: 3 1d5
    Speed: 10 ft. (2 Squares), Fly 40 ft. (Average)
    Space/Reach: 2½ ft./0 ft. 2½ ft./0 ft.
    Armor Class: 14 (+2 size, +2 Dex), Touch 14, Flat-Footed 12
    Special Qualities: Low-Light vision
    Saves: Fort +2, Ref +4, Will +4
    Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
    Skills: Listen +5 (+2), Spot +7 (+2)
    Feats: Alertness, Weapon Finesse
    Language: Common
  6. Tristan "Song Sword" Issacs
    Human Bard
    Level 3
    Neutral Good

    STR: 10(0)
    CON:11 (0)
    INT: 9(-1)
    DEX: 7 (-2)
    WIS: 13(+1)
    CHA: 16(+3)
    INIT: -2
    SPEED: 30
    AC: 8
    BAB: 2

    Feats (open)

    Perform(Wind Instruments):7
    Sense Motive: 4
    Bluff: 3
    Gather Information: 4
    Listen: 3
    Concentration: 4

    Iron Will
    Bardic Knowledge
    Bardic Music
    Inspire Courage +1


    LVL 0

    LVL 1
    Cure Light Wounds
    Disguise Self
    Silent Image

    13 gp 5sp 7cp (cost of items)
    On Person: 37
    In Bag:40 (acts as 5)

    Medium Load

    Equipment (open)

    On Person

    Morning star
    Light Crossbow (70 bolts)
    Leather Armor
    Traveler's outfit

    In backpack

    Handy Haversack
    Lamp, Common
    Rations, Trail (4)
    Torches (3)
    Flint and steel
    Rope, Hempen (50ft)
    Alchemist's fire
    Oil (3 pints)
    Musical Instrument (Flute
    ) Masterwork

    Tristan's Backstory (open)
    Tristan hails from the small isolated town of Undergrove, a xenophobic and self-sufficient tribal village. The town of Undergrove was very paranoid, isolating itself from the outside world as much as possible. It rarely let visitors and travelers in, if they get any at all, and even when they do it's for quick food and shelter for the night and out on the road again they go. This paranoia stems from their shamanistic elder who believes that they are the "chosen" people and they are to transcend into another world, free from outsiders.

    Tristan never bought into any of their beliefs nor cared much for them. Instead, he would always work on his music. At a young age he's always had a passion for music, practicing whenever he had time when he wasn't helping his father on his farm that provided food for the majority of Undergrove. The Issacs' family was a very well known name within they're tiny town which also grew a crowd to Tristan's music. Soon, he would long for more than just his hometown, and try to set out. Naturally, the elders said no, for fear of mingling and being "contaminated".

    With some well crafted words and a friendly smile, he had brought their attentions to technological and social needs. He brought up the idea of some sort of "Spies" that would go out into the world, and inform them of recent events. The elders could not deny that. They haven't kept up with the world, nor had they no way of knowing how the outsiders fared.

    Reluctantly agreeing, Tristan hastily organized a rag tag group of spies that would take up trades in the world with the true purpose of being the eyes and ears of Undergrove. Not surprisingly, he took up a trade as a wandering bard, a traveling entertainer who entertained many with his music. He frequented bars and taverns to gather information from the world, most of which was strange and wondrous.

    Hearing tales of fantastical adventures and demonic monsters, he knew that he had found his muse. Taking up arms, he set out to become a local hero, starting off small and taking on simple bandits and helping locals. Soon, he grew more renowned and honed, becoming somewhat of a warrior-poet. He easily earned himself the name of "Song Sword" for his ballads depicting his adventures and trials, exaggerated more than they actually were. His own adventures had caught the eyes of a more... mystical audience. Soon, he would start the REAL adventure.

    EXP 3000

    Attached Files:

    Halfling Rogue (3), Chaotic Good

    <table><tr><td>STR: <td>10 (+0)..........<td>FORT: <td>+3<tr><td>DEX: <td>19 (+4)..........<td>REF: <td>+10
    <tr><td>CON: <td>12 (+1)..........<td>WILL: <td>+3
    <tr><td>INT: <td>14 (+2)..........<td>HP:<td>17 / 17<tr><td>WIS: <td>12 (+1)..........<td>BAB:<td>+3 Melee, +7 Ranged<td>...<tr><td>CHA: <td>13 (+1)</td><td>AC:<td>17<td>(13 Flatfooted, 15 Touch)</tr></table>
    EQUIPMENT (open)
    <table><tr><td>On person...<td>In Backpack...
    <tr><td>Leather Armour
    Crossbow, Light
    Crossbow Bolts (50)
    Acid Flask (2)
    Masterwork Javelin
    Grappling Hook
    Rope, Silk
    Torch (2)
    Thieves' Tools
    Trail Rations (4)
    Flint & Steel
    Masterwork Mandolin

    MONEY: 238gp, 13sp, 8cp.
    TOTAL WEIGHT: 48.68lb. (MED)</td></tr></table>

    SKILLS (open)
    Appraise +3 (1 Rank, +2 Ability Mod)
    Balance +6 (2 Rank, +4 Ability Mod)
    Bluff +4 (3 Rank)
    Climb +3 (3 Rank)
    Diplomacy +5 (4 Rank, +1 Mod)
    Disable Device +6 (6 Rank)
    Disguise +2 (2 Rank)
    Gather Information +1 (1 Rank)
    Hide +9 (5 Rank, +4 Ability Mod)
    Intimidate +3 (3 Rank)
    Jump +4 (4 Rank)
    Knowledge (Dungeoneering) +3 (3 Rank)
    Listen +1 (+1 Ability Mod)
    Move Silently +9 (5Rank, +4 Ability Mod)
    Open Lock +10 (6 Rank, +4 Ability Mod)
    - Act +1
    - Comedy +1
    - Dance +1
    - Keyboard Instruments +1
    - Oratory +1
    - Percussion +1
    - Sing +1
    - String Instruments +3 (2 Rank, +1 Mod)
    - Wind Instruments +1
    Search +3 (3 Rank)
    Spot +4 (4 Rank)
    Use Rope +4 (+4 Ability Mod)

    Languages: Common, Elven, Goblin, Dwarven

    Proficiencies: Light Armour, Simple Weapon

    Lightning Reflexes
    Weapon Focus (Crossbow)
    Sneak Attack +2d6
    Trap Sense +1

    BACKGROUND (open)

    [size=+1]After a botched robbery and betrayal by the group he was working with left him in prison, Garrick Proudfoot elected to join the expedition Darius was a part of in order to get out of his cell. Surviving the massacre, he fought through the island's dungeons only to finally fall foul of a basalisk.

    When he awoke, he found himself in the halls of Castle Serendark several years after his group's apparent death on the island. Life had moved on in his absence, and he found himself searching for purpose in amidst it all. Such a purpose soon revealed itself, however, in the form of service to the Staves.

    Garrick now acts as a specialist on the Castle's Interventions, his skills as a thief and ranged combatant making him invaluable.[/size]

    Experience: 3000
  8. Vriona Quintet

    Alightment: Lawful Good, most of the time

    Deity: Samma


    Human Cleric Lvl (3)

    Experience: 3000


    Strength: 13 (+1)

    Dexterity: 12 (+1)

    Constitution: 14 (+2) -3

    Intelligence: 14 (+2)

    Wisdom: 18 (+4)

    Charisma: 11 (+0) -2

    Fort: +5

    Ref: +2

    Will: +7

    Hp: 11/25

    Armor Class: 11

    BAB: +3

    Skills: (open)

    Concentration(Con): 2 [Rank 2]

    Craft(Int): 2 [Rank 2]

    Diplomacy(Cha): 1 [Rank 1]

    Heal(Wis): 4 [Rank 4]

    Knowledge/Arcana(Int): 4 [Rank 4]

    Knowledge/history(Int): 2 [Rank 2]

    Knowledge/Religion(Int): 2 [Rank 2]

    Knowledge/Planes(Int): 1 [Rank 1]

    Profession(Wis): 2 [Rank 2]

    Spellcraft(Int): 2 [Rank 2]

    Ride(Dex): 2 [Rank 1]

    Swim(Str; Armor Check Penalty): 2 [Rank 1]

    Gather Information(Cha): 2 [Rank 1]

    Climb(Str; Armor Check Penalty): 2 [Rank 1]


    Combat Casting: +4 bonus on Concentration Checks made to cast a spell or use a spell like ability while on the defensive or while you are grappling or pinned.

    Self - Sufficient: You get a +2 bonus on all Heal checks and Survival checks.

    Skill Focus: You get a +3 bonus on all checks involving that skill.
    *Special: You can gain this feat multiple times. Its effect does not stack, each time you take the feat, it applies to a new skill.

    - Simple Weapons Proficiency
    - Can use light, medium, and heavy armor and sheilds (except tower shields)
    - Cleric casts divine spells, drawn from the cleric's spell list
    Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

    Language: Common, Abyssal, Celestial, Infernal

    Equipment list:

    Quarterstaff - 4 lbs, bludgeoning


    Quarterstaff5 1d4/1d4 1d6/1d6 ×2 4 lb. Bludgeoning

    Daggers x2 - 2 lbs, piercing

    Scale mail - 30 lbs (+4 Armor Shield Bonus, +3 Dex bonus, -4 Armor Penalty check, 25% Arcane Spell failure)

    Backpack, empty - 2 lbs

    Bedroll - 5 lbs

    Waterskin - 4 lbs

    Rations x3 - 3 lbs

    Cleric's Vestaments - 6 lbs

    Jeweled Worg Collar
    Arcane Scroll of Burning Hands (1/1), Divine Scroll of Misdirection (2/3)

    1 potion of Enlarge Person

    Carrying Medium load (56 lbs), everything is in backpack except for the bedroll, armor, and weapons.

    Wealth: 2033, 1 sp

    Spells (open)

    Spell Domain: Animal - You can use Speak to Animals once per day as a spell like ability. Add Knowledge (Nature) to your list of Cleric class skills.

    Calm Animals: This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with an Intelligence scores of 1 or 2) can be affected by this spell. All of the subjects must be of the same kind, and no two may be more than 30 feet apart. The maxiumum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack is allowed a saving throw; other animals are not.

    The affected creature(s) remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creature(s).

    Spell Domain: Heal - You cast healing spells at +1 caster level

    Lvl 0:
    Cure Minor Wounds: Cure 1 point of damage (Range: touch)
    Create Water: conjure 2 gallons/lvl of pure water
    Resistance: Subject gains +1 on Saving Throws
    Detect Magic: detect spells and magic within 60 feet

    Used: 1/4 daily allotment

    Lvl 1:
    Cure Light Wounds: Cure 1d8 damage + 1/lvl (max +5) [Range, touch]
    Entropic Shield: Ranged attacks against you have a 20% chance to miss
    Sanctuary: opponents can't attack you and you can't attack
    Summon Monster 1: This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the beast of its abilities. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. More info about this spell found here.

    Used: 3/3 daily allotment

    Lvl 2:
    Cure Moderate Wounds: Cures 2d8 damage + 1 lvl (max +10) [Range, touch]
    Bear's Endurance: Subject gains +2 Con for 1 min/lvl [Range, touch]
    Summon Monster 2: Works like Summon Monster 1, more info here

    Used: 2/2 daily allotment

    The list of spells for Cleric's can be found here.

    Vriona hails from a land known for their spices, teas and henna. She chose to depart from this world shortly after being rescued from Samma, one of the Staves residing in Castle Sendark. Her acquaintance with the Water Serpent began when she was a teenager, playing in the waters alone one day. A large wave caused her to lose her footing and the water took her under. Frightened for her life, the Cleric vowed that if she were to be saved she would devote her life to her savior's cause.

    From the depths of the sea rose a giant sliver serpent, covered in scales and fins. It took Vriona back to the surface on its head and there they agreed that she would leave her home and spend the rest of her life in the Castle. She has not forgotten where she came from however, as her chambers are filled with the scent of different spices and her hands are often covered in henna art. She's also seen wearing a brightly colored sari.

    Her relationship with Samma is strange, while Vriona does worship the serpent, she also considers it a friend. They do not speak often.
  9. Terisa Barick

    Elven Sorcerer Lvl 3, True Neutral


    Strength: 10 (0)
    Dexterity: 15 (+2)
    Constitution: 11 (0)
    Intelligence: 13 (+1)
    Wisdom: 11 (0)
    Charisma: 14 (+2)

    Initiative: 2
    Speed: 30
    Armour Class: 11
    Hitpoints: 11
    Base Attack Bonus: 1
    Magic Saves: Fort +1, Ref +3, Will +3

    Racial Features: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

    Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

    Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

    +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

    Bluff +3, Concentration +5, Craft +5, Knowledge +3, Spellcraft +7

    Combat Casting

    Lvl 0 Spells
    Resistance, Detect Magic, Dancing Lights, Message, and Ray of Frost

    Level 1 Spells:
    Cause Fear, True Strike, Magic Missle

    Familiar: Rat. Name: Barus


    Size/Type: Tiny Animal
    Hit Dice: ¼ d8 (1 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
    Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-12
    Attack: Bite +4 melee (1d3-4)
    Full Attack: Bite +4 melee (1d3-4)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks:
    Special Qualities: Low-light vision, scent
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
    Skills: Balance +10, Climb +12, Hide +16,
    Move Silently +10, Swim +10
    Feats: Stealthy, Weapon FinesseB
    Environment: Any
    Organization: Plague (10-100)
    Challenge Rating: 1/8
    Level Adjustment:

    Languages: Common, Elven, and Draconic


    Quarterstaff5 1d4/1d4 1d6/1d6 ×2 4 lb. Bludgeoning


    Sickle 6 gp 1d4 1d6 ×2 2 lb. Slashing

    Armour: None

    Clothing: Scholars Outfit

    Adventuring Gear:


    Backpack (empty) 2 gp 2 lb.1
    Bedroll 1 sp 5 lb.1
    Bell 1 gp
    Candle 1 cp


    Chalk, 1 piece 1 cp


    Ink (1 oz. vial) 8 gp
    Inkpen 1 sp


    19 Rations, trail (per day) 5 sp 1 lb.1

    Total Weight: 38 lbs

    Experience Points: 3,000

    Backstory: WIP​
  10. Okay, we'll wait for Supercat to post his character, then I can split the groups into two sets of 5 and play the fifth required character... which I'm thinking will be a fighter.

    Torrim Harmalk........(Meaning "Soul-stabber of the stalwart village")

    Dwarven Fighter (3), Neutral Good
    <table><tr><td>STR: <td>16..........(+3)<td>FORT: <td>+6<td>Speed 20ft<tr><td>DEX: <td>12..........(+1)<td>REF: <td>+2<td>Initiative: +1
    <tr><td>CON: <td>16..........(+3)<td>WILL: <td>+2
    <tr><td>INT: <td>12..........(+1)<td>HP:<td>31<td>()<tr><td>WIS: <td>12..........(+1)<td>BAB:<td>+3<td>(+3 Str bonus, +1 Weapon Focus with Dwarven Waraxe)<tr><td>CHA: <td>9............(-1)<td>AC:<td>15</tr></table>
    EQUIPMENT (open)
    <table><tr><td>On person... (Weight 38lb)<td>In Backpack... (Weight 29.5lb) = Light Load
    <tr><td>Masterwork Silver Dwarven Waraxe
    Mithril Chain Shirt
    Throwing axe
    +1 Masterwork Light Pickaxe
    20ft of Chain
    10 pieces of chalk
    Flint & Steel
    Piton x10
    Everburning Torch
    Potion of Mage Armour x2
    Potion of Cure Light Wounds x1

    Bedroll & Blanket
    Map Case
    Empty flask
    Grappling Hook
    50ft Silk Rope
    Signa Whistle
    Climber's Kit

    Pouch with 98gp 8sp 7cp

    No ACP in Mithril armour

    <table><tr><td>Climb (Str)......<td>4 ranks (+2 kit)<td rowspan="7">Languages: Common, Dwarven, Goblin

    Proficiencies: Simple, Martial, All Armour, Shields, Dwarven Waraxe/Urgrosh

    +1 to hit vs Orcs/Goblinoids
    +2 save vs Poison
    +2 save vs Spells
    +4 vs bullrush/tripping
    +4 AC vs Giants
    +2 on Stone Appraisal and Crafting

    Darkvision, 60ft
    Weapon Focus (+1 to hit with Dwarven Waraxe)
    Power Attack
    <tr><td>Craft (Int)......<td>1 ranks
    <tr><td>Handle Animal (Cha)......<td>1 rank
    <tr><td>Intimidate (Cha)......<td>4 ranks
    <tr><td>Jump (Str)......<td>4 ranks
    <tr><td>Ride (Dex)......<td>0 ranks
    <tr><td>Swim (Str)......<td>4 ranks</td></tr></table>
    BACKGROUND (open)
    Torrim's father was a Runescribe, from a long line of historians who painstakingly collected the deeds of the Hill Tribes. All Harmalks were trained at an early age to carve and treat the copper plates used as pages in the books of Dwarven Lore, and for fifteen years Torrim followed comfortably in his family's tradition. But then disaster struck. There was an explosion at the forge, caused by a consignment of cursed ore pulled up from the depths. It took his father's sight and scarred his hands. Overnight, Torrim's father lost the very things he needed for his craft. Of course, as all stubborn Dwarves, he tried to carry on his work, but after spoiling so many copper plates he turned his hopes to his son and did his best to instruct the young apprentice. Years of frustration, toil and recrimination followed, with Torrim taking over more of his father's duties but at the same time failing to perfect the Runescribe arts as his father did. Finally, after a series of blazing rows, he gave up entirely, and the finances of the Harmalk family fell into ruin. In order to pay their debts, Torrim's parents turned to the Guilds for help. It was the Mercenary Guild who eventually agreed to take on the debt, and as payment they assumed custody of Torrim, placing him in a forced apprenticeship programme. For the next three years he learned the art of mountaineering and the waraxe and lost altogether his fleeting knowledge of crafting and inscription. But Torrim never settled to the life of a community guardian, and in time he left the Hill Tribes, resentful of his father and resentful of his people for turning his family's misfortune into slavery. And a year later, when freezing to death on the side of a mountain after losing his ropes, Torrim encountered a curious Stave who took pity on him. He has not returned home for 32 years.
    EXPERIENCE: 3000​
  11. Since a post was made I decided to go with a new post for my character. I still need to go through and format it to make it look prettier but I believe I have everything correct but getting double checked is nice. I am still available for tomorrow.

    Nior Cruss
    Human Cleric, Level 3
    Deity: None currently
    Alignment: Neutral

    [TABLE="class: grid, width: 500, align: left"]
    Speed 20ft(Full plate)

    Initiative +3



    Armour Check: -9

    (+8 Armour, -1 Dex Bonus)


    Skills (open)

    Language: Common, Elven, Celestial, Abyssal, and Infernal


    Concentration (Con): 10 [Rank 5, +2 Con, +3 Skill Focus]
    Craft(Int): 0
    Diplomacy(Cha): 3 [Rank 1, +2 Cha]
    Heal(Wis): 4 [Rank 0, +4 Wis]
    Knowledge Arcana(Int): 1 [Rank 1]
    Knowledge History(Int): 0
    Knowledge Religion(Int): 5 [Rank 5]
    Knowledge The Planes(Int): 1 [Rank 1]
    Profession(Wis): 4 [Rank 0, +4 Wis]
    Spellcraft(Int): 5 [Rank 5]


    Extend Spell - An extended spell lasts twice as long as normal. An extended spell uses up a spell slot one level higher than the spell’s actual level.
    Skill Focus (Concentration) - +3 Bonus on all checks involving that skill.
    Improved Initiative - You get a +4 bonus on initiative checks.

    Synergy: Gives +2 bonus on turning checks against undead.

    Class Feats:
    Weapon Prof:All simple
    Armor Prof:All armor and shields except tower shields
    Spontaneous Casting
    Turn or Rebuke Undead - Roll to see highest level of undead that can be turned. (1d20 + Cha Mod).Turning damage- roll 2d6+Cleric level+Cha mod to see how many you affect. Duration 10 rounds, turned undead flee from you. If they cannot flee they cower. Can be done 3 + Cha m

    Domains and Spells (open)

    Luck Domain
    Granted Power

    You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
    Luck Domain Spells

    Entropic Shield: Ranged attacks against you have 20% miss chance.
    Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
    Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    Freedom of Movement: Subject moves normally despite impediments.
    Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    Mislead: Turns you invisible and creates illusory double.
    Spell Turning: Reflect 1d4+6 spell levels back at caster.
    Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
    Miracle X: Requests a deity’s intercession.

    Sun Domain
    Granted Power

    Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
    Sun Domain Spells

    Endure Elements: Exist comfortably in hot or cold environments.
    Heat Metal: Make metal so hot it damages those who touch it.
    Searing Light: Ray deals 1d8/two levels, more against undead.
    Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
    Flame Strike: Smite foes with divine fire (1d6/level damage).
    Fire Seeds: Acorns and berries become grenades and bombs.
    Sunbeam: Beam blinds and deals 4d6 damage.
    Sunburst: Blinds all within 10 ft., deals 6d6 damage.
    Prismatic Sphere: As prismatic wall, but surrounds on all sides.


    Level 0:
    Detect Magic: Detects spells and magic items within 60 ft.
    Detect Poison: Detects poison in one creature or object.
    Create Water: Creates 2 gallons/level of pure water.
    Mending: Makes minor repairs on an object.

    Level 1:
    Cure Light Wounds: Cures 1d8 damage +1 (per caster level for a max of +5).
    Sanctuary: Opponents can’t attack you, and you can’t attack.
    Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

    Domain Spells:
    Entropic Shield: Ranged attacks against you have 20% miss chance.
    Endure Elements: Exist comfortably in hot or cold environments.

    Level 2:
    Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10)
    Bull’s Strength: Subject gains +4 to Str for 1 min./level.

    Domain Spells:
    Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
    Heat Metal: Make metal so hot it damages those who touch it.

    Equipment (open)

    Weight: 58lbs, Medium load
    Morningstar- 1d8 damage of Bludgeoning and piercing, 6lb, 8gp.
    Dagger - 1d4 piercing or slashing, 1lb, 2gp.

    Full Plate- +8 AC, +1 Dex, Armor check -6, 35% Arcane Spell Failure Chance, Speed 20, weight 50lb, 1500gp.

    Other: Holy Symbol, Silver - Cost 25gp, 1lb.

    In Backpack:
    Weight: 39lbs, Medium load
    Backpack - Cost 2gp, weight 2 lb
    Bedroll - Cost 1sp, weight 5lb.
    Blanket - Cost 5sp, 3lbs.
    Ration x 5 - Cost 25sp, 5lb
    Waterskin x2 - Cost 2gp, 8lb.
    Rope Silk (50ft) - 10gp, 5lb
    Flint and Steel - 1gp
    Lantern Bullseye - 12gp, 3lb.
    Potion of cure light wounds x 3 - 150 gp
    Explorer's outfit - 10gp, 8lb.

    Money: 1287 gp, 74 sp

    To be reedited die to confliction

    Experience: 3000
  12. Right, everyone playing tonight, here's the link:

    You need to create a free account, then you should appear in the training area. Once you have an account I can give you control of your avatar and character sheet.

    Tutorials are on the left-hand bar, or I can give you a quick crash-course when you're in there. And click the wheel on the top right to customize your settings, turn on dice animations, set up hotkeys, etc.

    There's also a zoom function and I suggest about 70% so you can view the maps I've made.

    And double-click on your avatar to customize the stats that are displaying over your head.

    Take the next few hours to familiarize while we wait for Excesmyr to arrive.

    *pulls up his dungeon master hood*
  13. p.s. I've duplicated the campaign and made it specifically for the second team, just so we don't bump into each other and cause a time paradox.

    Here's the second link:
  14. Hooray for rushed character sheets that may or may not be entirely correct (I'm sorry if it is) and for flipping back and forth through the Player's Handbook for a few hours!

    Saranna Efang
    Female Human Cleric
    Level 3 (3000/6000)

    HP and stuff
    HP: 16
    AC: 19 (10+7+2)
    BAB: 3 (2+1)

    STR: 13 (+1)
    DEX: 12 (+0)
    CON: 14 (+2)
    INT: 8 (-1)
    WIS: 17 (+3)
    CHA: 17 (+3)

    Fort: 5 (3+2)
    Dex: 1 (1)
    Will: 6 (3+3)

    Heal: 4
    Spellcraft: 2
    Concentration: 2

    Power Attack
    Combat Casting
    Improved Initiative



    Heavy Mace 1d8 12 GP 12 lb
    Large Steel Shield +2 AC 20 GP 15 lb
    Half-Plate Armor +7 AC 600 GP 50 lb
    Holy Symbol- Silver 25 GP 1 lb
    Backpack 2 GP 2 lb
    Flint and steel 1 GP 1 lb
    Cleric vestements 15 GP 6 lb
    Rations (x3) 1.5 GP 3 lb

    Remaining Gold: 1323.5

    Spell list:
    Domains: Healing, Sun

    Light (Makes an object shine like a torch)
    Guidance (Subject gets a +1 bonus on an attack, check, or save)
    Detect Magic (Detects magic within 60 ft)
    Detect Magic

    Cure Light Wounds (Heals 1d8+3)
    Cure Light Wounds
    Cure Light Wounds
    Magic Weapon (Touched weapon gets +1 to attacks and damage rolls)

    Cure Moderate Wounds (Heals 2d8+3
    Aid (+1 to attacks, +1 to Fear saves, +1d8 temporary hit points)
    Heat Metal (Makes metal burning to the touch over 5 rounds)

    Saranna is a lean, almost bony woman with sharp features and a stern expression. Her skin is dusky, with a warm reddish tinge. Her hair is a deep, dark brown and coiled tightly into a bun. She wears a small piercing on her right earlobe in the shape of a burning sun, red in the center and gold around the edges. She joined the priesthood of Tartaladan at a young age, and served the Lord of Noon faithfully through many trials. In her service with the priesthood she soon became well-known for her strength in rooting out pockets of dangerous mist-worshipping cultists throughout the land. One day she traveled with several other warrior-priests to wipe out another band, but their twisted and insane high priest did what no other priest of the mists had done: He called upon the power of what he worshiped. A sudden and unnatural fog filled the area. All were blinded and separated from one another. She doesn't know whether it was while she was waking or sleeping but when the mists cleared she found herself in Serendark, and with a few reservations joined their cause.
  15. Oh wow, I had not known about this thread before now D8 Is there a link to it somewhere in the D&D Fan Club?

    Anytime Saturday/Sunday is pretty perfect for me :D From now on I'll be checking up on this thread constantly! Gosh, if I'd known it was there I could've participated in games over the past weeks :C I do really want to be part of this campaign and I've cut down on other roleplays so all I'm doing is this, Sunnepheia, Irideus and Once Upon an Early Rain (which is like on a bimonthly basis), so I can definitely keep track of all of them now and assure y'all of my commitment :D

    Also Zen ... addictive signature O_o

    Alys'vana Steelsong
    <IMG src= width=50% align=left style=padding:10px>
    Half-Elf Wizard | Neutral Good | Lvl 3

    STR: 12...(+1)... FORT: +4
    DEX: 12...(+1)... REF: +2
    CON: 16...(+3)... WILL: +4
    INT: 17...(+3)... HP: 18 (__)
    WIS: 12...(+1)... BAB: +1
    CHA: 7.....(–2)... AC: 11 (___)

    Speed 30ft ... Initiative: +1 ... Skill Points: +5/Lvl


    Alys's sense of personal honor is absolute, although first impressions of her are usually to the contrary. With a cynical flair for the dramatic, black kohl-rimmed eyes and hair so dark red it's almost black, the athletic young woman looks more like a rogue than a spellcaster, but for the spellbook in her pack and the potions strung on her belt beside the dagger sheaths. Her slim and tall physique aside, Alys looks very human, with regular ears, broad cheekbones, and thick brows that defy the elegant arching features of her mother's kin. Clad in a mismatched flurry of supple yet durable leather, small, sharp weapons, and vials of mysterious liquids, herbs and powders, her confused and dark exterior reflects the perpetual feeling of not belonging that makes her at once dependent on casual companionship and afraid of rules and intimacy: the spirit of a rebel.


    MONEY: 77 gp 4 sp

    On person (41/43 lb) Horse (186/230 lb) PREPARED SPELLS
    1x Explorer's Outfit

    1x Boots of Stomping

    1x Spell Component Pouch

    2x Spiked Gauntlet

    1x Quarterstaff

    2x Dagger

    1x Spellbook (23/100)

    1x Magnifying Glass

    1x Masterwork Tool

    10x Trail Rations

    2x Waterskin
    1x Bit and Bridle

    1x Pack Saddle

    1x Military Saddle

    1x Horse Chain Shirt (Padded)

    1x Cold Weather Outfit

    1x Bedroll

    1x Winter Blanket

    1x Heavy Crossbow

    20x Heavy Crossbow Bolts

    5x Caltrops

    1x Spellbook (0/100)

    40ft Chain

    50ft Silk Rope

    3x Thunderstone

    5x Vial of Cure Light Wounds

    1x Masterwork Artisan's Tools

    1x Thieves' Tools

    1x Disguise Kit

    1x Healer's Kit
    Read Magic

    Disrupt Undead
    Dancing Lights
    Ray of Frost
    Detect Poison

    Comprehend Languages
    Floating Disc

    Scorching Ray
    Protection From Arrows

    SKILLS + FEATS (open)

    Spellcraft (Int +3) 6 ranks
    Craft (Int +3) 5 ranks
    Diplomacy (Cha –2) 3 ranks
    Escape Artist (Dex +1) 2 ranks
    Concentration (Con +3) 1 rank
    Decipher Script (Int +3) 1 rank
    Knowledge - Arcana (Int +3) 1 rank
    Knowledge - Nature (Int +3) 1 rank
    Profession (Wis +1) 1 rank
    Use Magic Device (Cha –2) 1 rank
    Languages: Common, Elven, Draconic, Sylvan, Celestial

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

    Half-Elf: Immune to sleep spells/similar magical effects; +2 racial bonus on saving throws against enchantment spells/effects; low-light vision; +1 racial bonus on Listen/Search/Spot checks; +2 racial bonus on Diplomacy/Gather Info checks; considered an elf for all race-related effects

    Feats: Self-Sufficient, Magical Aptitude
    +1 Feat every Lvl divisible by 3 or 5

    Special: Summon Familiar, Scribe Scroll

    Spells per day: 4x L0, 2x L1, 1x L2

    Specialization: Evocation
    Given up Transmutation & Enchantment
    May prepare 1 additional Evocation spell per spell lvl daily
    Gains a +2 bonus on Evocation Spellcraft checks

    Spellbook (open)

    0 Level 1st Level 2nd Level
    Resistance: Subject gains +1 on saving throws.

    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.

    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.

    Ghost Sound: Illusory sounds.

    Disrupt Undead: Deals 1d6 damage to one undead.

    Touch of Fatigue: Touch attack fatigues target.

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

    Prestidigitation: Performs minor tricks.
    Alarm: Wards an area for 2 hours/level.

    Shield: Invisible disc gives +4 to AC & blocks magic missiles.

    Comprehend Languages: Understand all spoken and written languages.

    Ray of Enfeeblement: Ray deals 1d6 (+1 per 2 lvls) damage to tar's Str.

    Mage Armor: Gives subject +4 armor bonus.

    Floating Disc: Creates 3-ft.-diameter horizontal disc that holds 100 lb./level.
    Protection from Arrows: Subject immune to most ranged attacks.

    Summon Monster I: Calls an extraplanar creature to fight for you.

    Unseen Servant: Invisible force obeys your commands.

    Scorching Ray: Ranged touch attack; deals 4d6 fire damage; +1 ray/four levels (max 3).

    Hawk Familiar (open)

    Type: Hawk
    Species: Lammergeier
    HP: 9 (__)
    Initiative: +3
    Speed: 10 ft walk; 60 ft fly
    Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
    Attack: Talons +5
    Saves: Fort +2, Ref +5, Will +2
    Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
    Skills: Listen +4, Spot +16
    Feats: Weapon Finesse, Alertness


    Equine Companion (open)

    Type: Light Warhorse
    Species: Barb
    HP: 22 (__)
    Initiative: +1
    Speed: 60 ft
    Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
    Armor: –2 CP, 25% ASFC, +5 A/S, 12 max Dex bonus
    Attack: Hoof +4
    Saves: Fort +6, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
    Skills: Listen +4, Spot +4
    Feats: Endurance, Run



    Alys'vana was battleborn. Never meant to be, she was conceived too carelessly in some passionate moment of a clandestine relationship between a highborn elf woman and a simple human ranger. Desiring to escape from a life of duplicity and loneliness, Alys's mother Marat fled her people with her lover one stormy night shortly before her pregnancy would become obvious. Alys's parents aimed for passage through a mountain range and might have made it, if the snows had not come weeks early, pushing them back into the maze of deep forest.

    It was the beginning of disaster. They quickly lost their way, until, in bitter winter, Marat struggled through an early birth, undernourished and freezing. Attracted by her screams, they were fallen upon by two hardened rogues. Desperately, Marat's lover Alin fought fiercely to give his wife and newborn child a chance at life. Amidst the shriek of steel and the spilling of blood, a daughter was born with large eyes black as midnight, but her father never laid eyes upon her.

    Weeks later, Marat's clan was horrified to find her returning with a bastard half-blood child, ruined and joyless. The true story was known by none but Alys and her mother, whom she never saw smile. She grew up disgraced and cast out. Though she showed prodigious magical affinity her skills were mocked by her peers and she quickly learned to be adept with a dagger and proficient at archery, even if she is inept at hand-to-hand combat and the use of blunt weapons and shields.

    For many years growing up Alys hunted to support her distant mother, until one day she went hunting to escape the taunts and Marat's blank gazes and hollow words, and found herself walking into unfamiliar forest without turning back. A handful of weeks later she had found her way onto a large crossroads. She scoured through the rim of the forest one last time, packed the necessary provisions, and set out on her own, trying to find her place.

    At some point, Alys'vana stumbled upon Huff. Doubtless the young stallion had been strapping indeed before she found him, but his rippling red coat had become scruffy and mottled, and his dark ebony socks peppered with grey hairs. The poor creature was wild-eyed and skittish but starving, clearly having fled from some terrible battle, yet Alys saw that it was young and besides being malnourished remarkably healthy. Seeing the merit of a loyal mount, she fed him and paid a healer to rid him of his parasites. She firmly decided not to develop too strong a bond with the creature, although Huff's devotion to her was complete. Originally she resolved not to name or ride him, but eventually she couldn't help but refer to him as Huff, a cynical noise he often made when surprised or annoyed. While still an inexperienced rider, Huff has proved a valiant companion in battle and enabled much faster and more comfortable travel. She lets him wander and graze at his whim, but, should she unexpectedly encounter a threat, she always has a bone whistle handy on a thread around her neck. The note is too high for humans and most animals to hear, but it never fails to bring Huff running.

    Experience: 3000
  16. Saturday will work for me. Otherwise I tuesdays and thursdays should normally be okay for me, maybe not long 8 hour sessions. But 4 hours or so would work.
  17. Saturday works for me! School just started so my time frame is a little weird but weekends for the most part are looking open.

    Although Iridius is starting to look like it's working on a bimonthly basis xD
  18. *blinks*

    Er right... today. Cool.

    Also, since newcomers are arriving and certain people are missing certain encounters, I might extend this adventure a little. Maybe we rescue the maiden but then have to escape a different way.... in which case we could get some resting in.

  19. Woot! When? When? When? 8D