Difference between pages "Lexent" and "Back to Camp"

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In Progress. Copying Vafrandir's formatting for now.
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Continued from '''[[Slowly Healing]]'''.
  
Lexent Povarov is a male gnome from Parnuin in Vepses. His eyes are pine green, his skin is olive, and his hair is tawny, that's wavy and oily.
+
'''The DM:''' It is still July 4th; the sky is covered by puffy clouds, there is no rain and the temperature remains cool and comfortable.
  
== Personal Life ==
+
'''[[Lexent]]:''' "Vafrandir, would you be willing to assist me? I can't carry all that much by myself."
  
He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. Their behavior has always helped Lexent and they may be relied upon for help. His father was a chandler ('''-1 damage per die from all heat attacks, not including fire'''). His birthday is 5 Dec, 1600 (making him 49 years old at his beginning in the campaign).
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'''[[Vafrandir]]:''' I'm with you! Off we go.
  
== Stats ==
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'''[[Vafrandir]]:''' To be clear, we intend to move camp closer.
  
[https://wiki.alexissmolensk.com/index.php/Cleric_(class) Cleric] 1, missionary
+
'''[[Lexent]]:''' Indeed.
  
{| class="wikitable"
+
'''The DM:''' Splitting the party, I roll and no ill-happenstance results from it.  Marcule is able to get Pandred down the mountain, and might even be able to signal somehow with a spell or something (no idea) to let you know they’re coming.  Together, without needing to say so, you make an agreement about some place you saw that morning, so you know just where to meet with each other.  However, none of you are a ranger, so I will need a wisdom check from every person in the party.
| XP || style="text-align:right;" | 0
 
|}
 
  
{| class="wikitable" style="text-align: center;"
+
'''[[Vafrandir]]:''' I roll a 1.
! STR !! INT !! WIS !! CON !! DEX !! CHA
 
|-
 
| 14 || 11 || 17 || 10 || 13 || 13
 
|}
 
  
{| class="wikitable"
+
'''[[Lexent]]:''' '''14'''
| [https://wiki.alexissmolensk.com/index.php/Hit_Points HP] || style="text-align:right;" | ??
 
|-
 
| HP (max) || style="text-align:right;" | ??
 
|}
 
  
{| class="wikitable"
+
'''The DM:''' You both find your way back to the camp, and to the agreed-upon meeting place.
| AC || style="text-align:right;" | 10 || None
 
|}
 
  
{| class="wikitable"
+
'''Marcule:''' I will do my best to take care of Pandred.
| AP || style="text-align:right;" | ?
 
|}
 
  
{| class="wikitable"
+
'''The DM:'''  That place ... do you want it to have any special characteristics, commensurate with the area?  It's alpine tundra, so there are no trees.  Here are some suggestions of what an [https://wiki.alexissmolensk.com/index.php/Alpine_(range) alpine range] offers.  Note the "Features" section.
| weight || style="text-align:right;" | 75 lbs.
+
: Rolling dice, I do indicate the presence of a single hot spring, so that's probably going to win the choices. No "chalets" obviously.
|-
 
| height || style="text-align:right;" | 3'4"
 
|}
 
  
== Skills ==
+
'''[[Vafrandir]]:''' Yes, a hot spring gets my vote. Preferably against a rock face to help shield from wind as well.
 +
:'''[[Lexent]]:''' Your first sentence is almost word for word what I was writing. Hot spring, please.
  
=== Sage Abilities ===
+
'''The DM:''' That’s a safe bet, Vafrandir.  The hot spring is little more than a trickle; it makes a pool only one foot in diameter before tricking about fifty yards downhill through an inch-wide crack in the rock surface, where it apparently returns to the subsurface.  The pool is about 4 yards from the rock face, which is 18 feet high and forms an angle, 20 feet north-south and 10 ft. east west, with the hypotenuse towards the southwest.  Stretching south and west is a small plain of glacial debris, with stones ranging from fist size to gnome-sized.
  
{| class="wikitable" style="display: inline-table;"
+
'''The DM:''' “small plain” = 500 yards across, tailing out where the slope breaks into 10 foot wide gulleys and ponds on the southwest edge.
! colspan="2" | The Church
 
|-
 
| Heraldry, Signs, and Sigils || ?
 
|-
 
| History || ?
 
|-
 
| Politics || ?
 
|-
 
| Religious Art & Music || ?
 
|-
 
| Religious Design || ?
 
|}
 
{| class="wikitable" style="display: inline-table;"
 
! colspan="2" | Legends & Folklore
 
|-
 
| Artiacts || ?
 
|-
 
| Beasts || ?
 
|-
 
| Demi-gods || ?
 
|-
 
| Heroes || ?
 
|}
 
{| class="wikitable" style="display: inline-table;"
 
! colspan="2" style="background-color:#ccf;" | Power
 
|-
 
| Divination || ?
 
|-
 
| Dweomercraft || ?
 
|-
 
| Faith || ?
 
|-
 
| [https://wiki.alexissmolensk.com/index.php/Medicine_(sage_study) '''Medicine'''] || style="background-color:#fcc;" | '''12'''
 
|-
 
| Outer Planes || ?
 
|}
 
{| class="wikitable" style="display: inline-table;"
 
! colspan="2" | Theology & Customs
 
|-
 
| Astronomy & Astrology || ?
 
|-
 
| Gods || ?
 
|-
 
| Law & Policy || ?
 
|-
 
| Ritual || ?
 
|}
 
  
==== Amateur ====
+
'''[[Lexent]]:''' The perfect size for resting an ankle.
  
* [https://wiki.alexissmolensk.com/index.php/Chandler(sage_ability) '''Chandler''']: ???.
+
'''The DM:''' the temperature of the hot spring would be 65-70 degrees C; though of course no measurement of that kind would be comprehensible to the characters.
  
* [https://wiki.alexissmolensk.com/index.php/Aid_Rest_(sage_ability) '''Aid Rest''']: Increases hit points restored from rest.
+
'''The DM:''' Let’s see; you can’t get the cart onto the glacial plain. The best you can do is park it 250 yards from the hot spring. The terrain is too rough for the wheels otherwise.
* [https://wiki.alexissmolensk.com/index.php/Binding_Wounds_(sage_ability) '''Binding Wounds''']: Improves skill at ending hit point damage caused by wounds.
 
* [https://wiki.alexissmolensk.com/index.php/Diagnose_Ailment_(sage_ability) '''Diagnose Ailment''']: Identifies a disease or poison affecting the patient's health; does not provide treatment.
 
  
=== [https://wiki.alexissmolensk.com/index.php/Cleric_Combat_Abilities Weapon proficiencies] ===
+
'''The DM:''' Marcule and Pandred, I need those wisdom checks.  We’ll pick this up Friday, as agreed.  Out (but I’ll check back in half an hour).
* Flail, '''1d6+1 damage'''
 
* Sling, '''1d4 damage'''
 
  
== Equipment ==
+
'''[[Lexent]]:''' That seems a manageable distance. How much farther from the abrasion zone of the cirque are we now than at the previous camp?
 
 
[https://docs.google.com/spreadsheets/d/1pqnm3KukU58GqiqqiAHTFT81kL3_kHpMR9Nx6_MRTPw/edit?usp=sharing Full equipment list on Google Drive]
 
 
 
{| class="wikitable"
 
|+ currently equipped
 
|-
 
| '''right hand''' || sword (long), iron
 
|-
 
| '''left hand''' || shield (small), fir
 
|-
 
|}
 
 
 
=== Other worn/carried ===
 
 
 
* breeches, wool cloth
 
* doublet, wool cloth
 
* loin cloth, linen
 
* shirt (men's), cotton
 
* cloak, wool cloth
 
* belt pouch (small), cowhide
 
* belt, cowhide
 
* scabbard (sword), sheepskin
 
* helmet
 
* leather armor
 
* gloves, lambskin
 
* boots (low hard), cowhide
 
 
 
=== Backpack ===
 
 
 
* backpack, cowhide
 
* daily ration (rest)
 
* daily ration (rest)
 
* daily ration (travel)
 
* gloves, lambskin
 
 
 
== Wealth ==
 
 
 
2 gp, 8 sp, 11 cp in belt pouch
 
 
 
== Other ==
 
 
 
Elves are naturally effective when using long and short swords, so that they receive a '''+1 to hit with these weapons'''. Likewise, elves receive a '''+1 to hit bonus when using any kind of bow'''. Elves do not receive this bonus when using a two-handed, bastard or broad sword, nor when using a crossbow.
 
Elves are skilled assassins, clerics, fighters, mages, rangers and thieves. Their presence of mind permits a '''+1 saving throw against charm spells''' for every 3½ points of intelligence ('''+3 for Vafrandir'''). An elf with an intelligence of 15 would have a +4 saving throw.
 
Elves also possess '''infravision''', being able to see in the dark with relative clarity. Because of their experience moving through the outdoors, non-player character elves possess the stealth ability. Contrary to popular belief, elves do not possess any special abilities to identify secret or concealed doors.
 
 
 
Vafrandir has a natural ability to master and control riding horses, donkeys and mules, regardless of class or training ('''horse handling I''').
 
A touch of luck has marginally increased the character's coin.
 
He starts with one less weapon proficiency than usual.
 
He is overly cautious when it comes to combat, and must succeed at a '''wisdom check, which may be attempted each round, before entering melee'''.
 
He suffers from '''susceptibility to colds'''.  Exposure of any kind to rain or snow in the outdoors will cause Vafrandir to experience cold symptoms.
 
He gains a '''+2 modifier to saves against frostbite'''.
 
He is '''not subject to attacks of opportunity''' when moving at a stride of 2.
 
He  is able to perform handwalking, round offs and side aerials.
 
Vafrandir's misfire cannot result in "friendly fire" if the accidental target is within 20 feet.
 
He has a deep, compelling voice, and his body is firm and toned.
 
Should Vafrandir seek employment, or come into the service of any person, he will receive '''30% more than usual compensation'''.
 

Revision as of 13:58, 17 March 2021

Continued from Slowly Healing.

The DM: It is still July 4th; the sky is covered by puffy clouds, there is no rain and the temperature remains cool and comfortable.

Lexent: "Vafrandir, would you be willing to assist me? I can't carry all that much by myself."

Vafrandir: I'm with you! Off we go.

Vafrandir: To be clear, we intend to move camp closer.

Lexent: Indeed.

The DM: Splitting the party, I roll and no ill-happenstance results from it. Marcule is able to get Pandred down the mountain, and might even be able to signal somehow with a spell or something (no idea) to let you know they’re coming. Together, without needing to say so, you make an agreement about some place you saw that morning, so you know just where to meet with each other. However, none of you are a ranger, so I will need a wisdom check from every person in the party.

Vafrandir: I roll a 1.

Lexent: 14

The DM: You both find your way back to the camp, and to the agreed-upon meeting place.

Marcule: I will do my best to take care of Pandred.

The DM: That place ... do you want it to have any special characteristics, commensurate with the area? It's alpine tundra, so there are no trees. Here are some suggestions of what an alpine range offers. Note the "Features" section.

Rolling dice, I do indicate the presence of a single hot spring, so that's probably going to win the choices. No "chalets" obviously.

Vafrandir: Yes, a hot spring gets my vote. Preferably against a rock face to help shield from wind as well.

Lexent: Your first sentence is almost word for word what I was writing. Hot spring, please.

The DM: That’s a safe bet, Vafrandir. The hot spring is little more than a trickle; it makes a pool only one foot in diameter before tricking about fifty yards downhill through an inch-wide crack in the rock surface, where it apparently returns to the subsurface. The pool is about 4 yards from the rock face, which is 18 feet high and forms an angle, 20 feet north-south and 10 ft. east west, with the hypotenuse towards the southwest. Stretching south and west is a small plain of glacial debris, with stones ranging from fist size to gnome-sized.

The DM: “small plain” = 500 yards across, tailing out where the slope breaks into 10 foot wide gulleys and ponds on the southwest edge.

Lexent: The perfect size for resting an ankle.

The DM: the temperature of the hot spring would be 65-70 degrees C; though of course no measurement of that kind would be comprehensible to the characters.

The DM: Let’s see; you can’t get the cart onto the glacial plain. The best you can do is park it 250 yards from the hot spring. The terrain is too rough for the wheels otherwise.

The DM: Marcule and Pandred, I need those wisdom checks. We’ll pick this up Friday, as agreed. Out (but I’ll check back in half an hour).

Lexent: That seems a manageable distance. How much farther from the abrasion zone of the cirque are we now than at the previous camp?