Difference between pages "Aftermath Goblin Camp" and "Pandred"

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__TOC__
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=== Pandred ===
  
'''The DM:''' Looking around, noting the tents, rifling the bodies, and before you go look inside any of the tents, it catches your eye that there's the burnt out chest in the firepit, apparently of human make.  Additionally, the staff in the hands of the shaman WAS glowing.  Point in fact.
+
Human Fighter
: I'll calculate the experience; look for it on this page.  Please let me know if you took or caused any damage not highlighted in red.
 
'''[[Vafrandir]]:''' Was glowing - not IS glowing?
 
: '''The DM:''' correct.  Was.
 
  
'''The DM:''' There's no way around it, Pandred's constant thumping is an asset that will help her go up faster in levels.  Vafrandir managed to get through a fight taking no actual damage.  That's a first, isn't it?  Here are the totals, assuming I've got all the damages.
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Female, 18 (Feb 15, Christiania, Norway)
: Embla: 445
 
: Marcule: 425
 
: Pandred: 919
 
: Vafrandir: 270
 
  
'''[[Vafrandir]]:''' Considering I've spent most fights in single digit HP, I'll take it!
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5'8", 143lbs - Northern European
  
'''The DM:''' I assume you rifle the bodies.
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Chestnut Brown Eyes, Russet Brown Hair, luxuriant and with healthy growth.
  
'''The DM:''' Okay. Getting late. See you on monday.  Out.
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"Swordsman"
  
'''[[Vafrandir]]:''' Plenty of time to rifle and inspect on Monday. Out.
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Level 4 --- XP:9410/18001
  
'''The DM:''' In/Out.  Slept in.  Give me 45 min.
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[[File:Battered_Fighter.jpg|thumb|Resting After Mimmarudla]]
  
'''The DM:''' Okay. In. Where do we start?
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{| class="wikitable"
 +
| '''HP''' || style="text-align:right;" | 28
 +
|-
 +
| ''Current'' || style="text-align:right;" | 16
 +
|}
  
'''[[Vafrandir]]:''' In.
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{| class="wikitable" style="text-align: center;"
 +
! STR !! INT !! WIS !! CON !! DEX !! CHA
 +
|-
 +
| 18/26 || 11 || 12 || 15 || 14 || 13
 +
|}
  
'''[[Vafrandir]]:''' We'll check the bodies quickly, but I'm more interested in the shaman's tent and if there's anything left of the chest. I'll check the chest first in case there's something nasty hiding in the tent.
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:+1 Melee To-Hit, +3 Melee Damage
  
'''The DM:''' The bodies are wearing clothes that are, on inspection, ragged.  There seems to be nothing they're wearing that's new, and in places their boots are worn right through, with holes in the soles.  No goblin has a belt pouch or any valuables, apparently, except that each is wearing a heavy bronze medallion on a chain, with links that are unexpectedly heavy; each of these weighs about 12 lbs.  For 60 lb. goblins, they'd be onerous to wear; the medallions have the same geometric pattern, a woven pattern; nothing distinctive that you recognize and very much a common Norse style.
+
:+1 Hp/level, Resurrection 94%, System Shock 93%
: These medallions are worth 32 x.p. apiece.
 
  
'''The DM:''' The chest seems to have been put in the fire that morning.  It is hollowed out, so that only the burnt remains of the chest remain; but there is a name-plate on the chest, about an inch in diameter, in etched iron: it says the name of the owner: Anders Hagen.  That's the name of the fellow building your house.
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:Maximum Henchmen 5
: I'll wait for you to say you're entering any of the tents.
 
  
'''[[Vafrandir]]:''' Had we seen Anders about before leaving Treborg? I'll enter one of the goblin's tents - still waiting on someone else to be here for the shaman's.
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{| class="wikitable"
 +
| '''AC''' || style="text-align:right;" | '''4''' || ''Chain Mail'', ''Shield''
 +
|}
  
'''The DM:''' You would have seen Anders the day you left.  He practically lives at the building site, so he probably hadn't been to his own home in several days.  Since you haven't said which tent, I'll start with the one on the furthest right.  There are simple pallets inside, but it looks like they've had just one blanket apiece; and old, dirty blankets at best.  You see grubby sacks, which have food in them, but the goblins appear to have been eating naught more than lichen and roots.  As they are traditionally meat-eaters, this is foraged food at best; Embla can attest that it isn't the best foraged food, either.  Apparently, the goblins have been starving.
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{| class="wikitable" style="text-align: center;"
 +
! '''THAC0'''
 +
|-
 +
| 17 || 16 || 15 || 14 || 13 || 12 || 11 || 10 || 9 || 8 || 7
 +
|-
 +
| 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10
 +
|}
  
'''[[Vafrandir]]:''' If the nameplate is cool, I'll fish it out of the ashes and put it in my pack. Then I'll check the middle tent.
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''' Weapon Proficiencies:''' Battleaxe (Native Weapon), Handaxe, Heavy Crossbow, Spear, Dagger, Club
  
'''The DM:''' This appears to be more of the same.  There are five other pallets; that's nine altogether.  Apparently, the shaman hasn't been living separately from the others or any better.
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:'''Legacy Skills:''' Teamster - Can drive a donkey, team of Oxen (4 in hand), or draft horses (2 in hand), Can play the Horn.
  
'''[[Vafrandir]]:''' So we are missing a handful of goblins. I'll check the last tent for completeness sake.
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====Equipment====
  
'''The DM:''' Before you enter the last tent, you notice something very different about the exterior.  To begin with, there is a deathly smell surrounding it; the ground in front of the tent entrance is mucky, with recent hoofprints in it; and the exposed rocks amid the mud have been scuffed with what Pandred's experience will say are hooves, as though animals have to be fought over this ground.  The flaps of the tent are tied closed (the others weren't) and they're very dirty, not just with mud, but with cow feces as well.  The smell, however, is not the cow feces, nor even the urine, which Pandred can smell from her experience as a teamster.  There is a different smell altogether.
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:'''Encumbrance/AP'''
  
'''[[Vafrandir]]:''' I'll not enter entirely, I'll untie the flaps and then carefully lift a flap open with my sword to peer in.
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'''5''' - 32lb '''4''' - 65lb '''3''' - 98lb '''2''' - 130lb '''1''' - 163lb
  
'''The DM:''' Inside, you'll find an open hole, surrounded on three sides by a low stone wall, about three feet high.  Judging from the hoofprints, which are smaller than a cow's and are therefore the rothe's, the animals fought their way up to the hole.  Goblin footprints are right next to them, showing the animals were wrestled.  There's a heavy mallet with an iron head next to the hole, with fresh blood on it — perhaps four or five hours old.
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'''Current:''' 62.48 lb or '''<4>''' AP/Round
  
'''The DM:''' As you look, you see there are rungs leading down into the hole ...
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:'''Current Monies:''' 4 '''GP''' 17 '''SP''' 24 '''CP'''
  
'''[[Vafrandir]]:''' Quite clear that Grond is down there... I feel as though I need more information about Grond, but not sure who'd be able to provide it.
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''Indents below indicate equipment currently carried by Oddsdrakken.''
  
'''The DM:''' I guess we'll wait for others; point in fact, I notice that if you do rush into a combat, everyone seems to get on board. Heh heh.
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* Battleaxe - 7.5
 +
* Handaxe - 5
 +
* Chain Mail - 30
 +
* Chausses, Linen - 3.99
 +
* Hauberk, Linen - 5.99
 +
* Helmet, Iron - 3
 +
* Cowhide Boots, High/Hard - 2.28
 +
* Belt, Cowhide - 0.44
 +
* Loin Cloth, Cotton - 0.53
 +
* Shirt, Cotton - 1.05
 +
* Shield, Small Wooden - 2.63
 +
* Telescope (Pocket), Brass - .42
  
'''[[Vafrandir]]:''' Yes, ha: but waking up a subterranean goblin demon is one of those things that requires a vote.
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'''Oddsdrakken'''
 +
:* Coat, Rabbit - 16.67
 +
:* Backpack, Leather - 3.1
 +
:* Thong, Leather (x3) - 0.012
 +
:* Iron Bottle, Dispenses 1 Salve/Day - ?
 +
:* Cloak, Wool Capelet and Hood - 5.20
 +
:* Heavy Crossbow - 7.53
 +
:* Heavy Crossbow String - 0.33
 +
:* Quiver, Small Cowhide - 0.76
 +
:* Bolt, Heavy Crossbow (x9) - 2
 +
:* Healing Salve (x2) - .36
  
'''The DM:''' Out.
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Odds' Total: 35.602
  
== Decisions to be Made ==
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'''Pandred's Trunk'''
'''The DM:''' In.
 
  
'''[[Vafrandir]]:''' In. Hoping for some input from the others. I'll back out of the tent and relay the situation.
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* Plate Mail
 +
* Studded Leather
 +
* Bowl, Teak
 +
* Mug, Teak
 +
* Spoon, Copper
 +
* Knife, Copper
 +
* Tinderbox
 +
* Adventurer's Wear
 +
* Bull's Horn - 9.43
  
'''The DM:''' well, not twiddling my thumbs.  I'm writing a post.
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====Sage Abilities====
: Well, that's done.  I want to dig into the poster, but that's mind-consuming, so I'll play a game instead.  I'm still right here.
 
  
'''[[Vafrandir]]:''' Same. I understand everyone has things to do but the online one-on-one doesn't feel right - and can be quite dangerous to boot.
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'''Animal Training'''
  
'''The DM:''' Marcule has sent a message saying he'll be here at 1pm.
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:Camelback Riding - 8 . Dog Training - 8 . Falconry - 7 . Flying Mounts - 6 . Horseback Riding - 8 . Mahout - 6 . Underwater Mounts - 3
  
'''Marcule:''' Sorry Vaf i will be with you the rest of this week, i think we should go down the hole. but maybe we should give panderd today to throw in an opinion.
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'''Leadership'''
  
'''The DM:''' Additional news: Embla has been compelled to withdraw from the campaign. She won't be back.
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:Judgement - 5 . Logistics - 6 . Morale - 3 . Motivation - 9
:'''[[Vafrandir]]:''' A shame!
 
  
'''[[Vafrandir]]:''' Down the hole? We may wait for Grond to come out onto our turf (or draw it out). Losing a player may change our calculus further.
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'''Mastery of Arms''' -Selected Sage Field ''(Study in Bold)''
  
'''Marcule:''' I agree that might change our thinking.
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:Balance - 25 . Martial Discipline - 11 . '''Puissance''' - 28 . Unarmed Combat - 20
  
'''[[Pandred]]''': In. Marcule, you got any more spells to make this easier? I'll apply my bottle to myself for '''2''' hp, and I'm willing to make a quick foray to see what's down there. Have we checked all the tents?
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::*[https://wiki.alexissmolensk.com/index.php/Balance_Load_(sage_ability) Balance Load]: increases the amount the character can carry over a long distance at the cost of immediate flexibility.
:'''The DM:''' All the tents were seen.
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::*[https://wiki.alexissmolensk.com/index.php/Firm_Footwork_(sage_ability) Firm Footwork]: gives the character improved dexterity checks when fighting on a precarious surface or when using a handhold.
 +
::*[https://wiki.alexissmolensk.com/index.php/Leap_to_Feet_(sage_ability) Leap to Feet]: reduces the number of action points required when standing from a laying or seated position.
 +
::*[https://wiki.alexissmolensk.com/index.php/Mariner_Combat_(sage_ability) Mariner Combat]: gives the character improved attack while fighting in water environments.
 +
::*Artillerist I: the character is able to manage a team in order to fire a ballista or a catapult.
 +
::*[http://tao-dndwiki.blogspot.com/2018/03/phalanx-sage-ability.html Phalanx] : the character is trained to stand in line, to defend against one hex.
 +
::*Close Drop: reduces the likelihood that combatants will drop a weapon outside of the hex in which they are fighting.
 +
::*Gain Proficiency: character begins with one more proficiency than is otherwise normal.
 +
::*[https://wiki.alexissmolensk.com/index.php/Hereditary_Weapon_I_(sage_ability) Hereditary Weapon I]: character receives a +1 bonus to-hit when using the most familiar weapon of their place of birth.
 +
::*Shield as a Weapon: enables the character to use the shield as a weapon, causing 1d4 damage per hit.
 +
::*Strengthened Arm: the character is able to hurl weapons a greater distance than normal.
 +
::*Boxing: improves the effectiveness of pummelling when striking with a closed fist.
 +
::*Clinch Fighting: a grappling technique used to eliminate an opponent's effective use of kicks, punches and melee weapons.
  
'''[[Pandred]]''': Alright then. I retrieve my handaxe. Do either of you have a torch? I'll request a light as well.
+
'''Training'''
  
'''[[Vafrandir]]:''' I point out the medallions. "Nothing special at first glance but they all had them. Grond will probably be wondering where the next rothe is soon, or we can just drop a torch down the hole and buckle up. We should probably take the tent down as well." I believe I have several torches in my pack, let me check. I know I have my tinderbox.
+
:Athletics (Swimming) - 8 . Empowerment - 6 . Instruction - 5
  
'''The DM:''' I've asked on my blog for another joiner.  Don't know if I'll get one.
+
====Background Priors and Particulars====
  
'''[[Vafrandir]]:''' I have no torches on me. But there are nearly a dozen on the cart. If Marcule doesn't have one I will go back and get one. Is Embla just ''poof''?
+
:*'''Childhood and Upbringing''': Raised by both parents. Eldest of two, with a brother 3 years younger.
: '''The DM:''' She's standing by for the present; she'll take two of the amulets, explain that she's been hurt somehow in the abdomen and that she needs to retire to the cart.
+
:*'''Physical Prowess''': Enjoys acting in strange environments: '''+1 To-Hit Male Humans/Demi-Humans'''.
 
+
:*'''Choices and Decisions''': Through long contact with a bard, Pandred can pleasantly play the horn.
'''[[Pandred]]''': With my salve that puts me at 12 hp. If Grond is sitting at the base of the ladder that's not gonna cut it, so do we have anything else? I'm going down either way, but any buffer I can put between me and and dying in a dark hole is welcome.
+
:*'''Talents''': Pandred began play with an additional weapon proficiency.
 
+
:*'''Personal Relationships''': Pan is treated as a family favorite, regularly receiving gifts from home. They look forward to visits and news. Her friends will be treated well. All of her family would be glad to work as hirelings, starting with a Morale of 3.
'''The DM:''' Might I make an observation?  There is still one thing on the surface that's been completely ignored.
+
:*'''Tendencies and Interests''': She knows the exact time of day when out of doors.
 
+
:*'''Health''': She saves vs. Magic at one level higher.
'''[[Vafrandir]]:''' Has anyone checked the staff or the shaman in general?
+
:*'''Composition''': Highly resistant to hunger and dehydration, she reduces damage from either by 1/day.
 
+
:*'''Agility''': Requires an additional round to load a shortbow or longbow.
'''[[Pandred]]''': Well, I smashed the shaman, but Marcule, you want to give his staff a look?
+
:*'''Gymnastics''': Pandred can perform handwalking, roundoffs, side aerials and the splits.
 
+
:*'''Reflexes and Coordination''': Sensitive to flashing lights, she will be blinded for 1d4 rounds if a dark environment (darkness to torchlight) is suddenly lit up.
'''[[Vafrandir]]:''' While they do that, I accompany Embla back to the cart and return with 3 torches. Not sure how long that will take.
+
:*'''Beauty''': Pandred has a bulbous nose, and her body gives off an intoxicating, musky odor.
 
+
:*'''Personal Magnetism''': She increases her odds of obtaining hirelings by 50%.
'''The DM:''' Okay; we'll start there tomorrow.  Out.
 

Revision as of 17:28, 9 February 2021

Pandred

Human Fighter

Female, 18 (Feb 15, Christiania, Norway)

5'8", 143lbs - Northern European

Chestnut Brown Eyes, Russet Brown Hair, luxuriant and with healthy growth.

"Swordsman"

Level 4 --- XP:9410/18001

Resting After Mimmarudla
HP 28
Current 16
STR INT WIS CON DEX CHA
18/26 11 12 15 14 13
+1 Melee To-Hit, +3 Melee Damage
+1 Hp/level, Resurrection 94%, System Shock 93%
Maximum Henchmen 5
AC 4 Chain Mail, Shield
THAC0
17 16 15 14 13 12 11 10 9 8 7
0 1 2 3 4 5 6 7 8 9 10

Weapon Proficiencies: Battleaxe (Native Weapon), Handaxe, Heavy Crossbow, Spear, Dagger, Club

Legacy Skills: Teamster - Can drive a donkey, team of Oxen (4 in hand), or draft horses (2 in hand), Can play the Horn.

Equipment

Encumbrance/AP

5 - 32lb 4 - 65lb 3 - 98lb 2 - 130lb 1 - 163lb

Current: 62.48 lb or <4> AP/Round

Current Monies: 4 GP 17 SP 24 CP

Indents below indicate equipment currently carried by Oddsdrakken.

  • Battleaxe - 7.5
  • Handaxe - 5
  • Chain Mail - 30
  • Chausses, Linen - 3.99
  • Hauberk, Linen - 5.99
  • Helmet, Iron - 3
  • Cowhide Boots, High/Hard - 2.28
  • Belt, Cowhide - 0.44
  • Loin Cloth, Cotton - 0.53
  • Shirt, Cotton - 1.05
  • Shield, Small Wooden - 2.63
  • Telescope (Pocket), Brass - .42

Oddsdrakken

  • Coat, Rabbit - 16.67
  • Backpack, Leather - 3.1
  • Thong, Leather (x3) - 0.012
  • Iron Bottle, Dispenses 1 Salve/Day - ?
  • Cloak, Wool Capelet and Hood - 5.20
  • Heavy Crossbow - 7.53
  • Heavy Crossbow String - 0.33
  • Quiver, Small Cowhide - 0.76
  • Bolt, Heavy Crossbow (x9) - 2
  • Healing Salve (x2) - .36

Odds' Total: 35.602

Pandred's Trunk

  • Plate Mail
  • Studded Leather
  • Bowl, Teak
  • Mug, Teak
  • Spoon, Copper
  • Knife, Copper
  • Tinderbox
  • Adventurer's Wear
  • Bull's Horn - 9.43

Sage Abilities

Animal Training

Camelback Riding - 8 . Dog Training - 8 . Falconry - 7 . Flying Mounts - 6 . Horseback Riding - 8 . Mahout - 6 . Underwater Mounts - 3

Leadership

Judgement - 5 . Logistics - 6 . Morale - 3 . Motivation - 9

Mastery of Arms -Selected Sage Field (Study in Bold)

Balance - 25 . Martial Discipline - 11 . Puissance - 28 . Unarmed Combat - 20
  • Balance Load: increases the amount the character can carry over a long distance at the cost of immediate flexibility.
  • Firm Footwork: gives the character improved dexterity checks when fighting on a precarious surface or when using a handhold.
  • Leap to Feet: reduces the number of action points required when standing from a laying or seated position.
  • Mariner Combat: gives the character improved attack while fighting in water environments.
  • Artillerist I: the character is able to manage a team in order to fire a ballista or a catapult.
  • Phalanx : the character is trained to stand in line, to defend against one hex.
  • Close Drop: reduces the likelihood that combatants will drop a weapon outside of the hex in which they are fighting.
  • Gain Proficiency: character begins with one more proficiency than is otherwise normal.
  • Hereditary Weapon I: character receives a +1 bonus to-hit when using the most familiar weapon of their place of birth.
  • Shield as a Weapon: enables the character to use the shield as a weapon, causing 1d4 damage per hit.
  • Strengthened Arm: the character is able to hurl weapons a greater distance than normal.
  • Boxing: improves the effectiveness of pummelling when striking with a closed fist.
  • Clinch Fighting: a grappling technique used to eliminate an opponent's effective use of kicks, punches and melee weapons.

Training

Athletics (Swimming) - 8 . Empowerment - 6 . Instruction - 5

Background Priors and Particulars

  • Childhood and Upbringing: Raised by both parents. Eldest of two, with a brother 3 years younger.
  • Physical Prowess: Enjoys acting in strange environments: +1 To-Hit Male Humans/Demi-Humans.
  • Choices and Decisions: Through long contact with a bard, Pandred can pleasantly play the horn.
  • Talents: Pandred began play with an additional weapon proficiency.
  • Personal Relationships: Pan is treated as a family favorite, regularly receiving gifts from home. They look forward to visits and news. Her friends will be treated well. All of her family would be glad to work as hirelings, starting with a Morale of 3.
  • Tendencies and Interests: She knows the exact time of day when out of doors.
  • Health: She saves vs. Magic at one level higher.
  • Composition: Highly resistant to hunger and dehydration, she reduces damage from either by 1/day.
  • Agility: Requires an additional round to load a shortbow or longbow.
  • Gymnastics: Pandred can perform handwalking, roundoffs, side aerials and the splits.
  • Reflexes and Coordination: Sensitive to flashing lights, she will be blinded for 1d4 rounds if a dark environment (darkness to torchlight) is suddenly lit up.
  • Beauty: Pandred has a bulbous nose, and her body gives off an intoxicating, musky odor.
  • Personal Magnetism: She increases her odds of obtaining hirelings by 50%.