Difference between pages "Retire to Above" and "Lexent"

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Continued from '''[[The Deep Dark]]'''
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Lexent Povarov is a male [https://wiki.alexissmolensk.com/index.php/Gnome_Race_%26_Physiology gnomish] [https://wiki.alexissmolensk.com/index.php/Cleric_(class) Cleric] of the [https://forgottenrealms.fandom.com/wiki/Lords_of_the_Golden_Hills Gnomish Pantheon]. His eyes are pine green, his skin is olive and unnaturally smooth, and his hair is tawny, wavy, and oily.
  
'''The DM:''' Climbing up to the Great Hall, you're free to talk to one another.
+
{| class="wikitable"
 +
|-
 +
| Height || style="text-align:right;" | 3'4"
 +
|-
 +
| Weight || style="text-align:right;" | 75 lbs.  
 +
|}
  
: At a game table, I'd certainly be asking at this time how the overall was; and how the party feels about the last encounter.  It always helps to get some feedback.
+
= Activity =
  
'''[[Lexent]]:''' I make sure to retrieve my godentag on the way.
+
{| class="wikitable"
 +
! colspan="5" | [https://wiki.alexissmolensk.com/index.php/Encumbrance Encumbrance]
 +
|-
 +
! 5 AP !! 4 AP !! 3 AP !! 2 AP !! 1 AP
 +
|-
 +
| Up to 14 || 15-28 || 29-42 || 43-56 || 57-70
 +
|}
  
'''[[Lexent]]:''' Suprising. I'm glad I tried talking. If Mok-Losh is being honest with us, then he is certainly more than we would have been able to handle.
+
{| class="wikitable"
 +
!  !! Weight !! [https://wiki.alexissmolensk.com/index.php/Action_Points AP]
 +
|-
 +
| Fighting || style="text-align:right;" | 28 || style="text-align:right;" | 4
 +
|-
 +
| Carrying || style="text-align:right;" | 48 || style="text-align:right;" | 2
 +
|}
  
'''[[Vafrandir]]:''' Agreed. I always leave these encounters feeling there's more I should be asking but I guess real life is like that sometimes too.
+
[https://wiki.alexissmolensk.com/index.php/Stealth_(sage_ability) Stealth Rules]
  
'''[[Lexent]]:''' Yes, but it felt like the lines of questioning were starting to hit dead ends.
+
[https://wiki.alexissmolensk.com/index.php/Scrambling_(sage_ability) Scrambling Rules]
  
'''[[Lexent]]:''' "So what do we think? Shall we just rely on Mok-Losh to hold Grond in check for the year?"
+
== Defensive ==
  
'''[[Lexent]]:''' "Also, If we'd like, I could commune with the gods to try to ascertain if Mok-Losh is being truthful and accurate."
+
{| class="wikitable"
 +
| [https://wiki.alexissmolensk.com/index.php/Stun_Lock  HP] || style="text-align:right;" | 26
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Hit_Points HP (max)] || style="text-align:right;" | 26
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Injuries Injury] || 0
 +
|}
  
'''The DM:''' One thing you can usually count on; creatures with tons of power and without reason to con you have no reason to lie.  If it was on Grond’s side, don’t you think it and Grond would have just gone hogwild on your selves?  Consider.  Why did Grond not attack you on the surface.  Why was the dungeon so passive?  It never came to you, though you made your presence very well known.  The last overt thing it did was to use a dead goblin as a puppet to tell you to go away; and nothing whatsoever when you came back again.
+
{| class="wikitable"
:'''[[Lexent]]:''' My larger concern is with the accuracy of his claims that he can hold Grond in check.
+
| Base Armor || style="text-align:right;" | 7
:: '''The DM:''' Ah.
+
|-
:'''[[Lexent]]:''' Another possibility is that he is not as powerful as he claims/seems and that he is lying to us to protect Grond who now fears us. I don't think this is likely, but it is possible.
+
| Shield (+1) || style="text-align:right;" | +2
::: '''The DM:''' Go fight him.  Find out.
+
|-
 +
| '''AC Total''' || style="text-align:right;" | '''7'''
 +
|-
 +
| '''AC Total (With Shield)''' || style="text-align:right;" | '''5'''
 +
|}
  
'''Pandred''': That's fair enough. We should have asked about that one skeleton. I forgot entirely in the moment. Either way we'd do well I think to make a quick check of the remaining area available to us. Mok-Losh says it's nothing but flies, so as far as I can tell that means nothing but easy access to what few "valuables" remain here.
+
+4 AC when confronting bugbears, ettin, gnolls, ogres, ogre magi, trolls and giants of every kind.
  
'''The DM:''' In any case, for cleaning the dungeon out to the extent you did, and more or less in a forced retreat, please give yourself a 10% bonus to your present experience.  For example, if you had 3,000, you’d now have 3,300.
+
-1 damage per die from all heat attacks, not including fire (Progenitor's Legacy)
  
'''The DM:''' You can search for the next six hours but you don’t find anything alive. And there’s nothing at the bottom of the pool, either.  You can’t get through the magician’s door, at least by any means you possess.  If you have unknowns left about the dungeon you’ve seen, you could always return and ask Mok-Losh another question.  It’s not going anywhere.
+
1 Damage per die vs. cold-based attacks against the character. (Physical Prowess)
  
'''[[Lexent]]:''' Mok-Losh did mention the skeleton, calling it a crypt thing and saying he had it trapped.
+
{| class="wikitable"
 +
! [https://wiki.alexissmolensk.com/index.php/Saving_Throws Saves] !! Base !! Modifier !! Remarks
 +
|-
 +
| Poison (1) || style="text-align:right;" | 12 || style="text-align:right;" | 0 || 
 +
|-
 +
| Paralyse & Petrify || style="text-align:right;" | 11 || style="text-align:right;" | +3 ||  Gnome toughness
 +
|-
 +
| Polymorph || style="text-align:right;" | 13 || style="text-align:right;" | +3 ||  Gnome Magic Resistance
 +
|-
 +
| Rod, Staff, & Wand || style="text-align:right;" | 14 || style="text-align:right;" | +3 || Gnome Magic Reisistance
 +
|-
 +
| Breath Weapon || style="text-align:right;" | 15 || style="text-align:right;" | +3 || Gnome Magic Resistance
 +
|-
 +
| Other Magic || style="text-align:right;" | 15 || style="text-align:right;" | +3 || Gnome Magic Resistance, (2)
 +
|}
 +
(1) Saves at 1 level higher (Health).
  
'''[[Lexent]]:''' That is amazing. I am now 4 XP away from 4th level.
+
(2) Additional +3 vs. mind altering magical effects from Wisdom.
  
::: '''The DM:''' Oh, that’s cruel.  I should throw in a fight with a fly.
+
== Offensive ==
::::'''[[Lexent]]:'''Nah, It'll happen soon enough, and I've done the same to players, so karma I guess.
 
  
'''[[Lexent]]:''' So shall we call this concluded for now and head back to camp?
+
{| class="wikitable"
 +
! To Hit !! AC 10 !! AC 9 !! AC 8 !! AC 7 !! AC 6 !! AC 5 !! AC 4 !! AC 3 !! AC 2 !! AC 1 !! AC 0
 +
|-
 +
|  || style="text-align:center;" | 9 || style="text-align:center;" | 10 || style="text-align:center;" | 11 || style="text-align:center;" | 12 || style="text-align:center;" | 13 || style="text-align:center;" | 14 || style="text-align:center;" | 15 || style="text-align:center;" | 16 || style="text-align:center;" | 17 || style="text-align:center;" | 18 || style="text-align:center;" | 19
 +
|}
  
'''Pandred''': Suppose we should. Too bad, I was ready to crack this thing like an egg, but it looks like the wights have already been separated and the yolk is being guarded.
+
+1 to hit when in battle with bugbears, gnolls, goblins, hobgoblins and norkers.
:'''[[Lexent]]:''' Well played.
 
  
'''[[Lexent]]:''' OK, We head back to camp. Let's not forget the lamp oil and vinegar from the wet storage (not sure if we moved it out yet or not.)
+
-3 To hit when using any non-proficient weapons.
  
'''The DM:''' Feel a little coitus interruptus?  That’s fair.
+
As a cleric, can keep sling spinning for 2 rounds per level.
  
== Evening, July 19th ==
+
{| class="wikitable"
'''The DM:''' The weather is cool, dry, with a few clouds and barely any wind at allI presume you'll camp here for the night.
+
! [https://wiki.alexissmolensk.com/index.php/Cleric_Combat_Abilities '''Weapon'''] !! Damage !! [https://wiki.alexissmolensk.com/index.php/Critical_Hits_%26_Fumbles Breaks on] !! Point Blank (+1) !! Short !! Medium (-2) !! Long (-5)
 +
|-
 +
| Godentag || style="text-align:center;" | 2d4 || style="text-align:center;" | 1-4
 +
|-
 +
| Gauntlet || style="text-align:center;" | 1d4-2 || style="text-align:center;" | 1-36 (1-4 injury)
 +
|-
 +
| Sling || style="text-align:center;" | 1d4 || style="text-align:center;" | 1-6 || style="text-align:center;" |  - || style="text-align:center;" | 2-13 || style="text-align:center;" | 14-25 || style="text-align:center;" | 26-37
 +
|}
  
'''[[Lexent]]:''' Yes. We camp here tonight. How are the sappers feeling about this outing?
+
[https://wiki.alexissmolensk.com/index.php/Pummelling Pummeling]
  
'''The DM:''' Well, they want to know if you still want them to finish clearing out a pathway from the second entrance they’ve widened.
+
[https://wiki.alexissmolensk.com/index.php/Overbearing Overbearing]
  
'''Pandred''': No, I suppose not.
+
[https://wiki.alexissmolensk.com/index.php/Grappling_(hand-to-hand) Grappling]
  
'''Pandred''': Out for a bit.
+
[https://wiki.alexissmolensk.com/index.php/Charging Charging]
  
'''[[Vafrandir]]:''' Some internet trouble here and there, sorry. I believe Mok-Losh, so let's stop back in a few months from now and see if things have changed.
+
== Supplementary ==
  
'''The DM:''' I apologizeI wound up being pulled away and I failed to say "out." I'm moving this Monday and things are piling upIncidentally, I won't have the internet between Sunday and the following Saturday, so running the game will be hardI could stand on my deck and shout, but I think if I could do it loud enough for you to hear me, the neighbours would complain.
+
=== [https://wiki.alexissmolensk.com/index.php/Clerical_Spell_Acquisition Spells] ===
:'''[[Vafrandir]]:''' I will also be moving during that time and therefore in a similar situation. I will stand outside and listen very hard.
+
{| class="wikitable"
 +
! Cast !! Spell !! Description
 +
|-
 +
| X || [https://wiki.alexissmolensk.com/index.php/Cure_Light_Wounds_(spell) Cure Light Wounds] || restores lost hit points (1d4+4).
 +
|-
 +
| || [https://wiki.alexissmolensk.com/index.php/Detect_Magic_(spell) Detect Magic] || detects magic.
 +
|-
 +
| || [https://wiki.alexissmolensk.com/index.php/Endure_Cold_%26_Heat_(spell) Endure Cold & Heat] || reduces natural weather effects.
 +
|-
 +
| X || [https://wiki.alexissmolensk.com/index.php/Protection_from_Malevolence_(spell) Protection from Malevolence] || protects against attacks.
 +
|-
 +
| || [https://wiki.alexissmolensk.com/index.php/Aid_(spell) Aid] || aids attacks and gives hit points (2d6+8).
 +
|-
 +
| || [https://wiki.alexissmolensk.com/index.php/Augury_(spell) Augury] || queries the gods.
 +
|-
 +
|  || [https://wiki.alexissmolensk.com/index.php/Hold_Person_(spell) Hold Person] || immobilizes creatures.
 +
|}
  
'''The DM:''' In all honesty I was writing a post on the side of playing here and forgot entirely that I was playing here. So, not actually related to "moving," except that I'm obviously seeking any sort of escapism I can find. Again, my apologies.  I should have been here.
+
=== [https://wiki.alexissmolensk.com/index.php/Cleric_Sage_Abilities Sage Abilities] ===
  
'''[[Vafrandir]]:''' No worries.
+
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | The Church
 +
|-
 +
| Heraldry, Signs, and Sigils || 0
 +
|-
 +
| History || 6
 +
|-
 +
| Politics || 6
 +
|-
 +
| Religious Art & Music || 4
 +
|-
 +
| Religious Design || 4
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Legends & Folklore
 +
|-
 +
| Artifacts || 4
 +
|-
 +
| Beasts || 3
 +
|-
 +
| Demi-gods || 3
 +
|-
 +
| Heroes || 6
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" style="background-color:#ccf;" | Power
 +
|-
 +
| Divination || 6
 +
|-
 +
| Dweomercraft || 6
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Faith_(sage_study) '''Faith'''] || '''18'''
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Medicine_(sage_study) '''Medicine'''] || style="background-color:#fcc;" | '''30'''
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Outer_Planes_(sage_study) '''Outer Planes'''] || '''10'''
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Theology & Customs
 +
|-
 +
| Astronomy & Astrology || 3
 +
|-
 +
| Gods || 7
 +
|-
 +
| Law & Policy || 0
 +
|-
 +
| Ritual || 4
 +
|}
  
'''[[Vafrandir]]:''' As I see it we have two major decisions to make. First, what to do about the Swedish gold. We could take it for ourselves and no one would be none the wiser. We could try to return it and gain favor (or be hanged as thieves). Second, if we should seek these goblins and return the shield as a token for their suffering under Grond. I was looking back through posts to see where exactly Arduin said he had heard of goblins - we have no idea where Roxot Horn might be, but perhaps the Father will know.
+
==== No Rank ====
  
'''The DM:''' There’s always a risk, either way.
+
* [https://tao-dndwiki.blogspot.com/search?q=turn+undead Turn Undead]
  
'''The DM:''' ''Heading'' [[Morning_of_July_18th,_in_Camp#Dilhak|Dilhak]], quote “Arduin knows of a large goblin tribe east of Bronnoysund. It dwells in the wilderness between Norway and the gnome kingdom of Vastenjaur. Both Lexent and Marcule would know that Vastenjaur covers much of northern real world Sweden.”
+
==== Amateur ====
  
'''[[Vafrandir]]:''' Everything is a risk. That's the fun.
+
* [https://wiki.alexissmolensk.com/index.php/Chandler(sage_ability) '''Chandler''']: ???.
  
'''[[Vafrandir]]:''' Thank you! I had it more or less right in my mind. Quite a ways off given that we are in southern-ish Norway.
+
* [https://wiki.alexissmolensk.com/index.php/Aid_Rest_(sage_ability) '''Aid Rest''']: Increases hit points restored from rest.
 +
* [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?title=Olfactory_Acuity_(sage_ability)&action=edit&redlink=1 '''Olfactory Acuity''']: Ability to identify some potions and other substances by smell. Currently includes healing, sweet water, heroism, and protection potions.
 +
* [https://wiki.alexissmolensk.com/index.php/Preach_(sage_ability) '''Preach''']: The power to deliver a sermon, influencing an audience to adopt moral truth, right conduct and worthy leadership.
 +
* [https://wiki.alexissmolensk.com/index.php?title=Proselytize_(sage_ability)&action=edit&redlink=1 '''Proselytize''']: The skill to speak with others and encourage them to adopt the cleric's faith.
 +
* [https://wiki.alexissmolensk.com/index.php?title=Essence_(sage_ability)&action=edit&redlink=1 '''Essence''']: Provides a general illustration of the known outer plane.
 +
*[https://wiki.alexissmolensk.com/index.php?title=Transmogrification_(sage_ability)&action=edit&redlink=1 '''Transmogrification''']: Provides an explanation elaborating on how living, become the dead, become residents of a known outer plane.
  
'''The DM:''' Arduin can attest that it isn’t that far by boat.  But this being the height of summer, in a few months it gets very cold and dark.
+
==== Authority ====
  
'''[[Lexent]]:''' I think that both of those goals are admirable, though the goblins and the shield interest me more. Are there any (yes/no) questions that the party would like me to ask my gods to give us more information on which to base our decision?
+
* [https://wiki.alexissmolensk.com/index.php/Amputation_(sage_ability) '''Amputation''']: Increases the likelihood of a patient surviving the removal of a limb.
:'''[[Vafrandir]]:''' I'm interested in that too. But "do nothing" is an option there, and its not really for the gold. So I guess questions related to that. Is anyone actively looking for it, are there location spell on it, etc.
+
* [https://wiki.alexissmolensk.com/index.php/Bloodletting_(sage_ability) '''Bloodletting''']: Ensures better health through the deliberate draining of blood.
 +
* [https://wiki.alexissmolensk.com/index.php?title=Minor_Invasive_Surgery_(sage_ability)&action=edit&redlink=1 '''Minor Invasive Surgery''']: Enables minimal cutting into the body with a likelihood of patient survival.
 +
* [https://wiki.alexissmolensk.com/index.php?title=Detoxification_(sage_ability)&action=edit&redlink=1 '''Detoxification''']: Lessens the severity of various forms of toxic attacks against the body.
 +
* [https://wiki.alexissmolensk.com/index.php?title=Set_Injury_(sage_ability)&action=edit&redlink=1 '''Set Injury''']: Reduces the amount of injury damage by setting broken bones or easing bodily stress.
 +
* [https://wiki.alexissmolensk.com/index.php?title=Treat_Disease_(sage_ability)&action=edit&redlink=1 '''Treat Disease''']: Enables treatment of diseases to reduce their severity and probable fatality.
  
'''Pandred''': Don't forget all that to-do with Hamish.
+
=== Ability Scores ===
  
'''Pandred''': It sounds like we should take a look at our current assets, and figure out what to do from there.
+
{| class="wikitable"
 +
! Stat !! Score !! Remarks
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Strength_(ability_stat) Strength] || 14 ||
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Intelligence_(ability_stat) Intelligence] || 11 ||
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Wisdom_(ability_stat) Wisdom] || 17 || +3 to Mental Saves
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Constitution_(ability_stat) Constitution] || 10 ||
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Dexterity_(ability_stat) Dexterity] || 13 ||
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Charisma_(ability_stat) Charisma] || 13 ||
 +
|}
  
'''[[Lexent]]:''' I cast ''augury'' and ask the following questions:
+
He gains a +1 Charisma bonus when speaking to persons with a charisma at least 3 points lower, due to feelings of camaraderie (Personal Magnetism).
:'''[[Lexent]]:''' Is Mok-Losh correct about his ability to contain Grond?
 
:'''[[Lexent]]:''' Is Hamish Ross still alive?
 
:'''[[Lexent]]:''' Is the goblin tribe that dwells east of Bronnoysund the same as those referred to at Roxot Horn?
 
  
'''The DM:''' Answers in Order:
+
=== Other ===
: Yes
 
: Yes
 
: Yes
 
  
'''[[Lexent]]:''' Thank you.
+
{| class="wikitable"
 +
! Level !! XP !! Next Level
 +
|-
 +
| style="text-align:right;" | 3 || style="text-align:right;" | 5997 || style="text-align:right;" | 6001
 +
|}
  
'''[[Lexent]]:''' I think the best accounting of our assets is in Vafrandir's [https://docs.google.com/spreadsheets/d/1KK9o9c-HPQjTqafZt7mZAUOjY9aqmg63ryWaBjI2V8U/edit?usp=sharing Cargo] Document
+
Gains a 10% bonus to all experience gained, whether or not possessing the prerequisite ability (Tendencies & Interests).
  
'''[[Lexent]]:''' We also have the Hamish Ross gold and a number of gems detailed [[The Search Continues | here]], less the shares promised to the hirelings.
+
Requires only 4 hours of sleep per night to feel fully rested (Composition).
  
'''[[Lexent]]:''' On the other hand, we also have the loan against Marcule's credit.
+
Experienced at squeezing through tight spaces, and may move through unusually small holes (Agility).
  
'''The DM:''' Things to think about. Out.
+
Able to juggle up to 3 hand-sized smooth and symmetrical objects; can catch any object weighing 3 lb. or less if tossed from a distance of less than 10' when a save vs. poison is made (Reflexes & Coordination).
  
'''[[Vafrandir]]:''' In.
+
=Equipment=
  
'''The DM:''' Thursday. But thank you for your support Vafrandir.  While I'm here a moment, I need to say that Pandred's strength begins to return the moment she steps into the sun.  It takes about one hour of direct sunlight per point of strength to be restored.  Out.
+
==[https://docs.google.com/spreadsheets/d/1ySH-T-SjCikIUOaVcDMvoUmcTzTZgprB_4ywJUmN58M/edit?usp=sharing Personal (Google Drive)]==
  
'''[[Vafrandir]]:''' Being, as I said, between jobs and in the midst of preparing for a move, I have no sense whatsoever of what day it is. See you all tomorrow!
+
====Always(ish) worn====
 +
* holy symbol (small), satinwood
 +
* clothing (see equipment sheet)
 +
* boots (high hard), cowhide
 +
* money belt (See Monies table)
 +
** belt pouch (small, for sling stones), cowhide
 +
*** sling stones (10)
 +
** belt pouch (small, for bandages), cowhide
 +
*** bandages
 +
** godentag, 40 in. long, fir with 8 in. spike
 +
** sling, cowhide
 +
* belt, cowhide
 +
** belt pouch (small, for medicine), cowhide
 +
*** Salt of Ammon
 +
*** Alum
 +
** shield, +1
 +
** staff of healing (left with backpack while combat ready)
  
'''The DM:''' OOC: Sigh.  I'm moving out on Monday, I'm behind on packing and cleaning; and I've got roofers over my head stomping around, dropping bales and heating up a blower for tar.  Apparently, the landlord felt that since we were leaving anyway, he'd have our section of the roof redone.  So I'm simply not in a state of mind to concentrate fruitfully on a game just now.  This started at 7 a.m., without notice ... and there's absolutely no reason to complain, since we'll be gone in about 77 hours.  As a reminder, I lose my internet on Monday also; and I'm not scheduled to be hooked up again until Friday, June 4th.  However, I will be in a much nicer place, with much more room, an in-suite washer/dryer, a separate kitchen, etcetera.  So, hopefully, I'll be happier.  I need to write some kind of post today for the blog because this is my 13th anniversary since starting that venture; it deserves tagging.  I suggest the players continue to discuss what they intend to do next and come to a conclusion; manage your food, calculate the encumbrance on your cart so you can give me an AP number when we start again ... and be well until we meet again a week from Tuesday.
+
====When Travelling====
 +
* doublet, wool
 +
* gloves, lambskin
 +
* cloak, wool (as needed per weather)
 +
* backpack (see equipment sheet)
  
'''[[Lexent]]:''' In.
+
====When Combat Ready====
 +
* helmet
 +
* Studded Leather Armour
 +
* Studded Gauntlets
 +
* '''godentag, 40 in. long, fir with 8 in. spike (right hand)'''
  
'''[[Lexent]]:''' If you get a chance amidst the chaos today, it would help us to know what gems were NOT claimed as shares by hirelings, since we don't know the individual values, but know that they were allocated for experience purposes.
+
====Monies====
 +
{| class="wikitable"
 +
|-
 +
| GP (16 SP) || 2
 +
|-
 +
| SP (12 CP) || 0
 +
|-
 +
| CP || 6
 +
|}
  
'''The DM:''' Sorry, I haven't been keeping track of any such.  As far as I know, I've already assigned all experience gained from gems.  Which gems are being referred to?
+
===Magical Items===
 +
Staff
 +
* +1 to hit and damage
 +
* Can heal 3d4 hp per day to a single target
 +
* 8 Charges
 +
* Charge can be spent before an attack to provide +2 damage per cleric level of the wielder
  
'''[[Lexent]]:''' Yes, the XP was assigned, but we didn't get the details of what we therefore can't count as our wealth. It was the gems from the tunnels below the jelly and stair detailed near the top of the page I linked.
+
==[https://docs.google.com/spreadsheets/d/1KK9o9c-HPQjTqafZt7mZAUOjY9aqmg63ryWaBjI2V8U/edit?usp=sharing Party(Google Drive)]==
  
'''The DM:''' Well ... you have an almond-sized cairngorm stone in your hand.  You have no sage knowledge about gems, so from your perspective, it's a rock.  It has some value, but without expertise, you don't know WHAT value.  To learn the value, you need someone with expertise.  I can't give you the g.p. value because your character doesn't know what that is.\
+
=== Monies ===
 +
{| class="wikitable"
 +
|-
 +
| GP (16 SP) || 25
 +
|-
 +
| SP (12 CP) || 5
 +
|-
 +
| CP || 3
 +
|}
  
'''Marcule:''' in
+
====Monthly Hireling Expenses====
  
'''Pandred''': Blegh. So we won't know the gems for sure until we get to Stavanger to offload them.
+
{| class="wikitable"
 +
! Name !! Role !! Cost/Month !! Due Date !! Birthday !! XP
 +
|-
 +
| Howell Oddsdraken || Packbearer || 65 c.p.? || 3rd
 +
|-
 +
| Nadia || Pilot, Fisher || 4 s.p. + 60 c.p. || 19th || 7 Aug || 31
 +
|-
 +
| Valda || Farmer, Forager, Hunter || 93 c.p || 18th || 20 May || 31
 +
|-
 +
| Arvid || Sapper || 6 g.p. || 11th || || 31
 +
|-
 +
| Helga || Sapper || 6 g.p. || 11th || || 395
 +
|-
 +
| Marit || Sapper || 6 g.p. || 11th || || 115
 +
|-
 +
| Asger || Sapper || 6 g.p. || 11th || || 165
 +
|-
 +
| Bjarni || Sapper || 6 g.p. || 11th || || 116
 +
|-
 +
| Ole || Cook || 6 g.p. || 11th || || 31
 +
|}
  
'''Pandred''': We breaking camp then? I can't think of a reason to maintain it in our absence.
+
= Biography =
  
'''Marcule:''' I vote for camp
+
He has a 3 inch scar on his left thigh from an accident as a child (Choices).
  
'''[[Lexent]]:''' I suspect we will break camp in the morning.
+
He has received the notice of the Lord of Buskerud and may therefore seek one favour therefrom (Personal Relationships).
  
'''[[Lexent]]:''' I find it most likely we will head back to Treborg, and assuming nothing else noteworthy occurs head to Stavanger to sell the gems etc. From there what we do will probably depend on what we decide to do about the gold.
+
He has a strong chin and unnaturally smooth skin (Beauty).
  
'''[[Lexent]]:''' Of course we won't know how much the gems are worth until we sell them, I'm just not sure which gems are 'ours' and which were claimed by hirelings.
+
Lexent's associates and family's behavior has always helped him, they may be relied upon for help (Talent).  
  
'''Pandred''': If anyone knows for sure it's Vafrandir. Either way if we plan on even getting started today we should say so. So, returning to camp, we'll break for Treborg in the morning.
+
Lexent was born in the town of Parnuin in the Gnomish kingdom of Vepses, near Lake Ladoga on [https://www.infoplease.com/calendar/160012 5 Dec 1600] (making him 49 years old as of June 1650). He is 3'4" tall and 75 lbs. He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. His father was a chandler and Lexent learned this profession from him. As a boy, Lexent's mentor was invited to Narwa to teach there, and asked Lexent along. That took him down river from Lake Ladoga upon the Baltic Sea. There he found a gnomish community living in the market town, which had a priest there who led him into the seminary. Following that, he worked as a chandler for some years, then finding a place as a substitute temple leader. He was then asked to be part of an embassy to gnomish lands in the west, specifically Lenglin and Nanbrun. Finding the lands of southern Norway interesting, when the embassy was done he elected to stay. He had made a friend of another gnome named Marcule and, inquiring after him, learned he had travelled to Stavanger and then on to Treborg. Following him out of town, he found him investigating a goblin encampment about five miles out of town. He joined the party [http://adventure.alexissmolensk.com/index.php/The_Great_Hall there].
  
'''[[Lexent]]:''' A very '''very''' rough estimate (based on our how things sold last time) is that each member of the party could net around 150 GP from selling the gems and adamantium. I could easily have messed up this calculation, though.
 
  
'''[[Lexent]]:''' We should still figure out what we want to do next. Do we want to attempt to contact Hamish Ross? Or at least learn a little bit more about him?
+
[[File:Lexent.jpg|bottom|700px]]
  
'''Pandred''': I don't think we got a reply from the one fellow who knew about him. We could go see ourselves, there's a boat once a week, but at some point a guy has to decide if he wants his own money or not.
+
= Notes =
  
'''[[Lexent]]:''' I have a meeting from 10 to 11, but I should be back after that if anyone in the party wants to discuss our plans.
+
Don't forget the lamp oil and vinegar
  
'''[[Lexent]]:''' In. To the best of my knowledge the undead hunter Fraser (Also a scotsman) didn't have any knowledge of Hamish Ross, but seeing as they are countryman in a foreign land they may have had contact with one another.
+
Treborg
 +
: Stopover point for trading ships from Bergen
 +
: No market or reasonable ability to purchase supplies.
 +
: 193 persons
 +
: Chapel and graveyard
 +
:: Father Arvin
  
'''[[Lexent]]:''' Fraser is a master of a small settlement south of Bergen: Glesvaer, but is 'drawn north' for 'at least a month' as of 16 July.
+
Stavanger
 +
: Gnomish community - several hundred
 +
:: Bookbinders and Scribes
 +
::: Medicine, prospecting, and music
 +
::: 2 printing presses
 +
:: Medical school
 +
::: Narina(m) - Head of school w/ 20 students
 +
:: Prospectors
 +
::: Mostly out prospecting until the light fails in autumn
 +
::: Glinner(m) -  engineer drafting plans to rework and replumb a mine north of Sauda in Ioglefeld. (May not have this info yet)
 +
:: Musical College
 +
::: Pumbar - head of college for music and poetry of 25 attendants
  
'''[[Lexent]]:''' I think that we should try to learn more about this Hamish Ross, perhaps even travelling to where we think he might be.
+
What legal document are being carried by the party - [http://adventure.alexissmolensk.com/index.php/Bang! Document info]
  
'''[[Lexent]]:''' Hamish Ross received the land grant on Askøy Island, West of Bergen (which would technically be north of Glesvaer).
+
:Vafrandir is baptised Lutheran
 +
:Marcule is dedicated to the gnomish pantheon
 +
:Pandred dedicated Lutheran
  
'''[[Lexent]]:''' We could travel to Bergen (Instead of Stavanger) and try to do some research there unless we can determine via divination that Hamish Ross is elsewhere.
+
Party plan is to hexcrawl from Treborg
 
+
: Found ship - using as base
'''[[Lexent]]:''' In any case, we need to be cautious as we travel with this ammount of coin and recommend we take care not to advertise what it is.
+
::Dilhak and the axe
 
+
::[http://adventure.alexissmolensk.com/index.php/An_Unpleasant_Discovery Children of Grond]
'''[[Lexent]]:''' Out.
 

Revision as of 07:41, 8 June 2021

Lexent Povarov is a male gnomish Cleric of the Gnomish Pantheon. His eyes are pine green, his skin is olive and unnaturally smooth, and his hair is tawny, wavy, and oily.

Height 3'4"
Weight 75 lbs.

Activity

Encumbrance
5 AP 4 AP 3 AP 2 AP 1 AP
Up to 14 15-28 29-42 43-56 57-70
Weight AP
Fighting 28 4
Carrying 48 2

Stealth Rules

Scrambling Rules

Defensive

HP 26
HP (max) 26
Injury 0
Base Armor 7
Shield (+1) +2
AC Total 7
AC Total (With Shield) 5

+4 AC when confronting bugbears, ettin, gnolls, ogres, ogre magi, trolls and giants of every kind.

-1 damage per die from all heat attacks, not including fire (Progenitor's Legacy)

1 Damage per die vs. cold-based attacks against the character. (Physical Prowess)

Saves Base Modifier Remarks
Poison (1) 12 0
Paralyse & Petrify 11 +3 Gnome toughness
Polymorph 13 +3 Gnome Magic Resistance
Rod, Staff, & Wand 14 +3 Gnome Magic Reisistance
Breath Weapon 15 +3 Gnome Magic Resistance
Other Magic 15 +3 Gnome Magic Resistance, (2)

(1) Saves at 1 level higher (Health).

(2) Additional +3 vs. mind altering magical effects from Wisdom.

Offensive

To Hit AC 10 AC 9 AC 8 AC 7 AC 6 AC 5 AC 4 AC 3 AC 2 AC 1 AC 0
9 10 11 12 13 14 15 16 17 18 19

+1 to hit when in battle with bugbears, gnolls, goblins, hobgoblins and norkers.

-3 To hit when using any non-proficient weapons.

As a cleric, can keep sling spinning for 2 rounds per level.

Weapon Damage Breaks on Point Blank (+1) Short Medium (-2) Long (-5)
Godentag 2d4 1-4
Gauntlet 1d4-2 1-36 (1-4 injury)
Sling 1d4 1-6 - 2-13 14-25 26-37

Pummeling

Overbearing

Grappling

Charging

Supplementary

Spells

Cast Spell Description
X Cure Light Wounds restores lost hit points (1d4+4).
Detect Magic detects magic.
Endure Cold & Heat reduces natural weather effects.
X Protection from Malevolence protects against attacks.
Aid aids attacks and gives hit points (2d6+8).
Augury queries the gods.
Hold Person immobilizes creatures.

Sage Abilities

The Church
Heraldry, Signs, and Sigils 0
History 6
Politics 6
Religious Art & Music 4
Religious Design 4
Legends & Folklore
Artifacts 4
Beasts 3
Demi-gods 3
Heroes 6
Power
Divination 6
Dweomercraft 6
Faith 18
Medicine 30
Outer Planes 10
Theology & Customs
Astronomy & Astrology 3
Gods 7
Law & Policy 0
Ritual 4

No Rank

Amateur

  • Aid Rest: Increases hit points restored from rest.
  • Binding Wounds: Improves skill at ending hit point damage caused by wounds.
  • Diagnose Ailment: Identifies a disease or poison affecting the patient's health; does not provide treatment.
  • Olfactory Acuity: Ability to identify some potions and other substances by smell. Currently includes healing, sweet water, heroism, and protection potions.
  • Preach: The power to deliver a sermon, influencing an audience to adopt moral truth, right conduct and worthy leadership.
  • Proselytize: The skill to speak with others and encourage them to adopt the cleric's faith.
  • Essence: Provides a general illustration of the known outer plane.
  • Transmogrification: Provides an explanation elaborating on how living, become the dead, become residents of a known outer plane.

Authority

  • Amputation: Increases the likelihood of a patient surviving the removal of a limb.
  • Bloodletting: Ensures better health through the deliberate draining of blood.
  • Minor Invasive Surgery: Enables minimal cutting into the body with a likelihood of patient survival.
  • Detoxification: Lessens the severity of various forms of toxic attacks against the body.
  • Set Injury: Reduces the amount of injury damage by setting broken bones or easing bodily stress.
  • Treat Disease: Enables treatment of diseases to reduce their severity and probable fatality.

Ability Scores

Stat Score Remarks
Strength 14
Intelligence 11
Wisdom 17 +3 to Mental Saves
Constitution 10
Dexterity 13
Charisma 13

He gains a +1 Charisma bonus when speaking to persons with a charisma at least 3 points lower, due to feelings of camaraderie (Personal Magnetism).

Other

Level XP Next Level
3 5997 6001

Gains a 10% bonus to all experience gained, whether or not possessing the prerequisite ability (Tendencies & Interests).

Requires only 4 hours of sleep per night to feel fully rested (Composition).

Experienced at squeezing through tight spaces, and may move through unusually small holes (Agility).

Able to juggle up to 3 hand-sized smooth and symmetrical objects; can catch any object weighing 3 lb. or less if tossed from a distance of less than 10' when a save vs. poison is made (Reflexes & Coordination).

Equipment

Personal (Google Drive)

Always(ish) worn

  • holy symbol (small), satinwood
  • clothing (see equipment sheet)
  • boots (high hard), cowhide
  • money belt (See Monies table)
    • belt pouch (small, for sling stones), cowhide
      • sling stones (10)
    • belt pouch (small, for bandages), cowhide
      • bandages
    • godentag, 40 in. long, fir with 8 in. spike
    • sling, cowhide
  • belt, cowhide
    • belt pouch (small, for medicine), cowhide
      • Salt of Ammon
      • Alum
    • shield, +1
    • staff of healing (left with backpack while combat ready)

When Travelling

  • doublet, wool
  • gloves, lambskin
  • cloak, wool (as needed per weather)
  • backpack (see equipment sheet)

When Combat Ready

  • helmet
  • Studded Leather Armour
  • Studded Gauntlets
  • godentag, 40 in. long, fir with 8 in. spike (right hand)

Monies

GP (16 SP) 2
SP (12 CP) 0
CP 6

Magical Items

Staff

  • +1 to hit and damage
  • Can heal 3d4 hp per day to a single target
  • 8 Charges
  • Charge can be spent before an attack to provide +2 damage per cleric level of the wielder

Party(Google Drive)

Monies

GP (16 SP) 25
SP (12 CP) 5
CP 3

Monthly Hireling Expenses

Name Role Cost/Month Due Date Birthday XP
Howell Oddsdraken Packbearer 65 c.p.? 3rd
Nadia Pilot, Fisher 4 s.p. + 60 c.p. 19th 7 Aug 31
Valda Farmer, Forager, Hunter 93 c.p 18th 20 May 31
Arvid Sapper 6 g.p. 11th 31
Helga Sapper 6 g.p. 11th 395
Marit Sapper 6 g.p. 11th 115
Asger Sapper 6 g.p. 11th 165
Bjarni Sapper 6 g.p. 11th 116
Ole Cook 6 g.p. 11th 31

Biography

He has a 3 inch scar on his left thigh from an accident as a child (Choices).

He has received the notice of the Lord of Buskerud and may therefore seek one favour therefrom (Personal Relationships).

He has a strong chin and unnaturally smooth skin (Beauty).

Lexent's associates and family's behavior has always helped him, they may be relied upon for help (Talent).

Lexent was born in the town of Parnuin in the Gnomish kingdom of Vepses, near Lake Ladoga on 5 Dec 1600 (making him 49 years old as of June 1650). He is 3'4" tall and 75 lbs. He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. His father was a chandler and Lexent learned this profession from him. As a boy, Lexent's mentor was invited to Narwa to teach there, and asked Lexent along. That took him down river from Lake Ladoga upon the Baltic Sea. There he found a gnomish community living in the market town, which had a priest there who led him into the seminary. Following that, he worked as a chandler for some years, then finding a place as a substitute temple leader. He was then asked to be part of an embassy to gnomish lands in the west, specifically Lenglin and Nanbrun. Finding the lands of southern Norway interesting, when the embassy was done he elected to stay. He had made a friend of another gnome named Marcule and, inquiring after him, learned he had travelled to Stavanger and then on to Treborg. Following him out of town, he found him investigating a goblin encampment about five miles out of town. He joined the party there.


Lexent.jpg

Notes

Don't forget the lamp oil and vinegar

Treborg

Stopover point for trading ships from Bergen
No market or reasonable ability to purchase supplies.
193 persons
Chapel and graveyard
Father Arvin

Stavanger

Gnomish community - several hundred
Bookbinders and Scribes
Medicine, prospecting, and music
2 printing presses
Medical school
Narina(m) - Head of school w/ 20 students
Prospectors
Mostly out prospecting until the light fails in autumn
Glinner(m) - engineer drafting plans to rework and replumb a mine north of Sauda in Ioglefeld. (May not have this info yet)
Musical College
Pumbar - head of college for music and poetry of 25 attendants

What legal document are being carried by the party - Document info

Vafrandir is baptised Lutheran
Marcule is dedicated to the gnomish pantheon
Pandred dedicated Lutheran

Party plan is to hexcrawl from Treborg

Found ship - using as base
Dilhak and the axe
Children of Grond