Difference between pages "Backtracking" and "Vafrandir"

From The Juvenis Adventure
(Difference between pages)
Jump to navigationJump to search
 
 
Line 1: Line 1:
== Returning to the Great Hall ==
+
Vafrandir Saevel is a male elf from Hammerhearth of Finnemar in Ulthua. His eyes are sky blue, his skin is pale nordic, and his hair is russet brown, with luxuriant curls and with a healthy growth.
'''The DM:''' Earlier, I posted an image of the whole dungeon that might have given the impression that “F” ended in a dead end. That is not the case.  The tunnel was not explored past the broken furniture; you don’t know what lies around the corner.
 
  
'''Pandred''': It's been on my mind. I'd like to make sure we throw open every door of the main hall first. At this point, I'm willing to do so simultaneously. This portion of the dungeon appears to belong to the dead and carrion-feeders.
+
== Personal Life ==
: '''The DM:''' I look forward to reproducing the effect from Cabin in the Woods.
 
::'''[[Vafrandir]]:''' There is an underlying theme here, at least!
 
  
[[File:Grond Dungeon apr09.jpg|center|770px|thumb|The dungeon so far]]
+
He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. However, they treat Vafrandir with hearty dislike, and while willing to speak, they will do nothing more than provide lodging for the space of a night no more often than once in six months. His father was a rat catcher ('''+1 saving throw vs. poison'''). His birthday is November 25, 1633 (making him 16 years old at the beginning of the campaign).
  
'''[[Vafrandir]]:''' I am down with that, Pandred. I'll take position on Door (i), remaining are (k), (l), (m)
+
Vafrandir was baptized Lutheran by Father Arven in Treborg.
  
'''The DM:''' [https://www.youtube.com/watch?v=PkvQAQT0e9g Fun]
+
== Stats ==
: '''Pandred''': One, I love that film. Two, you can't scare me! I will not be intimidated!
 
  
'''Pandred''': Gimme l. Helga took a big hit earlier, so she can wait nearby.
+
[https://wiki.alexissmolensk.com/index.php/Fighter_(class) Fighter] 3, swordsman
  
'''[[Lexent]]:''' I move to 2128. "Do we really think opening everything at once is wise?"
+
{| class="wikitable"
 +
| XP || style="text-align:right;" | 5773
 +
|}
  
'''Pandred''': "If there was a danger, it would have gotten us in the barracks from behind. Should only be animals."
+
{| class="wikitable" style="text-align: center;"
 +
! STR !! INT !! WIS !! CON !! DEX !! CHA
 +
|-
 +
| 17 || 12 || 11 || 16 || 16 || 14
 +
|}
  
'''The DM:''' Okay ...
+
{| class="wikitable"
: Ready?
+
| [https://wiki.alexissmolensk.com/index.php/Hit_Points HP] || style="text-align:right;" | 19
 +
|-
 +
| HP (max) || style="text-align:right;" | 25
 +
|}
  
'''Pandred''': 1, 2, 3, "Hroagh!"
+
{| class="wikitable"
 +
| AC || style="text-align:right;" | 3 || ring mail + shield (small), fir + Wild Hunt pelt
 +
|}
  
'''[[Lexent]]:''' Marit in 2127.
+
{| class="wikitable"
 +
| AP || style="text-align:right;" | 3
 +
|-
 +
| THAC0 || style="text-align:right;" | 18
 +
|}
  
'''[[Vafrandir]]:''' Bjarni is behind me.
+
{| class="wikitable"
 +
| weight || style="text-align:right;" | 122 lbs.
 +
|-
 +
| height || style="text-align:right;" | 5'3"
 +
|}
  
'''[[Vafrandir]]:''' I throw open (i)
+
== Skills ==
  
'''Pandred''': Opening (l)!
+
=== Sage Abilities ===
  
'''The DM:''' since I can see only “i”, “k” and “l” opened, I’ll stick with those; the map can wait, since we’re almost done for the day.
+
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Animal Training
 +
|-
 +
| Camelback Riding || 3
 +
|-
 +
| Dog Training || 5
 +
|-
 +
| Falconry || 1
 +
|-
 +
| Flying Mounts || 2
 +
|-
 +
| Horseback Riding || 2
 +
|-
 +
| Mahout || 4
 +
|-
 +
| Underwater Mounts || 7
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Leadership
 +
|-
 +
| Judgment || 8
 +
|-
 +
| Logistics || 8
 +
|-
 +
| Morale Strengthening || 6
 +
|-
 +
| Motivation || 2
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" style="background-color:#ccf;" | Mastery at Arms
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Balance_(sage_study) Balance] || style="background-color:#fcc;" | 18
 +
|-
 +
| Martial Discipline || 6
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Puissance_(sage_study) '''Puissance'''] || style="background-color:#fcc;" | '''23'''
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Unarmed_Combat_(sage_study) Unarmed Combat] || style="background-color:#fcc;" | 15
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Training
 +
|-
 +
| Athletics || 7
 +
|-
 +
| style="padding-left: 1em;" | ''Sailing'' || 7
 +
|-
 +
| Empowerment || 2
 +
|-
 +
| Instruction || 7
 +
|-
 +
| Military Engineering || 4
 +
|}
  
:“i” is a wet storeroom, with barrels of rancid ale, accounting for the smell.  An investigation, however, will show that there are two kegs in the room, one with four gallons of lamp oil (usable) and one with 1½ gallons of vinegar (also usable).
+
==== Amateur ====
  
:“k” is a toilet. It appears to be full of straw and other compost, so that it can be used regularly.  It smells vaguely of vinegar.
+
* [https://wiki.alexissmolensk.com/index.php/Horse_Handling_I_(sage_ability) '''Horse Handling I''']: enables the character to direct the horse or ride at various gaits with minimal skill.
  
:“l” (el) is a natural chimney that plunges into the darkness. It has a similar smell to the hole where the rothe are cast down, and there are iron rungs that can be climbed down into it.
+
* [https://wiki.alexissmolensk.com/index.php/Close_Drop_(sage_ability) '''Close Drop''']: reduces the likelihood that combatants will drop a weapon outside of the hex in which they are fighting.
 +
* [https://wiki.alexissmolensk.com/index.php/Gain_Proficiency_(sage_ability) '''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.
 +
* [https://wiki.alexissmolensk.com/index.php/Shield_as_a_Weapon_(sage_ability) '''Shield as a Weapon''']: enables the character to use the shield as a weapon, causing 1d4 damage per hit.
 +
* [https://wiki.alexissmolensk.com/index.php/Strengthened_Arm_(sage_ability) '''Strengthened Arm''']: the character is able to hurl weapons a greater distance than normal.
  
:no monsters.
+
* [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.
 +
* [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.
  
'''The DM:''' Does anyone hate me yet?
+
* [https://wiki.alexissmolensk.com/index.php/Boxing_(sage_ability) '''Boxing''']: improves the effectiveness of pummelling when striking with a closed fist.
 +
* [https://wiki.alexissmolensk.com/index.php/Clinch_Fighting_(sage_ability) '''Clinch Fighting''']: a grappling technique used to eliminate an opponent's effective use of kicks, punches and melee weapons.
  
'''[[Vafrandir]]:''' Not yet but give it time.
+
=== Weapon proficiencies ===
 +
* Shortsword, '''+1 (background) +1 (strength) to hit''', '''1d6+1 damage'''
 +
* Longsword, '''+1 (background) +1 (strength) to hit''', '''1d8+1 damage'''
 +
* Spear (not in possession)
 +
* Longbow (not in possession)
  
'''[[Vafrandir]]:''' I'll move to (m) and open that as well, Bjarni following.
+
== Equipment ==
  
'''The DM:''' you move to touch the handle and your arm loses all of its strength, so that you find yourself compelled to let go.
+
[https://docs.google.com/spreadsheets/d/1pqnm3KukU58GqiqqiAHTFT81kL3_kHpMR9Nx6_MRTPw/edit?usp=sharing Full equipment list on Google Drive]
  
'''Pandred''': Nice, magical lock. Do Illusionists even get Knock?
+
{| class="wikitable"
 +
|+ currently equipped
 +
|-
 +
| '''right hand''' || sword (long), iron
 +
|-
 +
| '''left hand''' || shield (small), fir
 +
|-
 +
|}
  
'''The DM:''' They don't.
+
=== Other worn/carried ===
  
'''Pandred''': Ok guys. F or D? Do we think the gobs were sealing themselves into F, or sealing something from elsewhere out of F?
+
* 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
  
'''The DM:''' {OOC}  Okay, we’re good.  Going forward, I want to warn you that next week should be normal, but the week after is the time of my procedure.  The prep is onerous, particularly that last day, and I want to feel warm and fuzzy before going in, so I’m going to go ahead and take that week off.  The recovery time is apparently quite short, so I should be back the following Monday.  So, the next three days, then the week off, then we begin again as normal.
+
=== Backpack ===
  
'''Pandred''' (OOC) Sounds like a plan.
+
* backpack, cowhide
 +
* daily ration (rest)
 +
* daily ration (rest)
 +
* daily ration (travel)
 +
* gloves, lambskin
  
'''The DM:''' {OOC} Uh, sorry, the following ''Tuesday''. Out.
+
== Wealth ==
  
'''[[Vafrandir]]:''' Very good. I move for (f). See you all next week! Out.
+
2 gp, 8 sp, 11 cp in belt pouch
  
== "F" Hall ==
+
== Other ==
[[File:Dungeon Section 13apr21.jpg|right|455px|thumb|Local dungeon with updates]]
 
  
'''The DM:''' In. Just to warn you, this is going to be a slow and distracted day.
+
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.
  
'''[[Lexent]]:''' In. Before moving to those 'd' or 'f', if it's alright, let me try a couple of things with door 'm'. I try to open door 'm'. Are the results the same?
+
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.
'''The DM:''' Can't do it.  The door is resisting you; even as you try to put your hand on the door, you find you really don't want to.
+
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'''.
'''[[Lexent]]:''' I try to take a lit torch and place it at the base of the door to catch it on fire.
+
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'''.
'''Marcule:''' does the door feel magical?
+
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]]:''' In.
+
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.
'''The DM:''' Can't "feel" magic.
+
Should Vafrandir seek employment, or come into the service of any person, he will receive '''30% more than usual compensation'''.
 
 
'''The DM:''' Lexent, you get the torch lit and you’re standing in front of the door ... but somehow, you can’t seem to move the torch where you want it.  You’re just ... stuck.
 
 
 
'''[[Lexent]]:''' "Well, so much for that. I suggest we work on getting this furniture up to the surface. That chair on top looks nice, we might want to keep it, but I suspect most of this can be used for burning those bodies." (gesturing to the collection in 'f')
 
 
 
'''[[Vafrandir]]:''' Yes. Let's get to work clearing the blockage. We can stack stuff in the dungeon room to keep it out of the way.
 
 
 
'''The DM:''' So, you start?
 
 
 
'''[[Lexent]]:''' Yes, we start.
 
 
 
'''[[Vafrandir]]:''' Aye, we start. Sorry, should have made that clear.
 
 
 
== First Ghoul ==
 
[[File:First Ghoul.jpg|right|350px|thumb|What the hell is that?]]
 
You’re in the process of unloading the room, with furniture scattered around, when something unpleasant appears in 2725.
 
 
 
'''[[Vafrandir]]:''' How aggressive does it appear?
 
 
 
'''The DM:''' oh, pretty aggressive.  Roll a d6.
 
 
 
'''[[Vafrandir]]:''' '''1'''
 
 
 
'''The DM:''' I won’t rule that as surprise, since I don’t believe you’d be blissfully unaware and not looking for something, even if it was a large spider or a rat nestled among the pile.  But ... I will count that as loss of initiative; the ghoul will move into 2526 and “engage” you in melee, without having enough move to swing an arm at you, yet.
 
 
 
'''[[Lexent]]:''' Does that make it the party's turn?
 
 
 
'''The DM:''' Yes, Lexent.
 
 
 
'''[[Lexent]]:''' I attempt to turn any visible ghouls ''To Turn:'' '''14'''
 
 
 
'''[[Vafrandir]]:''' Have I enough room to swing?
 
 
 
'''The DM:''' Have you been moving furniture with your sword in your hand, Vafrandir?  Sorry, Lexent, not sufficient.
 
 
 
 
 
[[File:Ghoul 01.jpg|left|350px]]
 
'''[[Vafrandir]]:''' No, I'll need to draw.
 
 
 
'''The DM:''' Just want to point out that comes first.  Larger things take longer to draw, so what weapon do you grab from yourself?
 
 
 
'''[[Vafrandir]]:''' Club will take a shorter time to draw and time is of the essence. I'll draw that.
 
 
 
'''The DM:''' You have room to swing.
 
 
 
'''[[Vafrandir]]:''' To hit: '''6'''.
 
 
 
'''The DM:''' That misses.  Do you two want to wait for more participants, or shall we move to the second round?
 
 
 
'''[[Lexent]]:''' Up to you Vafrandir, I'm okay with either.
 
 
 
'''[[Vafrandir]]:''' We may as well have another round at least.
 
 
 
== Ghoul Round 2 ==
 
'''The DM:''' The ghoul attacks three times, with both claws and head, which stretches out grotesquely from its body and snaps at Vafrandir’s head.  The head misses with a 3, the left claw with a 4 and the right claw misses with a 12.
 
 
 
Another ghoul appears in 2725.
 
 
 
=== Player Round 2 ===
 
'''The DM:''' take your turns.  I’ll be about 45 minutes (I’ve got to eat and make two phone calls).
 
 
 
'''[[Lexent]]:''' I attempt to turn the ghouls, starting with the one engaging Vafrandir ''To Turn:'' '''15'''. I then make space, backing to '''2126'''
 
 
 
'''[[Vafrandir]]:''' If that doesn't turn, I'll attack again. '''17 raw: 18 to hit; 5 raw, 6 to hit'''.
 
 
 
'''[[Lexent]]:''' If I understand correctly, my turning occurs last in the round anyway.
 
 
 
'''Pandred''': Day got away from me. In.
 
 
 
'''[[Pandred]]''': I'll advance to Lex's old position in 2227 if possible.
 
 
 
'''Marcule:''' im at the ready but i don't want to throw anything in this tight space
 
 
 
'''The DM:''' Lexent’s attempt to turn fails.  Pandred enters 2227.  Vafrandir successfully hits and stuns the ghoulMarcule’s line of sight from 2127 is marred by the door.
 
: Vafrandir, do you want to try to hold this corridor or back out with what AP you have left.  Stunning the ghoul means you’re not engaged in melee and can stride out.
 
 
 
'''[[Vafrandir]]:''' Yes! I was hoping for that opportunity. I ask Marit to back up and I stride to '''2228'''.
 
 
 
'''The DM:''' Sorry to nitpick.  The rule requires you have 2 AP if you want to turn a 60-degree corner.  2228 is TWO 60-degree corners, so would require a minimum of 3 remaining AP.  You used 2 to swing your weapon; how many do you have left?
 
 
 
'''[[Lexent]]:''' Out. Hope to be back in a little bit.
 
 
 
'''[[Vafrandir]]:''' 3 total, so 1 AP remaining. In that case, Could I get into 2027?
 
 
 
'''The DM:''' Yes.  You rush between Lexent and Pandred, past Marcule and to 2027 at stride-4.
 
 
 
[[File:Ghoul 02.jpg|right|420px|thumb]]
 
 
 
== Round 3 ==
 
'''The DM:''' The ghoul struck by Vafrandir falls into 2627.  The other clambers over the furniture into 2426.  The players can make their move.
 
 
 
'''[[Lexent]]:''' Back In.
 
 
 
'''The DM:''' Awaiting the players' moves.
 
 
 
'''[[Lexent]]:''' In the face of what seem to be poor odds, I again attempt to turn the ghouls, closest one first. ''To Turn:'' '''11'''. Drat.
 
 
 
'''[[Vafrandir]]:''' I'll swap my club for my sword.
 
 
 
'''[[Lexent]]:''' I also back up into '''2125'''
 
 
 
'''The DM:''' I'll need Pandred's move for sure before we continue.
 
 
'''[[Lexent]]:''' In what ways does the furniture impact our ability to fight?
 
 
 
'''Pandred''': I'll sit tight, making sure my Battleaxe is ready.
 
 
 
'''The DM:''' Lexent, so you know, the open door in 2224 will block your line of sight for further attempts to turn, since you're now in the next room.
 
:'''[[Lexent]]:''' Yep.
 
 
 
'''Marcule:''' Good were I am. "if we can pull the monster out we can have a better crack at it"
 
 
 
[[File:Ghoul 04.jpg|right|420px|thumb]]
 
 
 
== Ghoul Round 4 ==
 
The two ghouls move forward, the nearest one into 2326, where it stands adopt the bench and the chest and attacks down at Pandred (no bonus).  The hands roll 7 and 11, and the attempted bite misses with a 7 also.  The players are catching a break.
 
 
 
=== Players Round 4 ===
 
Act as you’re able.
 
 
 
'''[[Lexent]]:''' I cast ''Protection from Malevolence''.
 
: '''The DM:''' The spell takes the round to cast; you can bestow it on yourself or one other at the start of the next round; I'll allow for you to have gestured at someone you want to approach you in the second before beginning to cast, unless you want to cast it on yourself.
 
:'''[[Lexent]]:''' My understanding is that once it is cast I will be able to move toward the recipient if it is not myself, and thus be able to choose when I discharge next round. Is this correct?
 
 
 
'''[[Pandred]]''': I swing on my ghoulie pal. 15+1+1 hits '''AC 0''', Battleaxe lands for 8+3 '''11''' damage!
 
: '''The DM:''' That slaughters it; good for '''<span style="color:red">causes 9</span>''' total hit points damage for X.P.  It flops into 2226, between the chest and the wall.
 
 
 
'''The DM:''' Any remaining moves?  The other one is going to attack when the players' round is done.
 
 
 
'''[[Vafrandir]]:''' Nada from me.
 
 
 
'''The DM:''' Okay, let's call it.  Weigh in if something occurs before tomorrow.  My apologies for the delay in the middle.  Out.
 
 
 
'''[[Lexent]]:''' No Problem. Thanks. Out.
 
 
 
'''[[Vafrandir]]:''' Out.
 
 
 
 
 
== Apr 27 Real Time ==
 
'''The DM:''' Good morning.  You've all seen the results of my procedure, so everything is good.  Around here, we decided yesterday that we're going to change residences come June 1st, so I'll be packing this next month.  Shouldn't affect the game until the last week of May, when the shift really starts to happen.  I'll try to arrange appts. for non-game days.
 
 
 
Sorry, no I don't have an appt. That was just flotsam from an earlier post.
 
 
 
 
 
[[File:Ghoul 05.jpg|right|420px|thumb]]
 
 
 
== Ghouls Round 5 ==
 
Although Pandred hit and killed a ghoul, the one from 2427 advances and attacks.  Additionally, two more ghouls appear up the hallway ... and there are sounds of more beyond, now that whatever number exists around the corner has been aroused.  The ghoul rolls a 3 against Pandred, missing.
 
 
 
=== Players Round 5 ===
 
Pandred, that was your 1st attack of the combat; this will be your second, if you take it.  In case anyone might be thinking it, the door into '''f.''' can’t be closed, as there’s a chest and a bench in the doorway.
 
 
 
The party may act as they’re able.  Don’t forget to specify the actions of your assigned NPC hirelings.
 
 
 
'''[[Lexent]]:''' In.
 
 
 
'''[[Lexent]]:''' Are there penalties to moving into or attacking from '''2226'''?
 
 
 
'''The DM:''' Yes, I’m afraid so.  There’s a chest and a dead ghoul in the hex, along with it being less than half-sized, so I’d have to assign a penalty of -1 for each drawback (normally, the half-size wouldn’t be a drawback, but it’s very full at the moment).  So -3 to hit out of that hex.
 
 
 
'''The DM:''' In any case, Lexent is in the next room, and the open door to that room can’t be opened further, so you’d have to move into 2126, then Pandred’s hex, and THEN 2224, which would be a 60-degree then a 120 degree change of direction.  Stride-1 would be the fastest you could do it.  Plus a -1 AP penalty for dodging out of 2227, because that’s a melee hex.
 
 
 
'''[[Lexent]]:''' I Discharge ''Protection from Malevolence'' on myself, draw my godentag, and move to '''2126'''.
 
 
 
'''The DM:''' Done.
 
 
 
'''Marcule:''' Im holding my position.
 
 
 
'''The DM:''' I think it's best to wait for Pandred.
 
 
 
'''[[Vafrandir]]:''' In. Glad to hear of a promising result from your procedures. I'll hold my turn since I don't think I can get into melee.
 
 
 
'''The DM:''' not unless someone wants to throw something.
 
 
 
'''Bjarni:''' I will hold as well.
 
 
 
'''[[Lexent]]:''' Marit will also draw her axe and close door 'e'.
 
 
 
'''The DM:''' Done.
 
 
 
'''The DM:''' I think I’ll have to say that Pandred falls back to 2128, leaving 2227 open.  That allows either Marcule or Vafrandir to enter, as I’ll rule Lexent has committed himself to other moves.  The first who responds, then.  Feel free to change your move.
 

Revision as of 12:06, 27 April 2021

Vafrandir Saevel is a male elf from Hammerhearth of Finnemar in Ulthua. His eyes are sky blue, his skin is pale nordic, and his hair is russet brown, with luxuriant curls and with a healthy growth.

Personal Life

He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. However, they treat Vafrandir with hearty dislike, and while willing to speak, they will do nothing more than provide lodging for the space of a night no more often than once in six months. His father was a rat catcher (+1 saving throw vs. poison). His birthday is November 25, 1633 (making him 16 years old at the beginning of the campaign).

Vafrandir was baptized Lutheran by Father Arven in Treborg.

Stats

Fighter 3, swordsman

XP 5773
STR INT WIS CON DEX CHA
17 12 11 16 16 14
HP 19
HP (max) 25
AC 3 ring mail + shield (small), fir + Wild Hunt pelt
AP 3
THAC0 18
weight 122 lbs.
height 5'3"

Skills

Sage Abilities

Animal Training
Camelback Riding 3
Dog Training 5
Falconry 1
Flying Mounts 2
Horseback Riding 2
Mahout 4
Underwater Mounts 7
Leadership
Judgment 8
Logistics 8
Morale Strengthening 6
Motivation 2
Mastery at Arms
Balance 18
Martial Discipline 6
Puissance 23
Unarmed Combat 15
Training
Athletics 7
Sailing 7
Empowerment 2
Instruction 7
Military Engineering 4

Amateur

  • Horse Handling I: enables the character to direct the horse or ride at various gaits with minimal skill.
  • 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.
  • 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.
  • 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.

Weapon proficiencies

  • Shortsword, +1 (background) +1 (strength) to hit, 1d6+1 damage
  • Longsword, +1 (background) +1 (strength) to hit, 1d8+1 damage
  • Spear (not in possession)
  • Longbow (not in possession)

Equipment

Full equipment list on Google Drive

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.