Difference between pages "June 5, East of Treborg" and "Pandred"

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'''The DM:''' As you pull out of Treborg, the sky is clear, there is little wind at all and the temperature is cool.  You travel along the familiar route again, past the forest and into the tundra, bouncing over rocks in lieu of a pathway.  You won't reach your destination by the ship for the full day of the 5th.  The weather is warm in the morning and cools a bit in the afternoon, but nothing uncomfortable.  It is very plain that you're in summer now, as you haven't seen a cloud in two days.
+
=== Pandred ===
  
'''—''': After arriving at the ship, do you intend to do anything else that evening before turning in to sleep?
+
Human Fighter
  
'''[[Vafrandir]]:''' [composed this on the thread for the 4th, posting here for clarity] Before setting out, I'll ensure that we've packed our remaining 47 lb of food, 5 tents (Odds, are you coming with us?), and 10 torches. What does the tripod weigh?
+
Female, 18 (Feb 15, Christiania, Norway)
:'''The DM:''' Oddsdrakken's presence depends on Pandred's orders.
 
  
'''[[Vafrandir]]:''' I don't think there's anything we can do in the dark besides set a watch. 2 lbs of food each for traveling?
+
5'8", 143lbs - Northern European
:'''The DM:''' Correct on food.
 
  
'''[[Vafrandir]]:''' Great, accounted for. I'll start to set up the tents and gather wood for a fire.
+
Chestnut Brown Eyes, Russet Brown Hair, luxuriant and with healthy growth.
:'''The DM:''' Aren't you glad that at present I haven't chosen to employ my nutrition rules?
 
:: '''[[Vafrandir]]:''' Part of me can't wait...most of me is relieved!
 
  
'''The DM:''' Before moving on, I'd like to get a confirmation from someone else that there's nothing else to do until the morning of the 6th.
+
"Swordsman"
  
'''Pandred''': Confirmed from me. Also Odds is staying behind. I don't think I have need of him for this errand.
+
Level 4 --- XP:8491/18001
'''[[Embla Strand]]''' Seconded.
 
  
== After Sunset, June 6th ==
+
[[File:Battered_Fighter.jpg|thumb|Resting After Mimmarudla]]
'''The DM:''' Having no indication of who is on guard at one time, I'll randomly determine that it is just before midnight, with Pandred awake and feeding bits of dry peat onto a smoldering fire.  Unexpectedly, she hears a resounding '''THUD''', as something tremendously heavy striking the ground a goodly distance away.  The full moon was only three days ago, so the landscape is well revealed by moonlight, but there is no hint of what it might have been.  It could not have been a meteorite, or else Pandred would have seen the trail of light as it hit; but there was no light at all accompanying the sound.
 
  
'''Marcule''': Do i wake up?
+
{| class="wikitable"
 +
| '''HP''' || style="text-align:right;" | 28
 +
|-
 +
| ''Current'' || style="text-align:right;" | 28
 +
|}
  
'''The DM:''' Good question.  Yes, it's loud enough.  Everyone wakes up.
+
{| class="wikitable" style="text-align: center;"
 +
! STR !! INT !! WIS !! CON !! DEX !! CHA
 +
|-
 +
| 18/26 || 11 || 12 || 15 || 14 || 13
 +
|}
  
'''[[Vafrandir]]:''' "Shall we investigate?" I'll take the time to buckle on my shield...just in case.
+
:+1 Melee To-Hit, +3 Melee Damage
:'''The DM:''' You may do so.
 
  
'''Marcule:''' "Lead the way Vafrandir"
+
:+1 Hp/level, Resurrection 94%, System Shock 93%
  
'''[[Vafrandir]]:''' Once I'm strapped, I'll draw my sword and head cautiously towards the noise. "Pandred, from where did you hear it?"
+
:Maximum Henchmen 5
:'''The DM:''' I'll presume Pandred gives you the general direction.  As you move off Vafrandir, take note that you've already spent at least a full day here, and that the landscape is fairly regular.  After searching for about five minutes, however, you can't help noticing a large, grey stone, about nine feet in length and about three feet high, where you cannot remember a stone of that size having been here before.  The stone is about 70 or 80 feet away when you notice it.
 
:'''—''': for the sake of clarity I'll just add that I am taking your elven infravision into account in describing what you can see at this distance (it is somewhat better than moonlight and not spoiled by it, as per [https://wiki.alexissmolensk.com/index.php/Infravision my rules]).
 
  
'''Pandred''': I'll tag along. Oh boy!
+
{| class="wikitable"
:'''The DM:''' Pandred is human and does not have infravision, so she cannot see it as well.  I did, incidentally, add the sage abilities for [https://wiki.alexissmolensk.com/index.php/Pocket_Timepiece_(sage_ability) pocket timepiece] and [https://wiki.alexissmolensk.com/index.php/Infravision_Goggles_(sage_ability) infravision goggles] to Marcule's sage ability of Steam & Gasgear.  Marcule has yet to choose his two pre-existing items from his sage study.
+
| '''AC''' || style="text-align:right;" | '''4''' || ''Chain Mail'', ''Shield''
 +
|}
  
'''[[Vafrandir]]:''' I'll describe what I see. Can I tell if the earth around it has been disturbed? As would be the case if the stone had fallen from a great height. If I can't at this distance, I'll cautiously approach.
+
''' Weapon Proficiencies:''' Battleaxe (Native Weapon), Handaxe, Heavy Crossbow, Spear, Dagger, Club
:'''The DM:''' There doesn't look to be a pit surrounding it.  You don't see any sign of the hit you describe.
 
  
'''[[Embla Strand]]''' I approach, axe in hand.
+
:'''Legacy Skills:''' Teamster - Can drive a donkey, team of Oxen (4 in hand), or draft horses (2 in hand), Can play the Horn.
:'''The DM:''' How close do you approach, in feet?
 
:: '''[[Embla Strand]]''' I keep pace with Vafrandir. I keep about 10 feet away from it.
 
  
'''[[Vafrandir]]:''' I'll get about 10 ft away. What does the surface of the stone look like? Smooth or rough, etc
+
====Equipment====
: Gnarled and uneven.  From this angle, one end appears to be the shoulders and back of a humanoid, but there is no heat being emitted.
 
  
'''Marcule:''' (out of game: i will take pocket timepiece and Infravision Goggles.) Handing Pandred my goggles "these should help" i back Vafrandir staying out of the way but close enough to jump in.
+
:'''Encumbrance/AP'''
  
['''OOC-DM''': I'm going to be afk for about 45 minutes] - I'm back.
+
'''5''' - 32lb '''4''' - 65lb '''3''' - 98lb '''2''' - 130lb '''1''' - 163lb
  
'''[[Vafrandir]]:''' I'll circle around it. I have my suspicious as to its nature (for obvious reasons) but I'm not sure Vafrandir would suspect a golem.
+
'''Current:''' 62.06 lb or '''<4>''' AP/Round
  
'''[[Embla Strand]]''' I take out a javelin and tap it on the shoulder-y part.
+
:'''Current Monies:''' 166 '''GP''' 31 '''SP''' 24 '''CP'''
  
'''The DM:''' Vafrandir, as you circle around it, you see Embla use her javelin as described.  To Embla, if feels as though the javelin were touching stone ... but as you come around, Vafrandir, you can see that it is a humanoid shape.  There IS heat coming from it, but only from a series of gashes and wounds covering its chest, arms and thighs.  You can see a brightening pulse from a heart beat.  It is a living humanoid, probably about 9½ feet tall, one that has suffered from some fight that it has had.
+
''Indents below indicate equipment currently carried by Oddsdrakken.''
  
'''[[Vafrandir]]:''' Do the wounds look recent? I'm wary to meet the other guy.
+
* Battleaxe - 7.5
:'''The DM:''' It's hard to judge, because this is a sort of humanoid you're not familiar with, but yes, they do look fresh.
+
* 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
  
'''[[Vafrandir]]:''' Is there any intelligence in the "face"?
+
'''Oddsdrakken'''
:'''The DM:''' Because it is night, and because the face does not betray any color for your infravision (as if it is made of stone), it isn't possible for you to know the answer to that.
+
:* 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
  
'''[[Vafrandir]]:''' Understandable. As it is, I'm not sure this thing represents an immediate threat (possibly a future one). There's also the possibility of whatever wounded it still lurking about. My suggestion is to head back to our camp, have the watchman keep an ear pointed this way, and re-investigate in the morning. What say you all?
+
Odds' Total: 35.602
  
'''Pandred''': I don't know how I feel about leaving this thing to lick it's wounds, nevermind whatever caused them, but I don't have a better idea. Let's do it.
+
'''Pandred's Trunk'''
  
'''The DM:''' Accepted.
+
* Plate Mail
 +
* Studded Leather
 +
* Bowl, Teak
 +
* Mug, Teak
 +
* Spoon, Copper
 +
* Knife, Copper
 +
* Tinderbox
 +
* Adventurer's Wear
  
== Morning, June 7 ==
+
====Sage Abilities====
After midnight, a thin bank of clouds roll in and it begins to drizzle. As the cool morning breaks, you find the land covered in a fog, but not so thick that you cannot see the figure still laying out there. A very light breeze suggests the fog is not going to last long.
+
 
 +
'''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
 +
 
 +
::*[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.
 +
::*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.
 +
 
 +
'''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%.

Revision as of 11:19, 8 January 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:8491/18001

Resting After Mimmarudla
HP 28
Current 28
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

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: 62.06 lb or <4> AP/Round

Current Monies: 166 GP 31 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

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

Odds' Total: 35.602

Pandred's Trunk

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

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%.