Difference between pages "The Great Hall" and "Lexent"

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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]. His eyes are pine green, his skin is olive and unnaturally smooth, and his hair is tawny, wavy, and oily.
[[File:Great Hall 1st Door.jpg|right|350px]]
 
'''The DM:''' Seems the only time I have to work on this is now. This will get more detailed as we move along. The party is moving in from the bottom of the map: at this time I assume Vafrandir is at the front.
 
  
'''[[Lexent]]:''' In.
+
= Activity =
  
'''[[Vafrandir]]:''' So the door I just opened, that is this corridor I see?
+
Height 3'4"
  
'''[[Pandred]]''': In. Wishing I had infravision right about now.
+
{| 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
 +
|}
  
'''[[Vafrandir]]:''' You still have the torch, right?
+
{| 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;" | 51 || style="text-align:right;" | 2
 +
|}
  
'''[[Pandred]]''': Sure do. I just can't help but feel like a big "Intruders This Way" sign on us.
+
[https://wiki.alexissmolensk.com/index.php/Stealth_(sage_ability) Stealth Rules]
  
'''[[Lexent]]:''' Not sure there's anything to be done for it though.
+
[https://wiki.alexissmolensk.com/index.php/Scrambling_(sage_ability) Scrambling Rules]
  
'''[[Lexent]]:''' Shall we proceed down that hall or take a look at the other doors first?
+
== Defensive ==
  
 +
{| class="wikitable"
 +
| [https://wiki.alexissmolensk.com/index.php/Stun_Lock  HP] || style="text-align:right;" | 20
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Hit_Points HP (max)] || style="text-align:right;" | 20
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Injuries Injury] || 0
 +
|}
  
'''The DM:''' Just working on a better picture.  Vafrandir, assume you're in 2331, where I should have put you.  The space in the room is unexpectedly well-lit, with a pale robin's egg blue colour.  This seems to be coming from two fist-sized stones on the floor, which are grey-blue in colour and are just slightly more luminescent than the rest of the room.  The light is twilight-level, but enough to make Vafrandir cast a shadow into the Great Hall.
+
{| class="wikitable"
 +
| Base Armor || style="text-align:right;" | 7
 +
|-
 +
| Shield || style="text-align:right;" | +1
 +
|-
 +
| '''AC Total''' || style="text-align:right;" | '''7'''
 +
|-
 +
| '''AC Total (With Shield)''' || style="text-align:right;" | '''6'''
 +
|}
  
'''The DM:''' Please pay no attention to the lower white space on the map; it isn't accurate, I'm just establishing that Marcule and Pandred are there.
+
+4 AC when confronting bugbears, ettin, gnolls, ogres, ogre magi, trolls and giants of every kind.
  
[[File:Great Hall 1st Door (b).jpg|left|315px]]
+
-1 damage per die from all heat attacks, not including fire (Progenitor's Legacy)
  
'''The DM:''' The hall Vafrandir is looking at continues about another twenty feet, turning to the left.
+
1 Damage per die vs. cold-based attacks against the character. (Physical Prowess)
  
'''[[Vafrandir]]:''' Very good. Establishing my intent, I'd like to check through each door before moving on. But of course we will take it door by door. Does the hall show anything of immediate interest? Also, let's not forget to collect these stones before we leave for the surface.
+
{| class="wikitable"
 +
! [https://wiki.alexissmolensk.com/index.php/Saving_Throws Saves] !! Base !! Modified !! Remarks
 +
|-
 +
| Poison (1) || style="text-align:right;" | 12 || style="text-align:right;" | 12 || 
 +
|-
 +
| Paralyse & Petrify || style="text-align:right;" | 11 || style="text-align:right;" | 8 ||  Gnome toughness
 +
|-
 +
| Polymorph || style="text-align:right;" | 13 || style="text-align:right;" | 10 ||  Gnome Magic Resistance
 +
|-
 +
| Rod, Staff, & Wand || style="text-align:right;" | 14 || style="text-align:right;" | 11 || Gnome Magic Reisistance
 +
|-
 +
| Breath Weapon || style="text-align:right;" | 15 || style="text-align:right;" | 12 || Gnome Magic Resistance
 +
|-
 +
| Other Magic || style="text-align:right;" | 15 || style="text-align:right;" | 12 || Gnome Magic Resistance, (2)
 +
|}
 +
(1) Saves at 1 level higher (Health).
  
'''[[Pandred]]''': Already looking forward to it.
+
(2) Additional +3 vs. mind altering magical effects from Wisdom.
  
'''The DM:''' Which is the next door?
+
== Offensive ==
  
'''[[Lexent]]:''' I open the door just to the north of the already open one.'
+
{| 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;" | 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 || style="text-align:center;" | 20
 +
|}
  
'''The DM:''' As you reach for it, you start to hear sounds coming from the door.  Sounds of something moving inside, and the door is shuddering.
+
+1 to hit when in battle with bugbears, gnolls, goblins, hobgoblins and norkers.
  
'''[[Lexent]]:''' That being the case I instead move to 2030 and inform everyone else of the noise.
+
-3 To hit when using any non-proficient weapons.
  
'''[[Pandred]]''': Vafrandir, shut your door. I don't want the sound of a fight to carry farther than it has to.
+
As a cleric, can keep sling spinning for 2 rounds per level.
  
'''The DM:''' I'm putting Vafrandir in 2331 and Pandred in 2131.
+
{| class="wikitable"
 +
! [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
 +
|}
  
'''The DM:''' On close inspection, you see that there’s a small hook holding the door closed.
+
[https://wiki.alexissmolensk.com/index.php/Pummelling Pummeling]
  
'''[[Lexent]]:''' "Should we leave this door alone since it appears to be somewhat secured?"
+
[https://wiki.alexissmolensk.com/index.php/Overbearing Overbearing]
  
'''[[Pandred]]''': I'll nod. "Move on, we can come back to it."
+
[https://wiki.alexissmolensk.com/index.php/Grappling_(hand-to-hand) Grappling]
  
[[File:Great Hall 1st Door (c).jpg|right|315px]]
+
[https://wiki.alexissmolensk.com/index.php/Charging Charging]
'''The DM:''' something is banging around in there. What next?
 
  
'''[[Lexent]]:''' I inspect each of the doors in turn working my way anti-clockwise around the room listening for sounds and looking for other locking mechanisms.
+
== Supplementary ==
  
'''[[Vafrandir]]:''' I shut the hall door. I say we take on whatever's in there.
+
{| class="wikitable"
 +
! Level !! XP !! Next Level
 +
|-
 +
| style="text-align:right;" | 2 || style="text-align:right;" | 1878 || style="text-align:right;" | 3001
 +
|}
  
'''[[Lexent]]:''' By the way, Is anyone in need of healing at this point? I could cast cure wounds if desired.
+
Gains a 10% bonus to all experience gained, whether or not possessing the prerequisite ability (Tendencies & Interests).
  
'''The DM:''' Obviously, you’re not a thief, so you can only see or hear what’s obvious.  None of the doors are fixed shut in anyway that you can see and what sounds you hear may only be in your own imagination.
+
Requires only 4 hours of sleep per night to feel fully rested (Composition).
  
'''[[Lexent]]:''' Of course, but only that second door is latched and has obvious banging behind it, correct?
+
Experienced at squeezing through tight spaces, and may move through unusually small holes (Agility).
  
'''The DM:''' Vafrandir, I have you in 2231. Correct, Lexent.
+
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).
  
'''[[Pandred]]''': I have 14hp. Anyone with more? Get whatever you plan on using for zombie smashing ready.
+
=== [https://wiki.alexissmolensk.com/index.php/Clerical_Spell_Acquisition Spells] ===
 +
* [https://wiki.alexissmolensk.com/index.php/Cure_Light_Wounds_(spell) Cure Light Wounds] - restores lost hit points.
 +
* [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.
 +
* [https://wiki.alexissmolensk.com/index.php/Protection_from_Malevolence_(spell) Protection from Malevolence] - protects against attacks.
  
'''The DM:''' Anybody want to change positions?
+
=== Ability Scores ===
  
'''[[Lexent]]:''' "Pandred, would you like me to heal you before opening that door?"
+
{| 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 ||
 +
|}
  
'''[[Vafrandir]]:''' I'll move to '''2229'''.
+
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).
  
'''[[Pandred]]''': I'll take '''2231''', moving the table and so on to the other side of the room. "No, not yet."
+
=== [https://wiki.alexissmolensk.com/index.php/Cleric_Sage_Abilities Sage Abilities] ===
  
'''The DM:''' Pandred, the door is in 2330.  Do you reach for the latch?  And while I’m on that, I understand Lexent has a godentag; Vafrandir has the short sword; what are you armed with, Pandred?
+
{| class="wikitable" style="display: inline-table;"
: Oh, and may I ask: who has the shaman’s staff just now?
+
! colspan="2" | The Church
 +
|-
 +
| Heraldry, Signs, and Sigils || 0
 +
|-
 +
| History || 4
 +
|-
 +
| Politics || 3
 +
|-
 +
| Religious Art & Music || 3
 +
|-
 +
| Religious Design || 4
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Legends & Folklore
 +
|-
 +
| Artiacts || 2
 +
|-
 +
| Beasts || 3
 +
|-
 +
| Demi-gods || 1
 +
|-
 +
| Heroes || 4
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" style="background-color:#ccf;" | Power
 +
|-
 +
| Divination || 3
 +
|-
 +
| Dweomercraft || 5
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Faith_(sage_study) '''Faith'''] || '''11'''
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Medicine_(sage_study) '''Medicine'''] || style="background-color:#fcc;" | '''24'''
 +
|-
 +
| Outer Planes || 6
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Theology & Customs
 +
|-
 +
| Astronomy & Astrology || 0
 +
|-
 +
| Gods || 6
 +
|-
 +
| Law & Policy || 0
 +
|-
 +
| Ritual || 4
 +
|}
  
'''[[Lexent]]:''' In that case I ensure that my shield is strapped on and that my Godentag is in hand and stay where I am. "Go ahead and open it Pandred."
+
==== No Rank ====
  
'''[[Pandred]]''': Torch and Handaxe. Marcule had the staff last to my knowledge. I will reach for the door.
+
* [https://tao-dndwiki.blogspot.com/search?q=turn+undead Turn Undead]
  
'''The DM:''' your hand is poised just short of touching or opening the door.
+
==== Amateur ====
 +
 
 +
* [https://wiki.alexissmolensk.com/index.php/Chandler(sage_ability) '''Chandler''']: ???.
 +
 
 +
* [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.
 +
* [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.
 +
 
 +
=Equipment=
 +
 
 +
==[https://docs.google.com/spreadsheets/d/1ySH-T-SjCikIUOaVcDMvoUmcTzTZgprB_4ywJUmN58M/edit?usp=sharing 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 (small), fir with iron bracing
 +
** 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====
 +
{| class="wikitable"
 +
|-
 +
| GP (16 SP) || 4
 +
|-
 +
| SP (12 CP) || 8
 +
|-
 +
| CP || 6
 +
|}
 +
 
 +
==[https://docs.google.com/spreadsheets/d/1KK9o9c-HPQjTqafZt7mZAUOjY9aqmg63ryWaBjI2V8U/edit?usp=sharing Party(Google Drive)]==
 +
 
 +
=== Monies ===
 +
{| class="wikitable"
 +
|-
 +
| GP (16 SP) || 155
 +
|-
 +
| SP (12 CP) || 8
 +
|-
 +
| CP || 8
 +
|}
 +
 
 +
====Monthly Hireling Expenses====
 +
 
 +
{| class="wikitable"
 +
|-
 +
| Oddsdraken || ??? || ??? || ???
 +
|-
 +
| Nadia || Pilot || 4 s.p. || ???
 +
|-
 +
| Valda || ??? || 2 s.p. || ???
 +
|-
 +
| Arvid || Sapper || 6 g.p. || 11th
 +
|-
 +
| Helga || Sapper || 6 g.p. || 11th
 +
|-
 +
| Marit || Sapper || 6 g.p. || 11th
 +
|-
 +
| Asger || Sapper || 6 g.p. || 11th
 +
|-
 +
| Bjarni || Sapper || 6 g.p. || 11th
 +
|-
 +
| Ole || Cook || 6 g.p. || 11th
 +
|}
 +
 
 +
= 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 [http://adventure.alexissmolensk.com/index.php/The_Great_Hall there].
 +
 
 +
 
 +
[[File:Lexent.jpg|bottom|700px]]
 +
 
 +
= Notes =
 +
 
 +
*Try to meet boat from Glesvaer on Thursday the 14th in Treborg
 +
 
 +
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 - [http://adventure.alexissmolensk.com/index.php/Bang! Document info]
 +
 
 +
Knowledge about the gnomish religion.
 +
:Vafrandir is baptised Lutheran
 +
:Marcule is dedicated to the gnomish pantheon
 +
:Pandred dedicated Lutheran
 +
 
 +
Knowledge of gnomes living among human populations instead of gnomish kingdoms in Norway.
 +
: How much familiarity do I have with Bergen, how near is it to Nanbrun?
 +
 
 +
Precise rule on half weight items for gnomes (etc.?)
 +
 
 +
Party plan is to hexcrawl from Treborg
 +
: Found ship - using as base
 +
::Dilhak and the axe
 +
::[http://adventure.alexissmolensk.com/index.php/An_Unpleasant_Discovery Children of Grond]

Revision as of 13:29, 26 March 2021

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

Activity

Height 3'4"

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 51 2

Stealth Rules

Scrambling Rules

Defensive

HP 20
HP (max) 20
Injury 0
Base Armor 7
Shield +1
AC Total 7
AC Total (With Shield) 6

+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 Modified Remarks
Poison (1) 12 12
Paralyse & Petrify 11 8 Gnome toughness
Polymorph 13 10 Gnome Magic Resistance
Rod, Staff, & Wand 14 11 Gnome Magic Reisistance
Breath Weapon 15 12 Gnome Magic Resistance
Other Magic 15 12 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
10 11 12 13 14 15 16 17 18 19 20

+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

Level XP Next Level
2 1878 3001

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).

Spells

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).

Sage Abilities

The Church
Heraldry, Signs, and Sigils 0
History 4
Politics 3
Religious Art & Music 3
Religious Design 4
Legends & Folklore
Artiacts 2
Beasts 3
Demi-gods 1
Heroes 4
Power
Divination 3
Dweomercraft 5
Faith 11
Medicine 24
Outer Planes 6
Theology & Customs
Astronomy & Astrology 0
Gods 6
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.
  • 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.

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 (small), fir with iron bracing
    • 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) 4
SP (12 CP) 8
CP 6

Party(Google Drive)

Monies

GP (16 SP) 155
SP (12 CP) 8
CP 8

Monthly Hireling Expenses

Oddsdraken ??? ??? ???
Nadia Pilot 4 s.p. ???
Valda ??? 2 s.p. ???
Arvid Sapper 6 g.p. 11th
Helga Sapper 6 g.p. 11th
Marit Sapper 6 g.p. 11th
Asger Sapper 6 g.p. 11th
Bjarni Sapper 6 g.p. 11th
Ole Cook 6 g.p. 11th

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

  • Try to meet boat from Glesvaer on Thursday the 14th in Treborg

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

Knowledge about the gnomish religion.

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

Knowledge of gnomes living among human populations instead of gnomish kingdoms in Norway.

How much familiarity do I have with Bergen, how near is it to Nanbrun?

Precise rule on half weight items for gnomes (etc.?)

Party plan is to hexcrawl from Treborg

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