Difference between pages "Dire Wolf Battle" and "Lexent"

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[[File:Skeletal Dire Wolf (a).jpg|right|350px]]
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Lexent Povarov is a male [https://wiki.alexissmolensk.com/index.php/Gnome_Race_%26_Physiology gnomsih] [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.
  
'''The DM:''' The details of the room beyond seem a little less important than the enormous, 12 foot long dire wolf skeleton that bursts out of the room as Vafrandir cracks open the door.  Vafrandir, you '''<span style="color:red">take-1</span>''' pt of incidental damage from the door hitting you.  Vafrandir’s roll says you’re not surprised.  I need Marcule to roll initiative; d6.
+
== Personal Life ==
 
'''Marcule:''' I roll a 1.
 
  
'''The DM:''' I have a 6.
+
Lexent is from Parnuin in the Gnomish kingdom of Vepses, near Lake Ladoga He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. Their behavior has always helped Lexent and they may be relied upon for help. His father was a chandler ('''-1 damage per die from all heat attacks, not including fire'''). His birthday is 5 Dec 1600 (making him 49 years old at his beginning in the campaign). His mentor as a boy 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. During the embassy he earned a favour from the Lord of Buskerud. Finding the lands here interesting, when the embassy was done he elected to stay.
  
'''The DM:''' The wolf attacks Pandred first, being the victim directly in front.  It attacks with a bite, a claw and incidental damage to anyone it comes within 1 hex of.  Incidental damage is caused by the creature’s size, as it throws its body about in the spaces adjacent – such as getting hit by a tail, a rib, a shoulder or its head.  There’s no roll to hit; it’s a 50/50 chance of taking 1 hp (given the creature’s size ... it weighs about 675 lbs).
+
== Stats ==
: '''The DM:''' The wolf skeleton rolls a 13, missing Pandred with its sharpened teeth; the claw rolls a 5.  Pandred is hit by the creature’s body, however, and '''<span style="color:red">take-1</span>''' point of damage.  Players can act.
 
  
=== Party Round 1 ===
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[https://wiki.alexissmolensk.com/index.php/Cleric_(class) Cleric] 1, missionary
  
'''[[Vafrandir]]:''' I move to '''2227''' and attack: '''3 raw, 4 to hit'''.
+
{| class="wikitable"
:'''The DM:''' Do me a favour, Vafrandir; if your attack or damage is obviously not going to count, please don’t bold it.  In this case, you’re going to need at least AC 7 to hit.
+
| XP || style="text-align:right;" | 44
::'''[[Vafrandir]]:''' Will do!
+
|}
  
'''[[Lexent]]:''' From which hexes may the wolf be attacked?
+
{| class="wikitable" style="text-align: center;"
:'''The DM:''' It’s head is in 2126 and its body is in the next room, so only 2027 is open.  2026 has a door in it; you can go there but you’re -2 to hit.
+
! STR !! INT !! WIS !! CON !! DEX !! CHA
 +
|-
 +
| 14 || 11 || 17 || 10 || 13 || 13
 +
|}
  
'''[[Lexent]]:''' I move, S-1,  to 2027 and attack. 16 I believe hits AC 4, '''<span style="color:red">cau-8</span>'''.
+
{| class="wikitable"
 +
| [https://wiki.alexissmolensk.com/index.php/Hit_Points HP] || style="text-align:right;" | 12
 +
|-
 +
| HP (max) || style="text-align:right;" | 12
 +
|}
  
'''[[Pandred]]''': Dropping the handaxe, bopping with the battleaxe. 13+2 hits '''AC 2''' for 4+3 '''<span style="color:red">cau-3</span>''' damage!
+
{| class="wikitable"
:'''The DM:''' Pandred’s damage is halved, on account of the bladed weapon.
+
| AC || style="text-align:right;" | 9 || Shield
 +
|}
  
'''The DM:''' I'll give Marcule some time.
+
{| class="wikitable"
 +
| Fighting AP || style="text-align:right;" | 4
 +
|-
 +
| Carrying AP || style="text-align:right;" | 3
 +
|}
  
'''Marcule:''' Move to 2228 unable to attack I will hold my ground.
+
{| class="wikitable"
 +
| weight || style="text-align:right;" | 75 lbs.
 +
|-
 +
| height || style="text-align:right;" | 3'4"
 +
|}
  
== Round 2 ==
+
== Skills ==
[[File:Skeletal Dire Wolf (b).jpg|right|385px]]
 
'''The DM:''' The skeleton attacks the cleric with the bite, having been hurt most from that direction; Pandred gets the claw.  Pandred '''<span style="color:red">take-1</span>''' point of incidental damage.
 
  
'''The DM:''' A 6 misses the cleric with the bite.  I have been rolling SO BAD lately.  And, having written that, I roll a natural 20 with the claw on Pandred.  And another 20.  Wow.  And a 16.  That’s triple damage.  Pandred, '''<span style="color:red">take-9</span>''' damage.  You’re stunned, thrown back into 2128.
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=== Sage Abilities ===
  
'''The DM:''' The dire wolf moves into 2127, shouldering Marcule and causing incidental damage again: '''<span style="color:red">take-1</span>'''.  Creatures can, by the rule, roam about this way trampling and making a real mess of things.
+
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | The Church
 +
|-
 +
| Heraldry, Signs, and Sigils || 0
 +
|-
 +
| History || 1
 +
|-
 +
| Politics || 0
 +
|-
 +
| Religious Art & Music || 0
 +
|-
 +
| Religious Design || 1
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Legends & Folklore
 +
|-
 +
| Artiacts || 2
 +
|-
 +
| Beasts || 0
 +
|-
 +
| Demi-gods || 1
 +
|-
 +
| Heroes || 1
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" style="background-color:#ccf;" | Power
 +
|-
 +
| Divination || 2
 +
|-
 +
| Dweomercraft || 5
 +
|-
 +
| Faith || 5
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Medicine_(sage_study) '''Medicine'''] || style="background-color:#fcc;" | '''12'''
 +
|-
 +
| Outer Planes || 0
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Theology & Customs
 +
|-
 +
| Astronomy & Astrology || 0
 +
|-
 +
| Gods || 3
 +
|-
 +
| Law & Policy || 0
 +
|-
 +
| Ritual || 3
 +
|}
  
=== Party Round 2 ===
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==== Amateur ====
'''The DM:''' Vafrandir, Lexent and Marcule can act.
 
  
'''[[Lexent]]:''' I attack. '''10 I believe hits AC 10''', 5 damage. I then move S-1 to 2026.
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* [https://wiki.alexissmolensk.com/index.php/Chandler(sage_ability) '''Chandler''']: ???.
  
'''Marcule:''' I swing with my scimitar And fail with a 3. can i back up 1? 2229?
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* [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.
  
'''[[Pandred]]''': I have 3hp, I would appreciate one more body to take a hit that's not me.
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=== [https://wiki.alexissmolensk.com/index.php/Cleric_Combat_Abilities Weapon proficiencies] ===
 +
* Godentag, '''2d4 damage'''
 +
* Sling, '''1d4 damage'''
  
'''The DM:''' When in melee (adjacent to an active combatant), only stride-1 is possible. Takes two AP to move into 2026, which you have, so no problem. Also takes Marcule 2 AP to move into 2229, but again, you have the movement, so no problem.
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=== [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.
  
'''[[Vafrandir]]:''' Attack again, roll a 6 to hit. Shit. Gonna be one of ''those'' fights.
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== Equipment ==
  
'''The DM:''' Has been for me lately. Repeatedly.
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[https://docs.google.com/spreadsheets/d/1ySH-T-SjCikIUOaVcDMvoUmcTzTZgprB_4ywJUmN58M/edit?usp=sharing Full equipment list on Google Drive]
  
'''[[Lexent]]:''' So would attacking from 2026 still be at a -2 due to the door, or was it only because of the relative position of the door and the wolf?
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{| class="wikitable"
:'''The DM:''' has nothing to do with the creature.  The door is in the way.  You’re still at -2 to attack from where you are.
+
|+ currently equipped
 +
|-
 +
| '''right hand''' || godentag, 40 in. long, fir with iron spike 8 in.
 +
|-
 +
| '''left hand''' || shield, small (fir)
 +
|-
 +
|}
  
== Round 3 ==
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=== Other worn/carried ===
[[File:Skeletal Dire Wolf (c).jpg|right|350px]]
 
'''The DM:''' the dire wolf hasn’t forgotten about Lexent; it attacks the cleric with the bite again; and uses the claw to attack Vafrandir; I roll 2 dice at the same time and get matching 6’s.  Damn. 
 
  
'''The DM:''' As the creature spins in a circle to attack Lexent, swiping and missing at Vafrandir, Pandred '''<span style="color:red">take-1</span>''' damage. No one else does. Pandred staggers back again, into 2129.
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* loin cloth, linen
 +
* breeches, wool cloth
 +
* shirt (men's), cotton
 +
* cloak, wool cloth
 +
* belt, cowhide
 +
* boots (high hard), cowhide
 +
* gloves, lambskin
 +
* helmet
 +
* godentag, 40 in. long, fir with 8 in. spike
 +
* shield (small), fir
 +
* sling, cowhide
 +
* belt pouch (small, for sling stones), cowhide
 +
* sling stones (10)
 +
* belt pouch (small), cowhide
 +
* holy symbol (small), satinwood
  
=== Party Round 3 ===
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=== Backpack ===
Everyone except Pandred is free to act; Marcule, 2228 gives +2 to hit from the rear.  Vafrandir is +1 from the flank.
 
  
'''[[Lexent]]:''' I move, S-1, to 2126 and attack. '''7'''. 3 damage.
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* bandage, cotton
 +
* bandage, cotton
 +
* bandage, cotton
 +
* bandage, cotton
 +
* bandage, cotton
 +
* alum purified
 +
* salt of Ammon
 +
* daily ration (travel)
 +
* daily ration (travel)
 +
* daily ration (rest)
 +
* daily ration (rest)
 +
* sack, cotton cloth
 +
* sack, cotton cloth
  
'''[[Vafrandir]]:''' Third time's the charm. '''11 raw, 13 to hit; 6 raw, <span style="color:red">cau-4</span> dmg.'''
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== Wealth ==
:'''The DM:'''  Yep.  That hits.  And what’s more, you’re sure of it now.  The sword is +1 to hit and damage.  That means, 7+1, or 8, halved for edged weapon against skeleton.  Doesn’t stun.
 
::'''[[Vafrandir]]:''' Woohoo!
 
:::'''[[Lexent]]:''' Interesting. +1, but not magical.
 
  
'''Marcule:''' I hit with a 19 adjusted 7 damage.
+
12 gp, 8 sp, 8 cp in belt pouch
:'''The DM:'''  Hits; adjusted to '''<span style="color:red">cau-3</span>''' on account of a bladed weapon.  That doesn’t stun either.
 
  
'''The DM:''' I’ll call it there for the day; there’s only 13 minutes left until 2. The skeleton wolf is going to turn around and bite Vafrandir and slash at Marcule, as they did 4 dam and 3 dam each. Lexent and Pandred are off the hook, and Pandred is free of incidental damage this next round. I’ll begin with the creature’s attack. Be well, and out.
+
== Other ==
 +
 
 +
Gnomes are highly magic resistant and tough, even more so than dwarves, gaining a bonus of +1 to saving throws against paralysation, polymorph, magic and magic items and breath weapons for every 3 points of constitution. A gnome with a 16 constitution would have a +5 saving throw against these attacks.
 +
Gnomes are well trained against old enemies of their people, receiving a +1 to hit when in battle with bugbears, gnolls, goblins, hobgoblins and norkers. Gnomes also improve their armour class by four points when confronting bugbears, ettin, gnolls, ogres, ogre magi, trolls and giants of every kind.
 +
Gnomes also possess infravision, being able to see in the dark with relative clarity. This comes from their ancestors, who dwelt below ground, and from a hundred generations of gnomes who have dwelt in the dark coniferous forests of northern Europe.
 +
 
 +
Lexent receives 1? Damage per die vs. cold-based attacks.
 +
He has a 3 inch scar on his left thigh from an accident as a child.
 +
He has received the notice of the Lord of Buskerud and may therefore seek one favour therefrom.
 +
He gains a 10% bonus to all experience gained, whether or not possessing the prerequisite ability.
 +
He saves vs. poison at 1 level higher.
 +
He requires only 4 hours of sleep per night to feel fully rested.
 +
He is experienced at squeezing through tight spaces, and may move through unusually small holes.
 +
He is 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.
 +
He has a strong chin and unnaturally smooth skin.
 +
He gains a +1 Charisma bonus when speaking to persons with a charisma at least 3 points lower, due to feelings of camaraderie.
 +
 
 +
[[File:Lexent.jpg|bottom|700px]]

Revision as of 15:22, 17 February 2021

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

Personal Life

Lexent is from Parnuin in the Gnomish kingdom of Vepses, near Lake Ladoga He was raised by both parents, the eldest of two siblings, with a brother who is 2 years younger. Their behavior has always helped Lexent and they may be relied upon for help. His father was a chandler (-1 damage per die from all heat attacks, not including fire). His birthday is 5 Dec 1600 (making him 49 years old at his beginning in the campaign). His mentor as a boy 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. During the embassy he earned a favour from the Lord of Buskerud. Finding the lands here interesting, when the embassy was done he elected to stay.

Stats

Cleric 1, missionary

XP 44
STR INT WIS CON DEX CHA
14 11 17 10 13 13
HP 12
HP (max) 12
AC 9 Shield
Fighting AP 4
Carrying AP 3
weight 75 lbs.
height 3'4"

Skills

Sage Abilities

The Church
Heraldry, Signs, and Sigils 0
History 1
Politics 0
Religious Art & Music 0
Religious Design 1
Legends & Folklore
Artiacts 2
Beasts 0
Demi-gods 1
Heroes 1
Power
Divination 2
Dweomercraft 5
Faith 5
Medicine 12
Outer Planes 0
Theology & Customs
Astronomy & Astrology 0
Gods 3
Law & Policy 0
Ritual 3

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.

Weapon proficiencies

  • Godentag, 2d4 damage
  • Sling, 1d4 damage

Spells

Equipment

Full equipment list on Google Drive

currently equipped
right hand godentag, 40 in. long, fir with iron spike 8 in.
left hand shield, small (fir)

Other worn/carried

  • loin cloth, linen
  • breeches, wool cloth
  • shirt (men's), cotton
  • cloak, wool cloth
  • belt, cowhide
  • boots (high hard), cowhide
  • gloves, lambskin
  • helmet
  • godentag, 40 in. long, fir with 8 in. spike
  • shield (small), fir
  • sling, cowhide
  • belt pouch (small, for sling stones), cowhide
  • sling stones (10)
  • belt pouch (small), cowhide
  • holy symbol (small), satinwood

Backpack

  • bandage, cotton
  • bandage, cotton
  • bandage, cotton
  • bandage, cotton
  • bandage, cotton
  • alum purified
  • salt of Ammon
  • daily ration (travel)
  • daily ration (travel)
  • daily ration (rest)
  • daily ration (rest)
  • sack, cotton cloth
  • sack, cotton cloth

Wealth

12 gp, 8 sp, 8 cp in belt pouch

Other

Gnomes are highly magic resistant and tough, even more so than dwarves, gaining a bonus of +1 to saving throws against paralysation, polymorph, magic and magic items and breath weapons for every 3 points of constitution. A gnome with a 16 constitution would have a +5 saving throw against these attacks. Gnomes are well trained against old enemies of their people, receiving a +1 to hit when in battle with bugbears, gnolls, goblins, hobgoblins and norkers. Gnomes also improve their armour class by four points when confronting bugbears, ettin, gnolls, ogres, ogre magi, trolls and giants of every kind. Gnomes also possess infravision, being able to see in the dark with relative clarity. This comes from their ancestors, who dwelt below ground, and from a hundred generations of gnomes who have dwelt in the dark coniferous forests of northern Europe.

Lexent receives 1? Damage per die vs. cold-based attacks. He has a 3 inch scar on his left thigh from an accident as a child. He has received the notice of the Lord of Buskerud and may therefore seek one favour therefrom. He gains a 10% bonus to all experience gained, whether or not possessing the prerequisite ability. He saves vs. poison at 1 level higher. He requires only 4 hours of sleep per night to feel fully rested. He is experienced at squeezing through tight spaces, and may move through unusually small holes. He is 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. He has a strong chin and unnaturally smooth skin. He gains a +1 Charisma bonus when speaking to persons with a charisma at least 3 points lower, due to feelings of camaraderie.

Lexent.jpg