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;" | 6151
 +
|}
  
'''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;" | 17
 +
|-
 +
| 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.
 +
 
 +
=== 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 ==
 +
 
 +
[https://docs.google.com/spreadsheets/d/1pqnm3KukU58GqiqqiAHTFT81kL3_kHpMR9Nx6_MRTPw/edit?usp=sharing Full equipment list on Google Drive]
 +
 
 +
{| class="wikitable"
 +
|+ 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'''.

Revision as of 10:57, 30 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 6151
STR INT WIS CON DEX CHA
17 12 11 16 16 14
HP 17
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.