Difference between pages "After the Ghouls" and "Lexent"

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Continued from '''[[Backtracking]]'''
+
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.
  
'''The DM:''' What does the party wish to do now?
+
{| class="wikitable"
 +
|-
 +
| Height || style="text-align:right;" | 3'4"
 +
|-
 +
| Weight || style="text-align:right;" | 75 lbs.
 +
|}
  
'''[[Lexent]]:''' Do I need a night's rest before being able to commit my new spells to memory, or merely the time to pray for them?
+
= Activity =
  
'''The DM:''' Committing new spells to memory IS praying for them. Yes, you will need 15 minutes per spell per level of spell. You will need to sleep six hours before you can relearn spells you’ve used today, but you can pray for the new spells right 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
 +
|}
  
'''[[Lexent]]:''' I'm somewhat keen to take the time necessary to gain access to those new spells, but I also don't want any loose ghouls to be able to sneak up on us, so we should probably see what the situation is down that hallway first.
+
{| 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;" | 48 || style="text-align:right;" | 2
 +
|}
  
'''[[Lexent]]:''' The good roll on Medicine was a welcome consolation prize for not making it up to amatuer in Dweomercraft. I was really hoping to improve my turning.
+
[https://wiki.alexissmolensk.com/index.php/Stealth_(sage_ability) Stealth Rules]
  
'''The DM:''' Effectively, a cleric doesn’t “memorize” ... the cleric meditates, prays, then becomes aware of when the power of the spell has been bestowed onto them from the outside.  Lexent will be aware now that his spells are coming from the Plane of Ysgard, or Asgard, an assembly of floating continents including the Den of Olidammara, Jotunheim, Valiant Hall and the Plain of Ida; these float over a huge land called Muspelheim, with an subterranean realm below that's called Nidavellir.  I’ll go ahead and steal from [https://forgottenrealms.fandom.com/wiki/Lords_of_the_Golden_Hills the Forgotten Realms] and say that the Gnomish gods dwell on a small floating continent called “The Golden Hills,” whereat your gods come from.
+
[https://wiki.alexissmolensk.com/index.php/Scrambling_(sage_ability) Scrambling Rules]
  
'''[[Lexent]]:''' So is Garl Glittergold among my deities?
+
== Defensive ==
  
'''The DM:''' Incidentally, Nebelun is the Gnomish god of healing. Yes regarding Garl. Your pantheon is polytheistic, and you don’t pray to any single godYou give your attention to the god that is in authority over the thing you need right now.
+
{| class="wikitable"
:'''[[Lexent]]:''' I'll admit to a bit of surprise that you seem to be hewing somewhat closely to anything published by 'the company'.
+
| [https://wiki.alexissmolensk.com/index.php/Stun_Lock HP] || style="text-align:right;" | 9
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Hit_Points HP (max)] || style="text-align:right;" | 26
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Injuries Injury] || 0
 +
|}
  
'''Pandred''': I don't want to lose in the shuffle the fact that ghouls are still nearby. Are we continuing the fight or retreating? I'm still fighting fit.
+
{| 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'''
 +
|}
  
'''Pandred''': I'll be watching the corridor the ghouls came from while we decide.
+
+4 AC when confronting bugbears, ettin, gnolls, ogres, ogre magi, trolls and giants of every kind.
  
'''[[Lexent]]:''' I'm at 12/26, so I could be doing better, but have some fight left in me.
+
-1 damage per die from all heat attacks, not including fire (Progenitor's Legacy)
  
'''The DM:''' I believe Lexent intends to get spells together. Do you want to do all of them, Lexent, or some of them?
+
1 Damage per die vs. cold-based attacks against the character. (Physical Prowess)
  
'''[[Lexent]]:''' I think that Pandred is correct and we need to at least ascertain what the ghouls down the hall are doing before committing to a half hour or more to pray.
+
{| class="wikitable"
 +
! [https://wiki.alexissmolensk.com/index.php/Saving_Throws Saves] !! Base !! Modifier !! Remarks
 +
|-
 +
| Poison (1) || style="text-align:right;" | 12 || style="text-align:right;" | 0 || 
 +
|-
 +
| Paralyse & Petrify || style="text-align:right;" | 11 || style="text-align:right;" | +3 ||  Gnome toughness
 +
|-
 +
| Polymorph || style="text-align:right;" | 13 || style="text-align:right;" | +3 ||  Gnome Magic Resistance
 +
|-
 +
| Rod, Staff, & Wand || style="text-align:right;" | 14 || style="text-align:right;" | +3 || Gnome Magic Reisistance
 +
|-
 +
| Breath Weapon || style="text-align:right;" | 15 || style="text-align:right;" | +3 || Gnome Magic Resistance
 +
|-
 +
| Other Magic || style="text-align:right;" | 15 || style="text-align:right;" | +3 || Gnome Magic Resistance, (2)
 +
|}
 +
(1) Saves at 1 level higher (Health).
  
'''[[Lexent]]:''' "Pandred, If your amenable, would you take a peek around the corner and see what you can of the situation?"
+
(2) Additional +3 vs. mind altering magical effects from Wisdom.
  
'''[[Vafrandir]]:''' I am good to fight as well.
+
== Offensive ==
  
'''[[Lexent]]:''' I proceed to the corner of hallway 'f' and peer around it. What do I see?
+
{| 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;" | 9 || 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
 +
|}
  
'''Pandred''': I'll head to the end of the corridor the ghouls emerged from with Lex and peek as well. I've been itching to get to this thing since we saw it.
+
+1 to hit when in battle with bugbears, gnolls, goblins, hobgoblins and norkers.
  
[[File:Chieftain's Room 01a.jpg|right|280px|thumb|Fully revealed now]]
+
-3 To hit when using any non-proficient weapons.
== Room f ==
 
'''The DM:''' I’ll assume Pandred’s wearing the infrared goggles.  You don’t see much without torchlight, but there are two large black figures moving among a dim red background.  There seems to be a table with chairs, and a low dais, above which is a large round shield; this is dimmer than other objects in the room, suggesting it’s made of metal.  You can only see as much of the room as the short hall (about 15 feet) allows.  I’ll give you some map as soon as I sketch it.
 
  
'''Pandred''': I'll swap to shield and handaxe and approach the room for a better look.
+
As a cleric, can keep sling spinning for 2 rounds per level.
  
'''[[Lexent]]:''' Yes, a shield seems wise at this point. I strap mine on.
+
{| 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:''' Oops, forgot to add the black blobs. Well, presume they’re above the table.
+
[https://wiki.alexissmolensk.com/index.php/Pummelling Pummeling]
  
'''[[Lexent]]:''' How large is large? Larger than humanoid?
+
[https://wiki.alexissmolensk.com/index.php/Overbearing Overbearing]
  
'''The DM:''' the ghouls prior have been approximately goblin sized. These are human sized.
+
[https://wiki.alexissmolensk.com/index.php/Grappling_(hand-to-hand) Grappling]
  
'''The DM:''' Refresh the page and you should see the images there now.
+
[https://wiki.alexissmolensk.com/index.php/Charging Charging]
  
'''[[Lexent]]:''' I call for everyone to form up and move to 2723.
+
== Supplementary ==
  
'''The DM:''' I'll need confirmation.
+
=== [https://wiki.alexissmolensk.com/index.php/Clerical_Spell_Acquisition Spells] ===
 +
{| class="wikitable"
 +
! Cast !! Spell !! Description
 +
|-
 +
|  || [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.
 +
|-
 +
| X || [https://wiki.alexissmolensk.com/index.php/Protection_from_Malevolence_(spell) Protection from Malevolence] || protects against attacks.
 +
|-
 +
| X || [https://wiki.alexissmolensk.com/index.php/Aid_(spell) Aid] || aids attacks and gives hit points.
 +
|-
 +
| X || [https://wiki.alexissmolensk.com/index.php/Augury_(spell) Augury] || queries the gods.
 +
|-
 +
| X || [https://wiki.alexissmolensk.com/index.php/Hold_Person_(spell) Hold Person] || immobilizes creatures.
 +
|}
  
'''[[Lexent]]:''' Marit moves to 2725. After retrieving her axe, of course.
+
=== [https://wiki.alexissmolensk.com/index.php/Cleric_Sage_Abilities Sage Abilities] ===
  
'''[[Vafrandir]]:''' I'll move to 2625. I suggest the sappers stay in the lower hallway until we can better see the interior of the room.
+
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | The Church
 +
|-
 +
| Heraldry, Signs, and Sigils || 0
 +
|-
 +
| History || 6
 +
|-
 +
| Politics || 6
 +
|-
 +
| Religious Art & Music || 4
 +
|-
 +
| Religious Design || 4
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Legends & Folklore
 +
|-
 +
| Artifacts || 4
 +
|-
 +
| Beasts || 3
 +
|-
 +
| Demi-gods || 3
 +
|-
 +
| Heroes || 6
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" style="background-color:#ccf;" | Power
 +
|-
 +
| Divination || 6
 +
|-
 +
| Dweomercraft || 6
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Faith_(sage_study) '''Faith'''] || '''18'''
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Medicine_(sage_study) '''Medicine'''] || style="background-color:#fcc;" | '''30'''
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Outer_Planes_(sage_study) '''Outer Planes'''] || '''10'''
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Theology & Customs
 +
|-
 +
| Astronomy & Astrology || 3
 +
|-
 +
| Gods || 7
 +
|-
 +
| Law & Policy || 0
 +
|-
 +
| Ritual || 4
 +
|}
  
'''The DM:''' And now the whole room is visible.  Those are high quality white pine chests in the upper right corner, and a rack of weapons nearest to Lexent.  Can’t get into the symbols inscribed on the floor at this time, you cannot see them clearly.
+
==== No Rank ====
  
'''[[Lexent]]:''' Do the ghouls seem aware of us?
+
* [https://tao-dndwiki.blogspot.com/search?q=turn+undead Turn Undead]
  
'''The DM:''' They’re eying you, but they’re holding their ground.
+
==== Amateur ====
  
'''The DM:''' The air in here seems a trifle ... shall we say ... revolting.
+
* [https://wiki.alexissmolensk.com/index.php/Chandler(sage_ability) '''Chandler''']: ???.
  
'''Pandred''': I'll advance to 2623. Can ghouls talk? Let's find out. "We're here for Grond!"
+
* [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.
 +
* [https://wiki.alexissmolensk.com/index.php?title=Essence_(sage_ability)&action=edit&redlink=1 '''Essence''']: Provides a general illustration of the known outer plane.
 +
*[https://wiki.alexissmolensk.com/index.php?title=Transmogrification_(sage_ability)&action=edit&redlink=1 '''Transmogrification''']: Provides an explanation elaborating on how living, become the dead, become residents of a known outer plane.
  
'''The DM:''' They don’t respond.
+
==== Authority ====
  
'''The DM:'''Lexent, you’re nominated for initiative. d6.
+
* [https://wiki.alexissmolensk.com/index.php/Amputation_(sage_ability) '''Amputation''']: Increases the likelihood of a patient surviving the removal of a limb.
 +
* [https://wiki.alexissmolensk.com/index.php/Bloodletting_(sage_ability) '''Bloodletting''']: Ensures better health through the deliberate draining of blood.
 +
* [https://wiki.alexissmolensk.com/index.php?title=Minor_Invasive_Surgery_(sage_ability)&action=edit&redlink=1 '''Minor Invasive Surgery''']: Enables minimal cutting into the body with a likelihood of patient survival.
 +
* [https://wiki.alexissmolensk.com/index.php?title=Detoxification_(sage_ability)&action=edit&redlink=1 '''Detoxification''']: Lessens the severity of various forms of toxic attacks against the body.
 +
* [https://wiki.alexissmolensk.com/index.php?title=Set_Injury_(sage_ability)&action=edit&redlink=1 '''Set Injury''']: Reduces the amount of injury damage by setting broken bones or easing bodily stress.
 +
* [https://wiki.alexissmolensk.com/index.php?title=Treat_Disease_(sage_ability)&action=edit&redlink=1 '''Treat Disease''']: Enables treatment of diseases to reduce their severity and probable fatality.
  
'''[[Lexent]]:''' I roll a '''1'''.
+
=== Ability Scores ===
  
== Round 1 ==
+
{| class="wikitable"
'''The DM:'''Lucky you. I also roll a 1. The left hand ghoul leaps three hexes around the table, into 2623, and slashes at Lexent with both claws; it doesn’t have time to bite. Because initiative is simultaneous, no matter what happens, Lexent will be able to attack, even if I stun him.
+
! 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 ||
 +
|}
  
'''[[Lexent]]:''' I return the favour. ''To Hit:'' '''15''' ''Damage:'' '''2+1=3'''
+
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).
  
'''The DM:''' Before I roll, however ... Vafrandir has a 16 dexterity; which means, Vafrandir has time to throw something before I attack Lexent.  He has a +1 initiative.
+
=== Other ===
  
'''[[Lexent]]:''' Wait, Is the ghoul in the same hex as Pandred?
+
{| class="wikitable"
 +
! Level !! XP !! Next Level
 +
|-
 +
| style="text-align:right;" | 3 || style="text-align:right;" | 3094 || style="text-align:right;" | 6001
 +
|}
  
'''The DM:''' Because Lexent’s THAC0 is now 19, that hits AC 4 and the damage counts.  Doesn’t stun.
+
Gains a 10% bonus to all experience gained, whether or not possessing the prerequisite ability (Tendencies & Interests).
  
'''[[Vafrandir]]:''' I'll throw my club at 2623. But I only roll a '''10 raw, 12 to hit; 1 raw; 2 dmg'''. I'll begin to draw my sword with the rest of my AP.
+
Requires only 4 hours of sleep per night to feel fully rested (Composition).
  
'''The DM:''' Oops, I read Pandred in 2624... okay, the ghoul is in 2722.  Pandred can also attack.
+
Experienced at squeezing through tight spaces, and may move through unusually small holes (Agility).
  
'''The DM:''' Vafrandir’s attack, then, was on 2722, and it misses. The room is made of stone, so Vafrandir needs to roll a d6 for the club. 1-2 breaks.
+
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).
  
'''[[Vafrandir]]:''' 5 for the club.
+
=Equipment=
  
'''Pandred''': HROAGH! Against 2722. Natural 20, followed by a mere 13. '''Crits''' for 5+3, 8, doubled to '''16'''!
+
==[https://docs.google.com/spreadsheets/d/1ySH-T-SjCikIUOaVcDMvoUmcTzTZgprB_4ywJUmN58M/edit?usp=sharing Personal (Google Drive)]==
  
'''The DM:''' That stuns. AND all of it counts.  AND the thing isn’t dead.
+
====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)
  
'''Pandred''': I'll advance with my last AP to 2522.
+
====When Travelling====
 +
* doublet, wool
 +
* gloves, lambskin
 +
* cloak, wool (as needed per weather)
 +
* backpack (see equipment sheet)
  
'''The DM:''' This gives the players initiative. BUT ... As you draw in a breath following your initial adrenaline based attacks, Lexent and Pandred find the air so foul that they each have to make a saving throw.  That has to happen before Pandred can move to 2522.
+
====When Combat Ready====
+
* helmet
'''[[Lexent]]:''' ''To Save:'' '''12'''. Not sure if I add anything.
+
* Studded Leather Armour
 +
* Studded Gauntlets
 +
* '''godentag, 40 in. long, fir with 8 in. spike (right hand)'''
  
'''Pandred''': '''18'''.
+
====Monies====
 +
{| class="wikitable"
 +
|-
 +
| GP (16 SP) || 2
 +
|-
 +
| SP (12 CP) || 0
 +
|-
 +
| CP || 6
 +
|}
  
'''[[Lexent]]:''' I would also like to retreat to 2724 if I am not stunned.
+
===Magical Items===
 +
Staff
 +
* +1 to hit and damage
 +
* Can heal 3d4 hp per day to a single target
 +
* 8 Charges
 +
* Charge can be spent before an attack to provide +2 damage per cleric level of the wielder
  
'''The DM:''' It’s a poison save, so you both make it.   You both have to expend 1 AP recovering, and from here forward if you’re within 2 hexes of a ghoul, you’re -2 to hit.
+
==[https://docs.google.com/spreadsheets/d/1KK9o9c-HPQjTqafZt7mZAUOjY9aqmg63ryWaBjI2V8U/edit?usp=sharing Party(Google Drive)]==
  
'''The DM:''' if you have the AP left.
+
=== Monies ===
 +
{| class="wikitable"
 +
|-
 +
| GP (16 SP) || 26
 +
|-
 +
| SP (12 CP) || 8
 +
|-
 +
| CP || 8
 +
|}
  
'''The DM:''' Lexent, you pry back into your memory, when your teacher taught you the difference between ghouls and ghasts.  This is one of the latter.  You’re not able to turn these.
+
====Monthly Hireling Expenses====
  
'''[[Vafrandir]]:''' We'll have to get these the old fashioned way.
+
{| class="wikitable"
 +
! Name !! Role !! Cost/Month !! Due Date !! Birthday !! XP
 +
|-
 +
| Howell Oddsdraken || Packbearer || 65 c.p.? || 3rd
 +
|-
 +
| Nadia || Pilot, Fisher || 4 s.p. + 60 c.p. || 19th || 7 Aug || 31
 +
|-
 +
| Valda || Farmer, Forager, Hunter || 93 c.p || 18th || 20 May || 31
 +
|-
 +
| Arvid || Sapper || 6 g.p. || 11th || || 31
 +
|-
 +
| Helga || Sapper || 6 g.p. || 11th || || 206
 +
|-
 +
| Marit || Sapper || 6 g.p. || 11th || || 106
 +
|-
 +
| Asger || Sapper || 6 g.p. || 11th || || 156
 +
|-
 +
| Bjarni || Sapper || 6 g.p. || 11th || || 47
 +
|-
 +
| Ole || Cook || 6 g.p. || 11th || || 31
 +
|}
  
'''Pandred''': Recovery eats my last AP. No move for me.
+
= Biography =
  
'''[[Lexent]]:''' Takes me down to one, So I cannot move.
+
He has a 3 inch scar on his left thigh from an accident as a child (Choices).
: '''The DM:''' Technically, you would have been able to, Lexent; when Pandred stunned the creature, it was hurled back into 2822, which would mean your hex ceased to be a “melee hex”.  But I hit you so it’s moot.
 
  
'''The DM:''' Now, the creature’s attacks never were made.  This was simultaneous, so regardless of the party’s moves, the thing did get two attacks on Lexent.  This may also stop Lexent from “falling back” to 2724.  Lexent, I believe with the end of the last combat, your protection from malevolence ran out.  I roll a 5 and a 15 to hit; the latter hits for 3 damage.  That stuns you back into 2724 and I will need a saving throw against paralysation.
+
He has received the notice of the Lord of Buskerud and may therefore seek one favour therefrom (Personal Relationships).
  
'''[[Lexent]]:''' ''To Save:'' '''5+3=8'''
+
He has a strong chin and unnaturally smooth skin (Beauty).
  
'''The DM:''' no moves; working.
+
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 13:19, 30 April 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.

Height 3'4"
Weight 75 lbs.

Activity

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 48 2

Stealth Rules

Scrambling Rules

Defensive

HP 9
HP (max) 26
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 Modifier Remarks
Poison (1) 12 0
Paralyse & Petrify 11 +3 Gnome toughness
Polymorph 13 +3 Gnome Magic Resistance
Rod, Staff, & Wand 14 +3 Gnome Magic Reisistance
Breath Weapon 15 +3 Gnome Magic Resistance
Other Magic 15 +3 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
9 10 11 12 13 14 15 16 17 18 19

+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

Spells

Cast Spell Description
Cure Light Wounds restores lost hit points.
Detect Magic detects magic.
Endure Cold & Heat reduces natural weather effects.
X Protection from Malevolence protects against attacks.
X Aid aids attacks and gives hit points.
X Augury queries the gods.
X Hold Person immobilizes creatures.

Sage Abilities

The Church
Heraldry, Signs, and Sigils 0
History 6
Politics 6
Religious Art & Music 4
Religious Design 4
Legends & Folklore
Artifacts 4
Beasts 3
Demi-gods 3
Heroes 6
Power
Divination 6
Dweomercraft 6
Faith 18
Medicine 30
Outer Planes 10
Theology & Customs
Astronomy & Astrology 3
Gods 7
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.
  • Essence: Provides a general illustration of the known outer plane.
  • Transmogrification: Provides an explanation elaborating on how living, become the dead, become residents of a known outer plane.

Authority

  • Amputation: Increases the likelihood of a patient surviving the removal of a limb.
  • Bloodletting: Ensures better health through the deliberate draining of blood.
  • Minor Invasive Surgery: Enables minimal cutting into the body with a likelihood of patient survival.
  • Detoxification: Lessens the severity of various forms of toxic attacks against the body.
  • Set Injury: Reduces the amount of injury damage by setting broken bones or easing bodily stress.
  • Treat Disease: Enables treatment of diseases to reduce their severity and probable fatality.

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).

Other

Level XP Next Level
3 3094 6001

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).

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) 2
SP (12 CP) 0
CP 6

Magical Items

Staff

  • +1 to hit and damage
  • Can heal 3d4 hp per day to a single target
  • 8 Charges
  • Charge can be spent before an attack to provide +2 damage per cleric level of the wielder

Party(Google Drive)

Monies

GP (16 SP) 26
SP (12 CP) 8
CP 8

Monthly Hireling Expenses

Name Role Cost/Month Due Date Birthday XP
Howell Oddsdraken Packbearer 65 c.p.? 3rd
Nadia Pilot, Fisher 4 s.p. + 60 c.p. 19th 7 Aug 31
Valda Farmer, Forager, Hunter 93 c.p 18th 20 May 31
Arvid Sapper 6 g.p. 11th 31
Helga Sapper 6 g.p. 11th 206
Marit Sapper 6 g.p. 11th 106
Asger Sapper 6 g.p. 11th 156
Bjarni Sapper 6 g.p. 11th 47
Ole Cook 6 g.p. 11th 31

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