Difference between pages "Chieftain's Room" and "Vafrandir"

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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.
Continued from '''[[After the Ghouls]]'''
 
  
'''The DM:''' There’s a lot here to see.  The three chests on the ground are all of high quality yellow pinewood, with brass fixtures, embossed with images of the crown of Denmark.  They each have a metal plate that reads: '''H. Ross'''.
+
== Personal Life ==
  
: Inside each chest is 4,000 g.p.
+
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).
  
: There are three very fine looking shields on the wall and a collection of very nice looking weapons in the rack: three short bows, three spears, two maces and two short swords.  
+
Vafrandir was baptized Lutheran by Father Arven in Treborg.
  
: Above the dais (there are two plush yellow chairs you’ve found earlier that might conceivably have sat upon it), there is a 4 ft. wide shield, too large to use as a shield, with a profound and complex motif.  This depicts a glowing gate upon a high flat mountain, a star above the gate and a host emerging from the gate; the quality is of “brilliant work,” meaning even those without a sense of aesthetics can recognize the extraordinary nature of it.  It is made of materials that are a mixture of gold, quartz stones, chestnut wood and lacquer.  There is something very compelling about it that far surpasses an ordinary decorative shield.
+
== Stats ==
  
'''The DM:''' '''Lexent: ''' Looked at Hold Person on the Wiki, found someone had reposted the augury spell’s description. Hold person only affects humanoids.
+
[https://wiki.alexissmolensk.com/index.php/Fighter_(class) Fighter] 4, veteran
  
: '''The DM:''' The furniture has been torn and damaged, and won’t be of much value for its weight.  The benches and tables will still function as those things, but the resale value will be minimal.  The plush chairs are ticky.
+
{| class="wikitable"
::'''[[Lexent]]:''' I figured that would be the case for most of it, but you had mentioned the one nice looking chair when we first started moving the furniture so I thought I would check.
+
| XP || style="text-align:right;" | 9904
::: Fumigating the chair, removing the ticks (exterminate, one by one) and it would make a nice chair for your house.
+
|}
  
'''[[Lexent]]:''' I thank and congratulate the sappers for a battle well fought, and ask them to start working on moving the furniture and treasure to the surface.
+
{| class="wikitable" style="text-align: center;"
 +
! STR !! INT !! WIS !! CON !! DEX !! CHA
 +
|-
 +
| 17 || 12 || 11 || 16 || 16 || 14
 +
|}
  
'''[[Lexent]]:''' Once they have started this process I begin communing with my gods, to gain access to ''Aid'', ''Augury'', and ''Hold Person'' in that order.
+
{| class="wikitable"
 +
| [https://wiki.alexissmolensk.com/index.php/Hit_Points HP] || style="text-align:right;" | 16
 +
|-
 +
| HP (max) || style="text-align:right;" | 32
 +
|}
  
'''The DM:''' they get to work.
+
{| class="wikitable"
'''[[Lexent]]:''' Hmmm. Another reference to H(amish) Ross.
+
| AC || style="text-align:right;" | 3 || ring mail + shield (small), fir + Wild Hunt pelt
: '''The DM:''' Those chests clearly came from the Danish crown.
+
|}
  
'''Marcule:''' "Strange place for these"
+
{| class="wikitable"
 +
| AP || style="text-align:right;" | 3
 +
|-
 +
| THAC0 || style="text-align:right;" | 18
 +
|}
  
'''[[Lexent]]:''' Am I able to complete my meditation without incident?
+
{| class="wikitable"
 +
| weight || style="text-align:right;" | 122 lbs.
 +
|-
 +
| height || style="text-align:right;" | 5'3"
 +
|}
  
'''The DM:''' Yes.  But moving the treasure to the surface will take more time than that.  About 2 hours altogether.
+
== Skills ==
  
'''[[Vafrandir]]:''' In. Adding hireling XP up.
+
=== Sage Abilities ===
  
'''[[Lexent]]:''' Two questions regarding the potions: Was I able to tell before if they were the same type of potion? If not, has progressing in my study of medicine granted me the ability to recognise what the other potion is?
+
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Animal Training
 +
|-
 +
| Camelback Riding || 6
 +
|-
 +
| Dog Training || 5
 +
|-
 +
| Falconry || 1
 +
|-
 +
| Flying Mounts || 4
 +
|-
 +
| Horseback Riding || 5
 +
|-
 +
| Mahout || 5
 +
|-
 +
| Underwater Mounts || 10
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Leadership
 +
|-
 +
| Judgment || 9
 +
|-
 +
| Logistics || 11
 +
|-
 +
| Morale Strengthening || 7
 +
|-
 +
| Motivation || 5
 +
|}
 +
{| 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;" | 21
 +
|-
 +
| Martial Discipline || 9
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Puissance_(sage_study) '''Puissance'''] || style="background-color:#fcc;" | '''26'''
 +
|-
 +
| [https://wiki.alexissmolensk.com/index.php/Unarmed_Combat_(sage_study) Unarmed Combat] || style="background-color:#fcc;" | 19
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
! colspan="2" | Training
 +
|-
 +
| Athletics || 9
 +
|-
 +
| style="padding-left: 1em;" | ''Sailing'' || 9
 +
|-
 +
| Empowerment || 5
 +
|-
 +
| Instruction || 9
 +
|-
 +
| Military Engineering || 4
 +
|}
  
'''[[Vafrandir]]:''' What salvageable furniture can be gotten?
+
==== Amateur ====
  
'''[[Lexent]]:''' It all looks like not worth the trouble to transport.
+
* [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.
:'''[[Vafrandir]]:''' Probably, but I want to be sure before we start burning.
 
::'''[[Lexent]]:''' Do you want to keep the 'ticky' plush chairs or some benches/tables?
 
  
'''The DM:''' Potions fit under the Alchemy study. So, no, you wouldn’t know for sure they were the same, especially since you’ve only just thought of it and one of the potions is gone now. Vafrandir, the tables and benches are serviceable. The chests as well. The highly crafted chests would be valuable, but you’d have to explain how you came into possession of them.
+
* [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.
  
'''The DM:''' I’ll need to get ready for the dentist. My ride is coming in 20 minutes. Please figure out how to split the treasure. Lexent, your spells are available. You might want to try casting Detect magic in the chieftain’s room before abandoning things there. It all looks very high quality. Out.
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* [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.
  
'''[[Lexent]]:''' That is indeed my plan.
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* [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.
  
'''[[Lexent]]:''' What do we all think of keeping this gold that is clearly connected to the Danish Crown and Hamish Ross?
+
* [https://wiki.alexissmolensk.com/index.php/Bargaining_(sage_ability) '''Bargaining''']: provides skill at negotiating prices with the seller of goods, in order to obtain a better deal on a transaction
 +
* '''Butchering''': gives skill at slaughtering, dressing and preserving meat from livestock, game and fish.
 +
* '''Dowse for Water''': a type of divination employed in locating ground water.
 +
* [https://wiki.alexissmolensk.com/index.php/Foraging_(sage_ability) '''Foraging''']: improved ability to find vegetables, roots, fruits and nuts in a wilderness environment.
 +
* '''Herding''': provides skill at gathering animals together and moving them from place to place, with skill at mustering.
 +
* '''Teamstering''': provides skill at the employment of common domestic farm animals as beasts of burden, plow teams or as animals to pull carts, wagons and carriages.
 +
* '''Tinkering''': gives skill at repairing or strengthening ordinary items.
  
'''[[Vafrandir]]:''' We can well arm our hires with these weapons. Figuring out how to divide it evenly might be tricky.
+
=== 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)
  
'''[[Vafrandir]]:''' On the one hand, we aren't in Denmark. On the other hand, the Crown's reach may be long. 12,000 gp could win a lot of hearts in Treborg though...
+
== Equipment ==
  
'''[[Lexent]]:''' I'd prefer to not divide it evenly, quite honestly. I think we might each be able to gain another level depending on how we do it and the value of the items.
+
[https://docs.google.com/spreadsheets/d/1pqnm3KukU58GqiqqiAHTFT81kL3_kHpMR9Nx6_MRTPw/edit?usp=sharing Full equipment list on Google Drive]
  
'''[[Lexent]]:''' I have potential interest in a mace and perhaps a shield since these are better quality.
+
{| class="wikitable"
 +
|+ currently equipped
 +
|-
 +
| '''right hand''' || sword (long), iron
 +
|-
 +
| '''left hand''' || shield (small), fir
 +
|-
 +
|}
  
'''[[Vafrandir]]:''' I'm perfectly fine with that. We may need to get the items appraised first before distribution.
+
=== Other worn/carried ===
  
'''[[Lexent]]:''' A 1/8th share of the gold comes out to just under 300 GP. If we are comfortable spending it, we could allocate that much to each hireling.
+
* 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
  
'''[[Lexent]]:''' Still working on that assumption I propose we try to give each of us just enough treasure to reach the next level and then dump the rest on Marcule since he is the lowest level.
+
=== Backpack ===
  
'''[[Lexent]]:''' Well, lets get the rough appraisal process started. With the weapons and shields (including the large decorative one) still in the Chieftain's room I cast ''Detect Magic'' and inspect each of the items and the room itself.
+
* backpack, cowhide
 +
* daily ration (rest)
 +
* daily ration (rest)
 +
* daily ration (travel)
 +
* gloves, lambskin
  
'''[[Lexent]]:''' In.
+
== Wealth ==
  
'''[[Vafrandir]]:''' In.
+
2 gp, 8 sp, 11 cp in belt pouch
  
== Treasure ==
+
== Other ==
'''[[Lexent]]:''' Any further thoughts on whether to claim the gold for ourselves or try to return it?
 
  
'''The DM:''' In.
+
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.
  
'''The DM:''' One bow and one spear exhudes magic, as do two of the shields.  The decorative shield above the dais does not.
+
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.
'''[[Lexent]]:''' And the room itself, specifically the diagram on the floor?
+
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'''.
'''The DM:''' None.
+
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'''.
'''[[Lexent]]:''' What type and power level do the weapons and shield exude?
+
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.
'''Marcule:''' I always have limited opinion of what to do with treasure im fine with what ever the group wants to do. the question is where would we want to return it to. i see great risk in us transporting money.
+
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.
'''[[Lexent]]:''' Would our characters have reason to suspect that it would be considered a crime to keep this gold?
+
Should Vafrandir seek employment, or come into the service of any person, he will receive '''30% more than usual compensation'''.
 
 
'''The DM:''' Quite powerful.
 
 
 
'''The DM:''' Lexent, you have the information you have.  Right and wrong are your problem.
 
 
 
'''[[Lexent]]:''' No problem. Do the magical shields (or the non-magical normal size one) have any insignias/markings?
 
 
 
'''The DM:''' I suppose I could add, you have enough to ask yourself the question.  The airship clearly did not originate with the goblins.  Neither did these chests.  And this place is not so far from the airship that there isn’t a probability of the goblins having found the latter.  Moreover, “Ross” is not a goblinish name; nor is it a common name in Norway.  “H. Ross” less so.  You may draw your own conclusions from there, and from the nature of the parchment you have, which was a promise from the king of Denmark, Pandred’s King if no one else’s, to Hamish Ross.
 
 
 
'''The DM:''' The shields and weapons seem to have goblinish origins.
 
 
 
'''[[Lexent]]:''' How heavy are the shields?
 
 
 
'''[[Vafrandir]]:''' I am actually quite interested in finding Mr Ross. But I can be convinced to keep it, I think. For now, let's take possession of the weapons.
 
 
 
'''The DM:''' Large for gnomes, small for humans; 3 lbs. each.
 
 
 
'''The DM:''' You do get the experience for the treasure, even if you don’t keep it.  I would like to know how you wish to divide the treasure, so the experience can be applied and we can see if anyone goes up a level.
 
 
 
'''[[Lexent]]:''' Would anyone object to me claiming one of the magical shields?
 
 
 
'''[[Lexent]]:''' Well, I suppose we could give the hirelings shares of the treasure and then if we felt the need to return it, reimburse that amount from our own coffers. Does that work for everyone?
 
 
 
'''Marcule:''' no objection to the shield
 
 
 
'''[[Lexent]]:''' I propose that we give each of the hirelings 300 gp. That comes to 2700 GP leaving 9300. I propose I take a magical shield, and that the other magical shield goes to either Pandred of Vafrandir while the magical spear goes to the other of them.
 
 
 
'''[[Lexent]]:''' I propose that the oversized shield be given to Pandred, the shortbow to Vafrandir, and the other shield to whichever of Pandred and Vafrandir did not take the magical one.
 
 
 
'''[[Lexent]]:''' Might we know how much X.P. each of those items are worth prior to allocating the remainder of the gold? Also, do we anticipate Pandred feeling well enough to join us today?
 
 
 
'''[[Vafrandir]]:''' I agree with that distribution, Lexent. I'll take the bow and the magical shield. Pandred may have the spear.
 
 
 
'''The DM:''' I’m afraid I haven’t heard from Pandred.  I think it’s best to assume she’s still recovering.
 
 
 
'''The DM:''' And the distribution of the 9300 g.p?
 
 
 
'''The DM:''' Regarding knowledge of the item’s x.p. values, I’m afraid that information is withheld until you’re committed on the whole treasure, Lexent.  It’s very clear that the decorative shield is worth thousands, far more than any other object in the room; that’s as much as I can say.
 
 
 
'''[[Vafrandir]]:''' Who is closest to leveling? I'm about 2000 away - barring whatever I get from the items.
 
 
 
'''The DM:''' While I think of it, please give the hirelings here in the dungeon 300 x.p. each for their share of the treasure.  The hirelings outside who are not now here can have the wealth but not the experience.
 
 
 
'''[[Lexent]]:''' By my calculation Vafrandir needs 1750, I need 2796, Marcule needs 3639, and Pandred needs 5843.
 
 
 
'''Pandred''': In. Finally. Jesus, let me get caught up here.
 
 
 
'''[[Lexent]]:''' No problem. Glad to see you're feeling better.
 
 
 
'''The DM:''' Marcule seems to be getting nothing.  Welcome back, Pandred.  I trust you're well.
 
 
 
'''The DM:''' I need a distribution method for the coinage that does not take into account what people need to go up.  I can’t approve that sort of metagaming.
 
 
 
'''Pandred''': Surviving at least. Would a method that considered their current level as a share be too much? I.E: one share per level, with 0s as half-shares or something similar? I'd count Marcule as being his level in each class, effectively double-shares.
 
 
 
'''[[Lexent]]:''' My apologies. Would we like to just divide the remaining gold evenly, or perhaps weighted toward Marcule since none of the items seemed to be of interest to him?
 
 
 
'''[[Vafrandir]]:''' Following the gem share distribution from earlier: each sapper receives 462 gp. Odds gets 923. Each of us gets 1846.
 
 
 
'''The DM:''' I’m fine with that system, PandredI might suggest granting shares according to the level you would be if everyone was of a specific class, as it takes much more for Marcule to go up a level than it does for Lexent.
 
 
 
'''[[Pandred]]''': Vaf can you clue me in? Do you mean there are gems, and that's the xp for them, or that you're distributing cash-xp via a similar method we used on gems earlier? I'm afraid I have to get back in the loop here.
 
 
 
'''The DM:''' Vafrandir, giving Odds 923 g.p. is throwing that much experience away.  The same is true for the sappers outside the dungeon.  Every g.p. you give them (which they wouldn’t expect to receive, by the way, since they didn’t risk themselves) is experience you’re throwing away.
 
 
 
'''[[Vafrandir]]:''' I see. Yes, Pandred. That was my intent. But I see the problem with it.
 
 
 
'''Marcule:''' im fine to take one share . i made my choice for the slow level process. i really dont ind
 
 
 
'''The DM:''' Anyone outside the dungeon would be happy with 10 g.p., probably; and Asger, etc. inside, are getting 1/8th share of experience each; giving them as much as you’re proposing wouldn’t be typical of the period.  In Moby Dick, depicting 175 years later, persons of their rank received 1/77th of the whale’s value.  Suggesting this as information for you to build upon.
 
 
 
'''The DM:''' Let me add that if you’re concerned about “winning them over” as followers, 1/77th would be enough.
 
 
 
'''[[Lexent]]:''' New Proposal: We've already allocated gems to each of our hirelings as a bonus. The gold we allocate 3000 GP each. I am still ammenable to any of the other suggestions, though.
 
 
 
'''[[Lexent]]:''' We might also give our hirelings choice of the non-magical weapons. (2 spears, 2 shortbows, 2 maces, 2 short swords)
 
 
 
'''The DM:''' Helga will take a bow, Asger and Marit will take spears, Bjarni will take the mace and the third non-magical shield.
 
 
 
'''[[Pandred]]''': I'm fine with the hirelings taking the mundane weapons. Are we good with 3k gp each and the distribution of those bonus gems? I'd be grateful if someone could give that as a breakdown of what is going where, or something similar for their own suggestion.
 
 
 
'''[[Vafrandir]]:''' First let me say that while this is tedious stuff, I do love the nuts and bolts here. Odds, 300. Odds and Ole, 75. The sappers, 150. We split the rest according to level of a determined class. I can do the math once we decide.
 
 
 
'''[[Pandred]]''': It may sound self-serving, but might I suggest Fighter? To my knowledge it has the most "linear" XP curve, so it would provide a solid base. Another consideration would be Cleric, as it progresses quickly until high levels where it begins to take on more grueling, Mage XP-curve characteristics.
 
 
 
'''The DM:''' [OOC: certainly not tedious for me; this is one of the most difficult matters in the game, and displays some of the best aspects of humans as gamers; the game doesn’t distribute the benefits for you, meaning people must rise to the effort]
 
 
 
'''[[Lexent]]:''' I also quite enjoy it and am happy to do the math, though this is one of the areas that seems to bog down the most in the play by wiki format. I'm sure we could easily come to a consensus in mere minutes at a live table.
 
 
 
'''[[Vafrandir]]:''' Assuming your listed XPs on the wiki are current: '''Pandred: 3550; Marcule: 2663; Lexent: 1775; Vafrandir: 2662'''.
 
 
 
'''The DM:''' Not in my experience, Lexent.  Most of my offline parties eventually come to a consensus that applies to all circumstances, including the arrival of new players.  Then it is settled once and for all.  This party hasn’t done that yet, and each first time usually takes about 60-90 minutes of real time around a table.  The stakes are very high, you see.
 
 
 
'''Marcule:''' i agree with the fighter method
 
 
 
'''The DM:''' I’m confused, Vafrandir; Pandred has more than 10,000 x.p.; Lexent, more than 3,000.
 
 
 
:'''[[Vafrandir]]:''' I'm distributing based on Fighter-equivalent level. So Pandred receives 4/(4+3+3+2)=⅓ the total.
 
 
 
::'''[[Vafrandir]]:''' Or rather, the remaining total after distribution to hirelings.
 
:::'''[[Lexent]]:''' I suppose I'm not following either. Wouldn't the above method give Lexent and Vafrandir the same amount since they are both third level?
 
::::'''Pandred''': It's been calculated as if Lex were ALSO a Fighter, rather than a Cleric. Same for Marcule.
 
 
 
'''The DM:''' Ah, 3550 '''g.p.''' Missed that.
 
 
 
'''[[Vafrandir]]:''' By this method, Lex is Level 2 equivalent, Marcule is Level 3 equivalent. Correct?
 
:'''[[Lexent]]:''' That's the part I wasn't understanding. That should be correct. I accept this method.
 
 
 
'''The DM:''' Everyone?  I think I have everyone. Can I confirm the decorative shield applying to Pandred?
 
 
 
'''[[Vafrandir]]:''' This methods rewards higher levels for their increased responsibility in combat without metagaming how much is needed to level up or short-changing lower levels. As far as hirelings goes, I'm using 1/80 as a baseline - Odds getting 2 shares as before based on his relationship to the party, and the non-combatants at camp receiving 1/2.
 
 
 
'''[[Vafrandir]]:''' I am amenable to Pandred receiving the decorative shield.
 
 
 
'''The DM:''' I have a shield to Lexent, a shield & bow to Vafrandir, a spear to Pandred and nothing of this kind to Marcule
 
 
 
'''Pandred''': Is there anything stopping us from claiming an item for it's treasure value, then swapping it later? Because I'd give something up to get Marcule some XP if that were feasible.
 
 
 
'''[[Vafrandir]]:''' Out for a bit.
 
 
 
'''The DM:''' I like treasure as a means of rewarding persons individually rather than things being evenly divided.  I have both the decorative shield and the spear going to Pandred at the moment; the former is, as I say, far more valuable here than everything else.  It’s going as a block of x.p. to someone.  It’s up to the party to award that block to one person.  Later, the party can decide that person has “had theirs” for a set period of time, while others are caught up on such rewards.
 
 
 
'''Pandred''': So be it. I'll keep hold of them then. If it's truly valuable that might push me over into fifth.
 
 
 
'''The DM:''' Marcule, you’re good to sign off on this?
 
 
 
'''[[Lexent]]:''' That leaves 1 bow, 1 mace, and two short swords to distribute as well. Should we give those to Marcule, for the XP benefit?
 
 
 
== Distribution ==
 
'''The DM:''' Okay, diving in.  We’ll retcon it if we have to.  The shields, bow and spear are all +1.  Total x.p., with 10% accounted for:
 
: Lexent – 2,228
 
: Marcule – 2,663
 
: Pandred – 8,855
 
: Vafrandir – 3,753
 
 
 
'''Pandred''': When you say total, do you mean Ghast Combat plus coins plus items?
 
 
 
'''The DM:''' No, this is on top of the ghast x.p.  It includes coins and items.
 
 
 
'''Pandred''': Awesome.
 
 
 
'''The DM:''' You’re 5th.  Want to roll a henchfolk?
 
 
 
'''Pandred''': I am. And certainly I do. Roll procedure?
 
 
 
'''The DM:''' Nearly the same.  Roll six groups of 4d6 one time, and before you distribute them, post them here.
 
 
 
'''Pandred''': I took 4d6 to mean "drop lowest". 11, 17, 9, 14, 15, 16.
 
 
 
'''The DM:''' Wow.  I assume you want to keep those and not roll them again.  If you rolled again, you’d have to take your second group, no choice.  So, keep these?
 
 
 
'''Pandred''': I'm uhh, yeah I'm keeping these.
 
 
 
'''The DM:''' Go ahead and make a character in the usual way.  Let me know class, sex and race.  And the final distribution of your stats BEFORE adjusting them for race.
 
 
 
'''The DM:''' Vafrandir is up a level also.  Not sure about Lexent.  Marcule is closer but not over.
 
 
 
'''[[Lexent]]:''' Nope.
 
 
 
'''The DM:''' You must be close.
 
 
 
'''[[Lexent]]:''' 567 short.
 
 
 
'''Pandred''': Male, Half-Elf, Druid. Str 14 Int 11 Wis 17 Con 9 Dex 15 Cha 16 pre-adjustment.
 
 
 
'''The DM:''' Con 8, Dex 16.
 
 
 
'''The DM:''' I have to make adjustments between my new generator, my old one and rules that don’t apply anymore ... but for the present I can tell you that your father was a successful fuller; you were born in Bronnoysund, Nordland, you were born on May 31st, 1614, you’re 36 years old, 122 lbs., 5 ft. 8, and you have 64 g.p. in your pocket.  Use the Stavanger table and purchase 64 g.p. worth of stuff.  Give yourself two proficiencies, choose four 1st level spells for the druid, pick your field and your study in that field, roll your sage abilities according to the rules posted under Druid Sage Abilities on the wiki and we can wrap up the rest of the details after the weekend. Got a name?
 
 
 
'''Pandred''': Arduin, and you got it. Purify Water, Faerie Fire, Entangle, Speak with Animals for spells. Profs are Spear and Sling. Sage Field is Earth&Sky, Study Natural Astronomy.
 
 
 
== Next Agenda ==
 
'''The DM:''' While Pandred manages that, and while Vafrandir is out, does anyone have any other thing to discuss?  If not, what is the plan now, going forward from here?  Let's say the valuables are moved out into the great outdoors and into your hands.  Looking for the time now.
 
 
 
'''Marcule:''' sorry for the drop out yes i'm good with the divide.
 
 
 
'''The DM:''' 3 when you got to the hole; 3:45 when you finished off the jelly; 5:15 when you finished searching the dead skeletons below stairs;  5:30 when you left the well; 5:45 after opening the three doors; 6:15 to finish off the ghouls and catch your breath; 6:30 to kill the ghasts and recover from that; 8:30 pm to finish hauling everything outside and debate the distribution.  You left your camp this morning 11½ hours ago.  You’re past your forced activity threshold now.
 
 
 
'''Pandred''': I don't think there's anything to do then but crash and find out what kind of penalties we've accrued.
 
 
 
'''The DM:''' Are you going to try and crash here, outside among the vestiges left behind by removed ghoul corpses or try and get back to food and comfort of your cook and servant?
 
 
 
'''Pandred''': I mean, I'd like to do the latter. How bad is it gonna hurt?
 
 
 
'''[[Vafrandir]]:''' In. I vouch for trying to make it back to the camp.
 
 
 
'''[[Lexent]]:''' I'm amenable.
 
 
 
'''The DM:''' 4% per person to get a malady check.  Pandred, I've added your background to the wiki, under [[Arduin (background)]].  HP are 13.  Pandred and Vafrandir need to roll hit points.  Also, Vafrandir, you have a new proficiency.
 
 
 
'''The DM:''' Everyone is fine.  You get back to camp.
 
 
 
'''The DM:''' For age, Arduin adds +1 Str and +1 Con.  Pandred and Vafrandir have sage abilities to increase and Vafrandir, you're up to 5 attacks every 4 rounds now.
 
 
 
'''[[Vafrandir]]:''' I roll a 5 for my HP; +2 constitution = 7 total.
 
 
 
'''The DM:''' Okedoke.  Got to go look at a townhouse.  Was a good catch-up day.  Take care, we'll pick up on Tuesday.  Gives everyone time to catch up on updating their characters. Out.
 
 
 
'''[[Vafrandir]]:''' Updated sage studies; no major change except for the addition of '''Amateur Logistics''', which will definitely come in handy. Out. Good day, all!
 
 
 
'''[[Lexent]]:''' Prior to sleeping there are some spells I would like to cast when we pick up on Tuesday. I think Pandred's bottle will be able to dispense a salve as well.
 

Revision as of 13:54, 7 May 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 4, veteran

XP 9904
STR INT WIS CON DEX CHA
17 12 11 16 16 14
HP 16
HP (max) 32
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 6
Dog Training 5
Falconry 1
Flying Mounts 4
Horseback Riding 5
Mahout 5
Underwater Mounts 10
Leadership
Judgment 9
Logistics 11
Morale Strengthening 7
Motivation 5
Mastery at Arms
Balance 21
Martial Discipline 9
Puissance 26
Unarmed Combat 19
Training
Athletics 9
Sailing 9
Empowerment 5
Instruction 9
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.
  • Bargaining: provides skill at negotiating prices with the seller of goods, in order to obtain a better deal on a transaction
  • Butchering: gives skill at slaughtering, dressing and preserving meat from livestock, game and fish.
  • Dowse for Water: a type of divination employed in locating ground water.
  • Foraging: improved ability to find vegetables, roots, fruits and nuts in a wilderness environment.
  • Herding: provides skill at gathering animals together and moving them from place to place, with skill at mustering.
  • Teamstering: provides skill at the employment of common domestic farm animals as beasts of burden, plow teams or as animals to pull carts, wagons and carriages.
  • Tinkering: gives skill at repairing or strengthening ordinary items.

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.