Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

6.18.2010

The Dungeon of Doom: A Buttal

I know you've been waiting for more Bandit Kingdoms reminiscence, but Jeff's re-posting a link to his Notable Features of the Dungeon of Doom article reminded me I never made a proper response to it. I'm not writing it as a rebuttal (It's too negative in connotation, although a broader definition includes clarifying points and telling your side, most people think of the legal overtones), it's just at the time, I only had access to a shared computer, and not the time to write a lengthy reply. Jeff has commented on my memory for these things, and I concur it's much easier for me to remember something a decade ago than yesterday, so bear with me. (Can anyone tell I enjoy the writings of Edward Bulwer-Lytton?)


The Hellevator

Level One of the dungeon had a 10' x 10' room that was actually an automatic express elevator down to level 4. Once down there the elevator didn't come back up for six hours. In its first inadvertent use I described the sound of the elevator operation as "chunga-chunga-chunga". The players grew to associate that sound with deadly peril. I don't think any of my players ever discovered the Lower Hellevator, which led from level six to level ten.



The first time we encountered the Hellevator, the door opened and a Vulchling ran out screaming. That was enough to get us interested. The closest thing to control was you could make a saving roll (I can't recall a target number), to get it to stop. So our encounter became "chunga-chunga-chunga", "make a saving roll", clatter, "nope",  "chunga-chunga-chunga". When we opened the doors, we had no damn idea where we were, but we were getting back up the stairs as fast as possible. Eventually, as we cleared more of the dungeon, it became a convenience to get further down without making wondering monster checks. We adjusted fast to horror.

Level 2A

This campaign was the first time most of the players in my group ever found a sub-level. Of course they did it the hard way. After a bad go on level three they were desperate to get out of the dungeon. The PCs rejoiced when they found a new staircase that went up a level. Hours later they finally figured out that this particular level two had no access to level one. Exhausted and lost, they were forced to make camp on an uncleared level. They survived a night in the dungeon only by sharing a room with a large band of gnomes that showed up on the wandering monster charts.

Jim, as I've mentioned, became a survival machine once he was separated from the party. In a fight, he was just as likely to cast Feather Fall on an enemy as Magic Missile. In this paragraph, substitute Jim for Party. In short, I left him to die, and he made friends with the Smurfs.

David the Gnome has had enough of my shit.

After visiting the humble Gnome village, hidden in a cave, Jim announced his plan to further the works of St. Cuthbert by using the gnomes to clear the Bandit Kingdoms of the human infestation. Now,
  • St. Cuthbert isn't Bizzarro-Wastri.
  • There's about 50 Gnomes, tops.

I later returned in the night to Fireball them, then close the entrance to the cave with Stoneshape. I had to burn the village to save it.
The Iron Frogs

Instead of the standard pirate booty box, about one treasure chest in six was a hollow iron statue of a frog with a hinged mouth. No particular reason. I just like frogs. The players were mystified.

The hidden room where we first found the frogs was also the only safe place to hole up in the dungeon. Many a night, we spiked the doors, and wondered whether we trapped ourselves in there with Frog Golems.

The Chapel of Evil

Not far from the Hellevator exit on level 4 was the Chapel of Evil, a little subsection of the level kinda like the Shrine of Evil Chaos in module B2. The big difference: the head cleric was a vampire. After a rough initial encounter with the Vampire Evil High Priest and his minions the party withdrew. They came back with more henchmen (including an ogre trained in the art of sumo who was also an expert with the harpoon, IIRC) and more one-shot magic and wasted the place in an epic battle. Good times.

Ray took a trip in the Hellevator, which ended at Level 5. Wounded, he tried to find succor at Dracula's Lil' Chapel of Evil ('cause, he's Ray, and he's awesome like that), and after that battle, he barricaded himself in a room. With two Werewolves. Which worked as well as you'd think.

This level was mostly cleared by our Special Guest Stars. Chris, from Jeff's High School group, came in to play a Druid, because they can Cast Bears. In short order, we defeated Dracula's supply train, murdered a tribe of Ogres and recruited their leader, who went on to stab Dracula while I slow roasted his Cleric, and the bears killed everything else. Also, Tasha the thief got away, later to return as my Lieutenant and commander of my bandits.  Sexy, Sexy Commander.

 The Druid casts Wall of Bears

After Ray died, and we skirmished with Dracula's ground troops, I hit the lair of a young Red Dragon. Within a couple of rounds, I was fighting a holding action, and as soon as Doc died, Thom knocked on the door,  with his monk and dice-bag. After hearing the sitrep, he asked "Can I enter play?" and proceeded to beat the Dragon to death with his kung-fu, used part of the horde to Resurrect Doc and my henchman, Sam. Thom couldn't play again for a couple of years, and came back as a priest of Pyraray, who was a double agent for Tharizdun. Tharizdun owes me 25,000gp and a new temple.

Also, the Ogre Sumai (Ragon of Suubak) came later in the campaign. This one was all Grunty.

The Baleful Stone

No player ever discovered this secret, but the dungeon had an off switch. According to my sketchy notes for the bottom level (nothing below level 8 ever had a proper key and map) the lynchpin of the dungeon was the legendary White Stone of MWOWM, which I totally stole from the Book of the Subgenius (or maybe its sequel, Revelation X). The evil vibrations from this artifact were what drew so many demons, devils, undead, etc. to the dungeon. If the White Stone were removed from the dungeon most of those monsters would leave and eventually only a mindless slimes and vermin would remain to haunt the rooms and passageways. I always imagined that if the players got their hands on the Stone they would try to give it to the elves without them knowing what it was. They were that kind of group.

I guess it should be clarified. The Elves were dicks, so fuck them. Seriously, we teamed up with the Drow, because they were more palatable.

The Pit

On level seven there was a deep pit that led to the level ten lair of a Pit Fiend. Because I am that literal-minded sometimes.
The one room, other than the Gynosphinx's waiting room, that was quiet contained a room with what appeared to be a well. Looking down the well resulted in "A Sulfurous smell, deep laughter, and distant pair of red eyes looking up at you".
Oh, Hell No.

One of Each

Also on level seven, not far from the Pit, was the chamber that served as the rumpus room for one of each type of demon from I to VI. According to the Monster Manual that mix is a legit possibility when encountering demons. I don't particularly like running demons because of all their fiddly special abilities, but I wanted to see the players react to such a grouping. Across the hall was an enclave of mind flayers driven mad by the White Stone. That's right insane mind flayers.

It was scouting level seven that convinced the players it was time for the campaign to shift focus to wilderness exploration and stronghold-building.

As I noted in my comment, the other option on that level was an Ancient Red Dragon, whose son Grunty was wearing. I paid her Gynosphinx secretary 8,000gp to forget we were there.

I challenge any other group to respond positively to the offer of Insane Mind Posse/ Gathering of the Demon-os, with Big Red in the Fresh-Ass Comedy Tent. Also, free shovels.

Bonus Content: Grunty's character Sheet!

Grunty CE, Ogre 2 31,238xp/33200
Hp 45
AC 2
THACO 11

Silver Spetum 11 1d6+4/1d6+4
Club+1 10 1d6+5/1d3+5
Spear 11 1d6+4/1d8+4
Morningstar 11 2d4+4/1d6+5
HorsemanMace+2 9 1d6+6/1d4+6
Boulder 11

STR 18/88
DEX 9
CON 14
INT 7
WIS 8
CHA 6(13)

Paralysis,Poison,Death 11
Rod,Staff,Wand 13
Petrification,Polymorph 12
Breath Weapon 13
Spells 14

Notes:
IIRC, we were using the xp chart from Orcs of Thar (hence Ogre 2). Grunty's CHA is 13 for other Ogres. His AC is 2 due to wearing a Red Dragon's skin. His Horseman's mace later ended up with his half-orc henchman, Pruck Mokutase. A boulder's damage was undefined, but I recall the one time it was used Jeff's response was "That guy's totally dead".

Edit: I'm not good with human names.

4.17.2010

The Bandit Kingdom memoirs, Pt 1

So Jeff, responding to Zachary the First's comment on his "The Flumph beat this?" post, reminisced about the Bandit Kingdoms campaign. Appealing to my vanity, (and memory, which you can judge while reading this) cause hell, I was a bard after all, Jeff proposed I talk about those days. (Okay, it was in his comments that he proposed I talk about it, but this might be a little easier to digest.)

Originally, Doctor Phostarius, my character, was supposed to go adventuring with Jeff's Bart Bolt in a campaign. You may note Doc seems a little heavy duty, since he started at 6th level, and was outfitted from Bart's adventuring loot, as well as having some "Well, 15 sounds like a good number"statting. As I mentioned before, the DM evaporated, and since I just made a character, Jeff suggested we start recruiting other party members.

The first victim was Jim, from our time at Allen Hall, who we sat down with at the local Mexican restaurant to generate a character, followed by him jumping up from the table and bellowing "I'm the tallest half-elf in all the land!" after a max roll on the height table. If that wasn't our first warning, the name "Bryo Phyta" would have been. Bryo was a half-elf Cleric/Magic-User, meaning we had no real fighting man, Doc being a 2nd ed. Bard. We'd address that after getting some gold, me with hirelings, Jim with fighting dogs "Arf" and "Barf".  Jim was "random" to say the least, and I usually say the least about Jim I can.

I suppose I should lay down some ground rules about the campaign before discussing actual play. As Zach says about his group, we didn't play from a primary source. At the beginning, Jeff ran from the 1st ed. AD&D DMG, while players used the 2nd ed. Players Guide. All monster books (MM, MM2, FF)were on the field, and from time to time, Dragon magazine articles were fielded too.  Magic was, at my insistence, "know it, and throw it" and without Vancian memorization, spellcasters were much more flexible. "Gandolf was a sixth level wizard" was read, and Basil Polidoris's Conan soundtrack played before big fights. Over time, things mutated, "D&D compatible" games were referenced, the random monster table (I remember it from "Best of Dragon" Vol. 1, where my bandits were statted from as well) entered,  Judges Guild products, online articles (this was the late 90's after all), almost anything became fair game.



We started at the stairs down to the Dungeon of Doom (eventually the Mungeon of Moom, when we discovered how messed up (rather, munged together) it was. ) After a fight with some orcs, more of an anti-fight really, since I used a Mage Hand, to which they responded "Oh shit, a mage" and slammed the door in our face, we were riding pretty high.  I think it was "strolling right along" that was Jeff's old Dm's line for when a trap was about to be sprung, so we were indeed strolling right along when we got jumped by kobolds. Did I mention we didn't have a Fighting Man, and thus no one to use a "sweep" maneuver? About four rounds of being covered in kobolds later, the first of many after action reports began. A couple more rooms of shit and humanoids, and we went back to town to consolidate our loot.

A pattern emerged over time, with town being a hand-wave away, and not keeping track of encumbrance (it was there, as DM fiat. Jeff would simply declare "that statue is too heavy for both of you to carry" or something similar, until we threw enough money or magic at the problem.) we simply wouldn't spend a night in the dungeon.

We'd gradually map out the current level, check for secret doors, clear survivors, kill any wondering monsters, go back in town, and sell all our loot. Eventually, we'd dealt with enough of the dungeon ecology, we had hirelings to guard our horses, and a wagon to haul conventional treasure (humanoid weapons, spare armor, the rare unburnt tapestry, etc.). SOP was for small unit tactics, the spetum wielding men-at-arms would guard me, while Bryo and the war dogs would close. For larger groups, like the Lizardmen tribe, or the goblins, I would rely on the 10-ft. ceilings and my once-a-day Fireball (7th level, yo) do do the dirty work. For those not familiar with the way things were, a Fireball expanded to fill 33 10ft. cubes. And I was a hell of a firebug.

Many a fight stopped before it began when I asked Jeff "Are they wearing clothes?"or "Do they look flammable?", due to my love of Flaming Sphere and Burning Hands. Greek fire and oil flasks were always on my sheet. This tendency to set all my problems alight led to one of the more memorable encounters in the Mungeon.

We opened a door to a room, and were faced by dozens of goblins, and a Goblin in plate. He nodded, and clanked his visor down. Now, I had a Ring of Fire Resistance (I hadn't drank from the Chalice of Chaos yet) and a Ring of Protection, and I wasn't about to let a goblin think he was my equal. We won initiative, and I cast Fireball. The room was 15x15 or so, so the excess cubes washed over us. Bryo and I survived, while my four footmen, and Arf and Barf didn't. Bryo holds up a dog's burnt corpse in his arms, and I respond "I'm not hungry". If I haven't mentioned I'm a bastard yet, now's the time.

Jim and I slowly chew our way down to the third level or so, occasionally departing the dungeon in dissimilar order. Less charitable types would say I left him for dead, but Jim was Ninja Rain Man when he was by himself. If you were fighting alongside him, and the monster was vulnerable to fire, he would cast Ray of Frost. If you abandoned him in a pit, he would Gaseous Form his way out, solidifying long enough to cast Invisibilty to Undead to get past some Skeletons from earlier.

It's on one of these trips Bryo befriended the Gnomes on level 2.5 (If you've ever been in a library stacks, or worse, U of I STX, you know what I'm getting at.), leading to our escorting the lollipop guild back to their village, and Bryo proposing the great Gnomish Crusade. (Also leading to me later visiting the Gnome village, hidden in a mountain, and Stoneshaping all their air-vents shut before setting the village on fire, and caving in the entrance. It was humane, really.)

Eventually,  Ray St. John joined on, and Jim left. We had a couple visitations from Chris and Dave,  Chris playing the "Elf-hater" from an old campaign, and another time, Father ****, the Drow Druid. His love for nature was so strong, the plan to ambush one of the emissaries of evil from Dracula's evil temple was "once they're in the clearing, you fireball her", to which I respond "You're telling me your plan is to set the woods on fire?" "Yeah, we kill the girl, and interrogate the half-orc" If you think this sounds like a good plan, you're madder than a sack of assholes.

I'm mentioning this out of order, because the many deaths of Ray's characters are worth a longer post, as was the look on his face when I told him the Drow Druid and I took down McDraculas, an endeavor that killed his first character when we began it.

The Drow Druid (as fine an epithet as any, I keep mentioning it because I still can't believe it a decade later) had two of the largest bears you could possibly have as animal companions, and our first act together was murdering an ogre tribe. You see, I could hypnotize 24 HD worth of opponents, and with a Drow and two bears splitting the throat-slitting, you can get through a pretty good number. We left the Chieftan, who decided working with us would last longer than working against us. Grunty was my kind of scum, he joined the party and moved into Blighton after it was all over. He showed us the employee's entrance, and we commenced breaking Dracula's life.

Now, I'm going to take a self-importance break, and expound on Sam and Tobit for a minute. After charbroiling my last set of men at arms, I had to hire some more, if for nothing else than give Jeff a voice in combat (he ran the NPCs, and I gave orders to them. When necessary, they would wisecrack to keep up the narrative.) Sam and Tobit, after the battle at the temple, would become full fledged, full share, party members. They would carry my body when I got turned to stone, be commanders in my army, and follow me to strange dimensions. During the battle a the temple, they were Zero level.

We entered the temple, picking off guards, and engaging the EHP's remaining henchmen, a cleric, and a female fighter. I took particular pleasure in slow roasting the cleric with a Flaming Sphere. Also, we find out the EHP is a Dracula, when the bears don't do any damage to him, but Sam and Tobit's silver Spetums do (I come prepared). Sam draws Ray's (former) Dwarf's Axe (+1), and hands his Spetum off to Grunty, while the bears kill everyone with a pulse, we turn into an anti-Dracula Kung-Fu movie. With the resident Dracula re-dead,  we loot the temple. I bag and tag the female thief's gear, and advertise (Thieves Cant was a viable language selection in the campaign) at the inn, being thanked "as only a 7th level thief could." Tasha later became the Captain of my guard, when her bandits answered the call when I built my keep. (2nd ed Bards, FTW.)

In the future, I'll expound on the change of scale of the campaign, and Ray.

Related posts:
Bart Bolt, comments on Jeff's Blog
Jeff on Munge Mungely

3.19.2010

I hit it with my Axe, the beginnining

High concept: Porn stars play D&D



Today, special guest Sasha Grey, who I only knew as the inspiration for Titan Maximum crewmember Sasha Caylo, learns an important life-lesson: Wizards suck at first level.

8.07.2008

Rongo

23 xp

Agility d8
Smarts d4
Spirit d4
Strength d10
Vigor d10

Fighting d12
Guts d6
Notice d6
Sneak d4
Survival d4

Pace 5, d4
Parry 8
Toughness 8, 10 w/armor

Hindrances
Bloodthirsty
Obese
Loyal

Edges
Ambidextrous
Two- Fisted
Florentine
First Strike

Axe!
Axe!

Bonus anecdote!

But Pat wins the coveted "holy crap I can't believe that just happened" lifetime achievement award. We had defeated some bad guys near the end of the session. My character wanted to capture the wounded enemies and interrogate them. Pat's mook Rongo wanted to kill them outright. My character is kinda scared of Rongo when he's in a killin' mood, so I offered to flip him for the fate of the prisoners, thinking that an oaf like Rongo would consider that a fair deal even if he lost. I flipped a quarter in the air, slapped my hand over it in the approved fashion, and asked Pat to call it. Without a moment's hesitation he called "coin". I was so dumbfounded I didn't dispute him when Rongo began butchering. Everybody else at the table busted a gut over that fact that the party gronk had outsmarted the little wizardy guy. Dave found it so funny he went and interrupted the other game to tell everyone about it. They hooted and hollered.

Lt. Charlz Bronski

UPP 5B5C67

Age 26
Navy, 2

Shotgun - 2
Body Pistol - 1
Forward Observer - 1
Electronics - 1

Blade, 10,000 cr.

Savaj Dokh

UPP A89FC5
Age 50
Scouts, 8

Mechanical - 3
Medical - 2
Pilot - 2
JoT- 1
Auto Pistol - 1
Grav Belt -
Navigation -1

Scout ship
Autopistol, 50,000 cr.

6.12.2008

Dr. Phostarius:1998

Chaotic Neutral,Human, Mage 6/ Bard 9 52,393(126,874)/60,000

10 STR Wgt. Allowance 40, Max Press 110 Open Doors 6 BB/LG 02
15 DEX Def Adjustment -1
16 CON HP adj +2, Sys Shock 95, Resurrect Survival 96
18 INT 7 Languages, Spell Level 9, Learn Spell 85, Spells/Level All
15 WIS Magic Defense Adjustment +1
15 CHR Max No. Henchmen 7, Loyalty Base +3, Reaction Adj +3

Armor -2
Hit points 53

Black Blade of Chaos 1 +2 13 1d8+2/1d12+2 
Sickle 1 16 1d4+1/1d4
Silver Sickle 1 16 1d4+1/1d4
Hand Crossbow of speed 2 +1 15 1d3+1/1d2+1
Dagger 1 19 1d4/1d3
Staff 1 19 1d6/1d6

Special Attacks: Greek Fire
Silver Bolts / / / / / / / / / /
Souls Sucked XXXX

Climb Wall 50%
Detect Noise 78%/83%
Pick Pocket 10%
Read Language 82%

Paralysis , Poison, Death 11
Rod, Staff, Wand 9
Petrification, Polymorph 10
Breath Weapons 13
Spells 10

Ancient History 17
(Invoked Dev.)
Appraisal 17
Astrology 18
Bowyer/Fletcher 14
Demonology 15
Engineering 16
Forgery 14
Gem Cutting 13
Local History 15
Play Recorder 15
Read Lips 15
Religion 15
Sculpture 15
Singing 16
Spellcraft 16

Common
Thieves Cant
Silent Tongue
Literacy

Quiver (10 silver bolts)
Leather Pack
(w/ Ripcord for 20 caltrops)
Scroll Case (ceramic/steel/ceramic)
50' Rope
Thumbscrews
Listening horn w/mesh

Member- Rook Roost mages guild

Beaker of plentiful potions
  • green - plant control
  • white - speed
  • blue - levitation
  • grey - oil of etherealness

Eldritch Amulet (+1 Hit/1d8 HP 1/day)
Eversmoking bottle with stopper
Horn of Fog
Ionian Stone

Rod of Cancellation (1 use)
Wand of Negation (81 charge)

Ring of protection +3
Amulet vs. Magic Missles 76
Bracers AC4
Cloak of Protection +2

Cubic Gate
  1. 1st level of Heaven 
  2. 320th level of Abyss 
  3. Olympus
  4. Happy Hunting Ground
  5. Nirvana
  6. *Prime Material Plane

6.04.2008

These are the Darths I know

Jeff mentioned a fellow by the name of Darth Cestual over on his blog, and his discomfort following that. Another fellow responded in the comments that he was the best guy named after the most long-standing taboo in human history that he's ever met. So, I decided to give all the kids out there a head start in their Sith careers, and begin listing names.

Darth Ability,
Absentia,
Accessible,
Accuracy (Accurate),
Achus,
Action (Activate, Active),
Adaptable,
Adequate,
Admissable,
Advertent,
Advisable,
Aeternum,
Alienable,
Alterable,
Amorata (Amorato),
Ane,
Animate,
Anition,
Anity,
Appeasable,
Applicable,
Appreciative,
Approachable,
Arguable,
Articulate,
Artistic,
Attention,
Audible,
Augural,
Auspicious,
Between,
Board,
Born,
Bound,
Breathe,
Breed,
Ca,
Calculable,
Candescent,
Cantation,
Capable,
Capacitate,
Carcerate,
Carnate,
Caution,
Cendary,
Cense,
Centive,
Cessent,
Choate,
Chon,
Cident,
Cinerate,
Cipient,
Cision,
Cisive,
Cite,
Civility,
Clinable,
Closure,
Clusion,
Cogitant,
Cognito,
Coherence,
Combustible,
Come,
Commensurable,
Commode,
Commodity,
Communicado,
Compact,
Comperable,
Compatible,
Competence,
Complete,
Compliant,
Concievable,
Conclusive,
Consecutive,
Consequential,
Considerate,
Conspicuous,
Corporation,
Corporeal,
Corruptible,
Crease,
Credible,
Crement,
Criminate,
Cubate,
Cubus,
Culpable,
Cumbent,
Curable,
Cursion,
Debted,
Decent,
Decipherable,
Decisive,

No, seriously, I've got twenty-seven more pages of this to go.
You get the point.

5.14.2008

I'm going to be a Cleric of Godzilla

So the folks at Toho Kingdom have d20 stats for various kaiju of the Godzillaverse, as well as Divine portfolios and spheres for most of the heavy hitters. They are missing Gigan (who's from Star Hunter Universe M, and a definite Outsider) and King Seeesar, who's actually got a religion based around him. Mechagodzilla is Kiryu here, a LN machine/technology god. So I can play a Warforged who worships Mechagodzilla. Truly, this is a wonderful world.

3.17.2008

BaconVodka.com

Make your own Bacon Vodka.

Found while linksurfing from A Dark and Quiet Room, a Peoria based roleplaying blog, that had an actual-play experience of Bliss Stage, the Psychological Stress-based game of Kids Fighting Aliens in Dreamtime.

3.09.2008

Only fifth level?

I Am A: Chaotic Evil Human Sorcerer (5th Level)


Ability Scores:

Strength-16

Dexterity-17

Constitution-17

Intelligence-16

Wisdom-14

Charisma-12


Alignment:
Chaotic Evil A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called demonic because demons are the epitome of chaotic evil. Chaotic evil is the best alignment you can be because combines self-interest and pure freedom. However, chaotic evil can be a dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.


Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.


Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.


Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)



Detailed Results:

Alignment:
Lawful Good ----- XXXXXX (6)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXX (10)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXX (24)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)

Law & Chaos:
Law ----- XX (2)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXXXXXXXXXXXXX (16)

Good & Evil:
Good ---- XXXX (4)
Neutral - XXXXXXXX (8)
Evil ---- XXXXXXXXXXXX (12)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXX (4)

Class:
Barbarian - (-2)
Bard ------ XX (2)
Cleric ---- (-4)
Druid ----- (-27)
Fighter --- XXXX (4)
Monk ------ (-17)
Paladin --- (-27)
Ranger ---- (-2)
Rogue ----- (0)
Sorcerer -- XXXXXXXX (8)
Wizard ---- XX (2)

3.06.2008

Crawler the Pike

half-orc Assassin 2 (Rutterkin) CE, 10HP 3197xp

STR 18 +1 hit, +2 damage, Open 1-3, 16% BB/LG
DEX 12
CON 14 88% system shock, 92% resurrection
INT 12 Common, Chaotic Evil, Orcish, x, x
WIS 14
CHA 4 1 henchman, -25% loyalty, -20% React

60' Infravision

Leather, Small metal shield = 7 AC

Dagger of Venom +1 d4+3/d3+3
Broadsword 2d4+2/2d8+2
Lt. crossbow Rof 1, 6/12/18, d4
7 quarrels
low, soft boots
cloak

141 gp

Notable kills:
lvl 1: Fulfilled Contract on 7th level Assassin for 2 gold
lvl 2: Stabbed S&M Caveman to death

3.05.2008

well, it's no swashbuckler...


Your Score: The Barbarian


You scored 37% flamboyance, 38% honor, and 26% urbanity!




You're a savage! You take what you want, in the most brutal and effective way possible, and concepts such as "honor" and "mercy" are completely foreign to you. Your name is feared across the land.




Link: The 2nd Edition AD&D Warrior Kit Test written by thealmightyajax on OkCupid Free Online Dating, home of the The Dating Persona Test
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2.28.2008

Who ordered the Scotsman?



Samuel MacGregor
Feb. 27, 2008, 1700-2230
"Drinks are on the House."

10.26.2007

Ichijoji

Male Kensai 4/ Sohei 3
LN Medium Human
Init +7 ; Senses Listen -1, Spot -1
Languages Common

AC 16, touch 13, flat-footed 13
HP 74 (7 HD)
Fort +9 Ref +5 Will +3

Speed 30 ft
Melee MW katana +13/+8 (d10+8)
Ranged Composite longbow +10 (d8)
Base Attack +7; Grp+10
Atk Options Deflect arrows, Ki frenzy (2/dy) , Power attack,
rain of blows (+10/+10/+5)

Abilities Str 16 Dex 16 Con 14 Int 10 Wis 9 Cha 12
Feats Deflect arrows, Dodge, Improved Initiative, Power Attack, Quick Draw,
Waepon Focus, Weapon Specialization
Skills Balance +6, Craft(Bowyer) +4, Heal +6, Iaijutsu Focus +11, Tumble +10
Possessions Ashigaru armor

while in Ki Frenzy, the follwing changes apply:
AC 17
Ref +6
Speed 40 ft
Melee MW katana +14/+9 (d10+9)
or +12/+12/+7 (d10+9)
Abilities Str 18 Dex 18

Stumpy, 2nd

Chaotic Neutral, Dwarf, Fighter 2/ Thief 3

14 STR Wgt. Allowence 55, Max Press 170, Open Doors 8, BB/LG 07
14 DEX
15 CON HP adj +1, Sys Shock 90%, Resurrect Survival 94%
11 INT 2 Languages
10 WIS
6 CHR Max No. Henchmen 2, Loyalty Base -3, Reaction Adj -2

AC 5, Hit points 18

Ancient Axe, +2, 1 atk, THAC0 17, dam 1d8+2/1d8+2 2xDamage to Evil
Warhammer ,1 atk, THAC0 19, dam 1d4+1/1d4
Hand Axe, 1 atk, THAC0 19, dam 1d6/1d6 5"
Hand Axe, +1, 1 atk, THAC0 18, dam 1d6+1/1d6+1
Light Crossbow, +1, 1 atk, THAC0 18, dam1d4/1d4 6"/12"/18"
Dagger , 1 atk, THAC0 18, dam 1d4/1d3 9"

Climb Wall
Detect Noise
Pick Pocket
Read Language
Find/Disarm traps

Paralysis, Poison, Death 13
Rod, Staff, Wand 10
Petrification, Polymorph 12
Breath Weapons 16
Spells 11

Appraisal 10
Blacksmith 14
Set Snare 13
Weaponsmithing 8

Common
Dwarven

60' infravision
Detect gradient 1-5
New Tunnel passage 1-5
Detect sliding shifting door 1-4
Traps, pits, deadfalls 1-3
Judge depth 1-3

Pony and saddle
Soft boots, gloves
Leather studded armor
thieves tools
Quiver
Leather Pack

Vulgar Ironbeard

Male Ranger 1/wizard 3
CN Medium Humanoid (Dwarf)
Init +1 ; Senses Darkvision ; Listen+4, Spot +5
Languages Common, Dwarven, Giant, Goblin, Orc, Undercommon

AC 15, touch 11, flat-footed 14, 19 vs. Giants
HP 31 (4 HD)
Fort +6 Ref +4 Will +4
+2 vs. Poison, +2 vs. Spells

Speed 20 ft
Melee MW Warhammer +7 (d8+6)
Ranged MW Throwing axe +5 (d6+2)
Base Attack +2; Grp +6
Atk Options favored enemy aberrations +2
Spells Prepared (CL 3)
2nd - Cat's Grace, Knock
1st - Comprehend Language, Expeditious Retreat, Magic Weapon
0 - Detect Magic (2), Read Magic (2)

Abilities Str 18 Dex 12 Con 17 Int 15 Wis 13 Cha 6
Feats Craft Wonderous Item, Power Attack, Scribe Scroll, Track
Skills Climb +6, Concentration +4, Craft (alchemy) +6, Craft (armorsmithing) +5,
Craft (weaponsmithing) +5, Hide +1, Jump +4, Kn (Dungeoneering) +7, Search +4, Spellcraft +9, Survival +5
Possessions Chain Shirt, 946 gp
Spellbook spells prepared plus 1st - Alarm, Charm Person, Color Spray, Identify, Jump, Mage Armor