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#1 |
Join Date: Nov 2005
Location: Midwest, USA
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Greetings!
In case it's not obvious, "Here there be dragons!" In furtherance of my attempts to create a balanced set of templates for dragons, I've written a short, straightforward, one-shot adventure designed for four to five standard, beginning-level, 250-point player characters built with the GURPS Fourth Edition Basic Set Characters and Campaigns; Magic; and Dungeon Fantasy 1-3. No other books are needed, but I may use DF 8 to build the treasure. It's highly likely that this adventure can be easily adapted to use only GURPS Lite. I'll write this as bare-bones as possible with very little fluff or window dressing -- I'll let the GM do the work fleshing this out into an immersing experience. This isn't an exercise in storytelling for me, just in creating a balanced one-shot dungeon. My goal is to write a highly challenging, yet non-lethal dungeon. All player characters should survive however narrowly. Suggested reading for GM's and players new to Dungeon Fantasy:
If you're not a GM, and your GM runs Dungeon Fantasy and frequents these forums, you may wish to read no further. ;) Without further ado, onward to the adventure!
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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#2 |
Join Date: Nov 2005
Location: Midwest, USA
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![]() Dungeon Fantasy Adventures: Shadowyrm by Richard D. Sharpe Contents: Areas 1-3 Areas 4, 5 Areas 6, 7 Areas 8, 9 Non-Player Characters Monsters and Treasure Iconic Characters Reserved Latest Update Introduction Goreblood is no ordinary goblin tribal warrior; he's an infernal-blooded mass-murdering war machine far ascended from the cowardly riffraff of his kind. Beneath his cruel and savage banner, a vast army of goblin-kin once threatened the entire dwarven kingdom before it was finally crushed and ground into shattered fragments more than a decade ago. It took an alliance with the humans for the dwarves to at last triumph in the Third Goblin War. Even in defeat, Goreblood escaped capture and continued his vicious rampage across the land, leading various smaller bands of monstrous comrades to raid and pillage frontier towns and villages. Now on the run, Goreblood remains in hiding, venturing out of the darkness only to hunt. When the arrow slammed into the tree barely a half-inch from his brow, Goreblood thought he had been found by a squad of king's men, a band of headhunters, or some other force of battle-hardened mercenaries. Instead, it was a lone human maiden kneeling in the branches of a tree, longbow in hand, already reaching for another arrow. A wicked smile cracks the goblin's thin, battle-scared lips... Recommended Books This adventure requires the GURPS Fourth Edition Basic Set: Characters and Campaigns and GURPS Magic, as well as both GURPS Dungeon Fantasy 1: Adventurers and GURPS Dungeon Fantasy 2: Dungeons. In addition, GURPS Dungeon Fantasy 3: The Next Level and GURPS Dungeon Fantasy 8: Treasure Tables are strongly recommended, though the GM can improvise around the parts of this adventure which refer to those books. Key Elements Shadowyrm is a straightforward, hack 'n' slash dungeon delve. While visiting a town, the player characters (PCs) learn that the mountainous, forested area is plagued by a ravenous dragon. Monster attacks are on the rise, and the king's men are doing what they can to hold back the tide of increasing goblin and orc raids. During all this suffering and hardship, a teenage girl -- a local nobleman's daughter known for her adventurous and rebellious spirit and infamous for her tomboyish proficiency with a longbow -- has went missing. Rumor has it, frustrated with the seeming absence of direct action to protect the townsfolk by her father, she decided to take matters into her own hands and went looking for trouble in the forest. Shadowyrm is named such because of the teenage hatchling shadow dragon that makes the cavern his lair. Shadow dragons are creatures of neither light nor darkness; they find comfort amongst the shadows between. It's unlikely to be much of a spoiler to the reader that there's a dragon at the end of this dungeon. However, the players must not know the cave is a dragon's lair. The goal isn't to slay the dragon! (NOTE: More to come, including information about a shadowy cult.) Protagonists This adventure contains challenges which can be dealt with by stealth, cleverness, or brute force – but mostly brute force. Although there are guidelines for scaling the opposition within certain bounds, this adventure is balanced to challenge four or five adventurers built on 250 points with a disadvantage limit of -50 points using standard Dungeon Fantasy templates, using only the gear and enchantments available to starting characters. Fewer PCs will greatly enhance the adventure's challenge and the GM should consider bolstering the adventurer's ranks with companions from GURPS Dungeon Fantasy 15: Henchmen. Groups with more delvers can still find challenge and reward by adding more monsters and treasure, but note that the cave's tight passages and smaller caverns might become crowded! Hooks The adventure takes place in a cavern, the mouth of which is secluded beneath the canopy of a dense, shadowy forest. However, the GM is free to place the cave anywhere he chooses: desert, arctic tundra, or even deep beneath the catacombs and sewers of a sprawling city! For this adventure, it is assumed the goal is to rescue a person held prisoner in the cave. By default, that person is an ordinary girl with an adventurous spirit who went missing from town while hunting goblin-kin in the mountains. Alternatively, the person could be a PC's dependent, a fairy princess, an eccentric wizard, a fugitive criminal, etc. There may be a different reward for their rescue than that is given, the players may be seeking the person for their own ends, or they may simply be acting out of compassion. They may not even be looking for anyone at all when they enter the cavern; instead, the players could be tracking wild game, foraging for supplies, taking shelter from a storm or be following a lead while treasure hunting. Murder hobos need little reason to enter mysterious caverns! Maps: The map is a one-inch hex battle map, drawn in GIMP (sort of a free version of Photoshop) with the aid of a handy script by Rob Antonishen. The base was originally created with Donjon's wonderful Random Dungeon Generator, but has since been completely re-drawn. Map (30" x 30", 2 MB): http://img837.imageshack.us/img837/5605/a05w.jpg OLD Map (28.5" x 28.5", 1 MB): http://img28.imageshack.us/img28/136...battlemap3.jpg To be continued...
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman Last edited by Stripe; 07-13-2013 at 02:33 AM. |
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#3 | ||||
Join Date: Nov 2005
Location: Midwest, USA
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NOTE: This is a work in progress. Each post breaks the 10,000-word limit so I can no longer preview it. As such, I'm forced to post in segments as I work.
The theme of the dungeon is shadows. In some places, rays of sunlight shine brightly from holes in the cavern's ceilings. In others, deep darkness shrouds what lies beyond. Unless otherwise noted, the darkness penalty for ambient light is a shadowy -3 throughout the dungeon during the day. A few rooms are fully illuminated or partially lit; there is no darkness penalty in rooms with light from above. See Dungeons, p. 6, for information on darkness penalties and light sources. Visibility affects many success rolls including attack rolls. See Visibility, p. B394 and p. B547 (i.e., page 394 and page 547 of the Basic Set). 1. When the players first enter the area, read the following passage aloud: Quote:
Players can chose to either go north (up on the map) or east (right on the map). 2. Before reaching area 2, an Observation roll (again, rolled secretly by the GM) will uncover small boot prints, scattered nut shells, a few seeds, and a couple tiny chicken bones in the far northwest corner. Looking at the disturbed ground, it's clear that someone or something has spent time here. Critical success on the Observation roll suggests that the small divots in the ground could have been made by the butt end of a staff or spear. Guard post? In area 2, there are two goblins waiting tensely, hoping to remain undiscovered. Ordered not to engage intruders unless absolutely necessary, they saw the PC's enter, but didn't attack. The goblins are ready and waiting for combat. Both have arrows knocked to their short bows and are taking Wait maneuvers (p. B366) in preparation for a PC to step into view. They will fire without aiming the instant a PC steps into view. They will then drop their bows as a free action. Combat turn sequence (p. B362) should then be determined by comparing Basic Speeds. On their turn, the goblins will take Ready maneuvers to pick up their spears, which are leaning against the wall directly beside them. On following turns, they will attack. The goblins use bodkin-point arrows (p. B277) that halve DR at the expense of worsening the wounding modifier from impaling (x2) to piercing (x1). The wounding modifier for piercing attacks to the vitals, however, is the same as impaling: a deadly x3! They will target the PC's vitals at -3. A miss by 1 hits the torso. For more information on wounding modifiers and injury, see p. B379. For more information on hit locations, see p. B398. Since arrows can't normally be parried, PC's under fire will likely want to block if they have a shield. Remember, a shield's DB may add to all three active defenses -- parry, dodge and block! Without a shield, to avoid the attack the PC must dodge, make an acrobatic dodge (p. B375) adding +2 to their roll, or dodge and drop (p. B377) adding +3 at the expense of falling prone. To rise from prone takes two change posture maneuvers (p. B364) -- one to kneel, one to stand. The change posture maneuver to go from kneeling to standing may be substituted for the "step" allowed in many combat maneuvers, such as attack (See Step, p. B368). It's unlikely that combat in area 2 can be heard from deeper inside the cavern. The goblins know the lost boy is in area 9, but it will almost take torture to get information out of them. If captured, they'll feign total ignorance and claim to be traveling from a far-off tribe only having recently taken up temporary residence here. They'll claim to be alone. After revealing that (false) information, getting anything else out of the goblins requires winning a Quick Contest of Interrogation vs. the goblins' Will to get an answer (see DF2, p. 13). If PC's get too extreme with their questioning, the goblins will warn that their master is a great and powerful sorcerer and that he knows where they are and will be all too glad to avenge any harm done to them. They speak the truth as they know it, but won't reveal that their master is really a shadow dragon. If the PC's ask the goblins to lead them inside, the goblins will take them to area 4. If the goblins go undiscovered, they will shadow the PC's through the dungeon. Roll a secret Quick Contest (p. B248) of the goblins' Stealth 12 against each of the PC's Perception each time the PC's enter a new area. If the goblins fail, announce to the players they have a sneaking suspicion they are being followed. 3. When the players first enter the area, read the following passage aloud: Quote:
Quote:
Dropping a light source will reveal that the pit ends about 100 feet down. A perception roll will reveal that the light source hit water. Otherwise, it seemingly just disappears. One Climbing roll, at -3, is required to make it to the top of the cliff face. Failure means a fall from halfway up (1d+2 damage); critical failure means a fall from the top (2d-1 damage). See DF2, p. 7 for information on climbing and DF2, p. 19 for information on falling damage. From page B431: All armor, flexible or not (but not innate DR), counts as "flexible" for the purpose of calculating blunt trauma from falling damage. Thus, even if the victim has enough armor DR to stop the falling damage, he suffers 1 HP of injury per 5 points of falling damage. See Flexible Armor and Blunt Trauma (p. B379). Roll randomly [on the hit location table, p. B552] for the hit location damaged in a fall. If the injury is to an extremity or a limb, do not ignore injury in excess of that required to cripple it. Instead, subtract the full amount from HP! If the fall would cripple a limb, roll 1d. On 5-6, all limbs of that type are crippled, although there is no extra injury. If the PC's climb atop the precipice, read the following passage aloud: Quote:
If the PC's engage the giant rat, they'll risk alerting the goblin-kin in area 6. The cave (not shown on map) runs east then takes a sharp turn to exit at the north end of area 6. To be continued...
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman Last edited by Stripe; 03-16-2013 at 03:16 AM. |
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#4 | ||||
Join Date: Nov 2005
Location: Midwest, USA
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4. When the players first enter the area, read the following passage aloud:
Quote:
If disturbed or if the players try to pass through the area, the ogre skeleton, along with N human skeletons, rise off the dusty ground and attack. Read the following passage aloud if so: Quote:
The towering ogre skeleton wields a fine, balanced, meteoric SM+1 great axe in both hands. Remember, great axes are unbalanced (‡ on ST) and become unready after each attack. They also become unready after parrying (Parry 0U). See When Is a Weapon Ready?, p. B383. Also see the weapon statistics for ST and Parry on pp. B269-270. Code:
TL Weapon Damage Reach Parry Cost Weight ST 1 Fine, Balanced, Meteoric Oversized Great Axe sw+5 cut Reach 1, 2* 0U $4,950 12 18‡ Notes: +1 bonus to skill; -1 to odds of breakage. One of the N human skeletons is actually a skeleton warrior. It carries a shattered greatsword seemingly made from polished, red-tinted obsidian; the last third of the blade has been broken off. Treat it as an unbalanced (meaning -1 to skill), very-fine, non-thrusting greatsword with Reach 1. When swung, it does +1 cutting damage per die in addition to the +2 for being very fine. The other skeletons are holding rusted weapons and battered light shields (DR 4/HP 10). They carry a thrusting broadsword, axe, spear and flail in that order, depending on their number (more will carry axes). All weapons are of cheap quality (see Melee Weapon Quality, p. B274). Mysteriously, the skeleton warrior's sundered greatsword has a fuller etched with strange runes. If a wizard examines it, a (player-rolled) Thaumatology roll will reveal they are the cross between an ancient shadow elf dialect no longer commonly spoken and the writing of dark ones. This may give the players a clue where to go if they seek to have the sword repaired. An Armory (Melee Weapons) roll at -8 will reveal the blade is not made from obsidian; rather it is made from tempered glass, a very rare and extremely durable glass-like material made by reclusive elven glaziers (DF 8, p. 33). It is exceptionally sharp gaining +1 damage per die. However, it is as durable as any metal weapon as well as being resistant to acid and electrical attacks. The greatsword cannot be reforged, through a Repair spell (Magic, p. 118) can magically repair it, runes and all. However, a one-pound lump of tempered glass is needed for the spell to work. If repaired, the tempered glass greatsword returns to its former condition: very fine and balanced. Unfortunately, its enchantments were lost when the sword was shattered, as were all its onyx, platinum, black pearl and black diamond embellishments. The repair spell will not replace these. Code:
TL Weapon Damage Reach Parry Cost Weight ST 3 Very-Fine, Balanced Tempered Glass Greatsword sw+5 cut 1, 2 0 $47,700 7 12† or thr+5 imp 2 0 – – 12† Notes: +1 to skill; -2 to odds of breakage; +1 to damage per die. 5. Area 5 is accessed through a cave from area 4. The ceiling is about eight feet high. The passage gets progressively darker, fading from -3 at the mouth to -7 in the northwest. When the players explore the south room in area 5, read the following passage aloud: Quote:
An adventurer with Danger Sense who makes a secret, GM-rolled Perception check will be alerted to danger coming from the south room -- but not what the danger is. The statue and ruby are actually a similarly-sized rock covered by a permanent Illusion Shell and illuminated by a permanent Continual Light spell changed red with Colors. See the spell descriptions of Illusion Shell, Continual Light and Colors in Magic, pp. 96 and 110 respectively. Any character with Magery gets a Sense roll (p. B358) against Perception+Magery when they first see the gem and statue (roll as one) to know it is in some way enchanted. The GM rolls in secret. This roll reveals nothing about the nature of the enchantments on the "statue," just that it is magical. In fact, a result of 3 or 4 on the roll tells the mage the statue and ruby are not dangerous since the only spells on it are Illusion Shell and Continual Light. Touching the false gem or statue will trigger a truly heinous magical trap: two Linked spells -- a two-yard-radius Create Fire and a two-yard-radius Glue spell, both centered on room's middle hex -- will engulf the entire room in flaming tar. If that happens, read the following passage aloud: Quote:
See the spell descriptions of Create Fire, Link and Glue in Magic, pp. 72, 131, and 142 respectively. See Flame (p. B433) for rules on setting things afire. The Linked spells in effect are visible to Mage Sight (Magic, p. 102) but not to a mage's Per+Magery roll. Only Analyze Magic can tell the nature of the spells. There is no other way to detect the trap. To be continued...
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman Last edited by Stripe; 07-14-2012 at 03:02 AM. |
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#5 | ||||
Join Date: Nov 2005
Location: Midwest, USA
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6. Before the players first enter the area, if they engaged in combat in any area other than 2, read the following passage aloud:
Quote:
A Perception roll, modified for Acute Taste and Smell (p. B35), will detect the faint hint of a recently-extinguished campfire. Alerted by the sound of combat, a goblin knight, an orc sergeant, and N goblins wait to ambush the PCs. If the PCs have so far managed to move stealthily through the cavern, read the following entry aloud instead (with N being the number of goblins in the cave): Quote:
Quote:
Goreblood's equipment includes a long knife (Low-Tech, pp. 67, 69) and orichalcum dwarven axe, both enchanted with Penetrating Weapon 1 (Magic, p. 63), imbuing them with an armor divisor of (2), halving DR. See page B378 for information on armor divisors. The weapons are obviously of dwarven craftsmanship as an Armory (Melee Weapons) or Connoisseur (Weapons) roll at +8, or an unmodified Merchant roll, will reveal. A Connoisseur (Weapons) roll will also reveal that that the axe is nearly 1,000 years old. They were stolen from the corpse of a dwarven knight whom Goreblood murdered. For that crime, a dwarf king has placed a $25,000 bounty on Goreblood's head. If the PC's try to collect the bounty while displaying the weapons, or if they are in the PC's possession when they respond truthfully to the dwarven noble's questions about finding any property belonging to the dwarf knight, he will politely demand their return. However, the dwarf knight's widow will give back the long knife with her sincere blessing and profuse thanks for bringing her husband's murderer to justice. She informs the PC's that the axe is too sentimental to her late husband's family to allow it to pass away, but offers to replace it with another. If the PC's accept her generosity, she will instruct her blacksmiths to forge a new one. When complete, it will be a fine, balanced, ornate dwarven axe etched with the word "Justice" in dwarven on its blade. Code:
TL Weapon Damage Reach Parry Cost Weight ST 1 Fine, Balanced, Gilded, Penetrating Long Knife sw(2) cut C, 1 0 $8,960 1.5 7 or thr+1(2) imp C, 1 0 – – 7 Notes: +1 to skill; -1 to odds of breakage; +3 to reactions. When wielded with the shortsword skill, its swung Reach is 1. Code:
TL Weapon Damage Reach Parry Cost Weight ST 0 Fine, Balanced, Ornate, Orichalcum, Penetrating, Dwarven Axe sw+3(2) cut 1 0 $7,400 4 11 Notes: +1 to skill; -1 to odds of breakage; +1 to reactions. If the PCs search the area, read the following passage aloud: Quote:
If they succeed on the HT roll, they must make the highest of a Perception or Scrounging roll. Success nets a three-carat bloodstone (DF8, p. 19) worth $1,170! To hide it from the others, a drunken goblin swallowed it. When he awoke, he forgot all about doing so. Undigested, it wound up in the latrine. Any PC searching the latrine will gain the Bad Smell disadvantage (p. B124) until he is thoroughly bathed and all his clothing and carried equipment washed. 7. To be continued...
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman Last edited by Stripe; 07-14-2012 at 08:59 PM. |
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#6 | |||
Join Date: Nov 2005
Location: Midwest, USA
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8. When the players first enter the area, read the following passage aloud:
Quote:
The robed figure is an orc shaman who is all too aware of the PC's presence. Even if the PC's have somehow managed to go so far undetected, a Watchdog spell placed at the entrance to the area warned the mage he had uninvited company. Though the PC's may mean the mage no harm specifically, their intentions overall are undoubtedly nothing less than hostile. The robed figure seemingly ignores the PC's until they address him, move into the area, or begin to take some action. He'll disregard and even interrupt a PC's first words. If the PC's have engaged the goblins in area 6, read the following passage aloud (with N/2 being the number of skulls): Quote:
Determine combat order. On his first turn, the shaman will take a ready maneuver to summon his magic staff enchanted with Hide Object (Magic, p. 86). Read the following passage aloud: Quote:
Remember, the skull spirits are at -5 to hit with both melee and ranged attacks due to their size modifier (p. B19). The Basic Set is somewhat unclear that SM applies to melee attacks, but it has since been clarified. For a compilation of information about SM, see the following link: http://ottgaming.grimoire.ca/Borderlands/Size_Modifier On his following turns, the orc shaman will cast spells, likely selecting Steelwraith (Magic, p. 54) or Glue (Magic, p. 142) first. Remember, his skill of 15 reduces the casting cost and time of Steelwraith by 1, allowing him to cast the spell with a single concentrate maneuver (see Magic Rituals, Magic, p. 8). He may then chose to levitate above his attackers. Once he's ready to go on the offensive, he'll likely select spells that won't endanger his surrounding library! Candidate spells include Ice Dagger (Magic, p. 188), XXX, XXX, XXX. Missile spells (Magic, p. 12) are less effective in melee combat. To attack with a missile spell, the mage must first take at least one concentrate maneuver to cast the spell. On a success, the mage may invest one or more points of energy in the spell, to a maximum of a number of energy points equal to his Magery level. Since the orc shaman has Magery 3, he'll undoubtedly invest that much in charging the spell, causing Ice Dagger, for example, to do 4d-4 impaling damage (casting cost is reduced by 1 for skill 15, allowing him 1d-1 damage for free). While engaged in melee, it's unlikely that he would use another turn to charge the spell with three more points of energy for a total of 7d-7 damage since getting injured while charging a missile spell could cause the spell to explode in his hand failing a Will roll. Notice, this is worse than the affect of losing concentration due to injury (see Distraction and Injury, Magic, p. 7)! It's more probable that he'll opt instead to throw the spell after casting it using his Innate Attack (Projectile) skill. Thus, he can only attack with missiles spells every other turn at fastest. The shaman's maneuvers in order may go something like this:
9.
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman Last edited by Stripe; 07-03-2012 at 03:37 AM. |
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#7 |
Join Date: Nov 2005
Location: Midwest, USA
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Non-Player Characters
Goreblood, Goblin Knight 281 points Goreblood didn't stop when he killed the cruel orc who once called him slave; he killed his wife and children, too. Slowly. Horribly. It was only the beginning of a long, bloody road for the murderous psychopath, who led his small band of rebel goblins to freedom from subjugation to a tribe of orcs. He later returned, bringing fire, spears, and the vicious, slavering fangs of a dozen timber wolves. It was a slaughter. Goreblood's goblins reveled in their former slavers' deaths. The orc chief was taken alive and to his horror and pain, turned upside down and tied spread-legged between two trees by ropes running through his Achilles tendons. Starting between his legs, Goreblood sawed the screaming orc chief in half down the middle with a knife. As the timber wolves ate their dead chief's remains behind him, Goreblood delivered an ultimatum to the orc survivors: join me or die worse. With orcs under his command, Goreblood began raiding other tribes, killing their chiefs and absorbing their warriors. It didn't take long for nearby human kingdoms to take notice. A bloody war raged for months between Goreblood's goblin-kin and the armies of mankind. In the end, the unity of goblin-kin crumbled. Almost all who remained loyal to Goreblood died on the battlefield. Defeated, Goreblood fled the region with only a handful of orcs and goblins. It's been a few years since he left, never yet to return. A successful Current Affairs (Headline News or Regional) roll will allow a PC to recall hearing about an unclaimed $100,000 bounty on his head, dead or alive. Taking him alive to the far-flung human frontier kingdom may prove difficult. The dwarves have a $25,000 bounty on him as well for the assassination of a noble warrior, the former owner of his axe, long knife and whetstone. ST 14 [40]; DX 15 [100]; IQ 10 [20]*; HT 14 [30]*. Damage 1d/2d; BL 39 lbs.; HP 15 [0]*; Will 11 [0]*; Per 11 [0]*; FP 14 [0]. Basic Speed 7.25 [0]; Basic Move 7 [0]. Advantages Alcohol Tolerance [1]; Born War Leader 2 [10]; Combat Reflexes [15]; Enhanced Parry 1 (Axe) [5]; Fearlessness 2 [4]; Fit [5]; Goblin [0]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Infravision [-]*; No Cowardice [10]; Rapid Healing [-]*; Resistant to Metabolic Hazards (+3) [-]*; Teeth (Sharp) [-]*; Weapon Bond (Dwarven Axe) [1]; Weapon Master (Axe) [20]. Disadvantages Appearance (Ugly) [-]*; Bloodlust [-10]; Bully [-10]; Callous [-5]; Sadism [-15]; Social Stigma (Savage) [-]*; Total Intolerance [-10]. Quirks Disloyal [-1]; Hates taking orders [-1]; Unnatural Feature 2 (Tiny horns and spiky facial growths, Infernal blood) [-2]; White Mohawk [-1]. Skills Armoury (Melee Weapons) (A) IQ+1 [4]-11; Axe/Mace (A) DX+6 [24]-21; Bow (A) DX+1 [4]-16; Brawling (E) DX+1 [2]-16; Connoisseur (Weapons) (A) IQ+1 [4]-11; Fast-Draw (Axe) (E) DX+1 [1]-16†; Hiking (A) HT-1 [1]-13; Intimidation (A) Will-1 [1]-10; Knife (E) DX [1]-15; Leadership (A) IQ+1 [1]-11§; Observation (A) Per-1 [1]-10; Scrounging (E) Per [1]-11; Shield (E) DX+2 [4]-17; Strategy (H) IQ+1 [2]-11‡; Stealth (A) DX-1 [1]-14; Streetwise (A) IQ-1 [1]-9; Tactics (H) IQ+1 [2]-11‡; Thrown Weapon (Axe/Mace) (E) DX+2 [4]-17; Wrestling (A) DX [2]-15. * Included in or modified by goblin racial template. † Includes +1 for Combat Reflexes. ‡ Includes +2 for Born War Leader. Equipment • Backpack, small (p. B288) [Torso] Holds 40 lbs. $60, 3 lbs. • Blanket (p. B288) [Torso] $20, 4 lbs. • Boots (p. B284) [Feet] DR 2*. $80, 3 lbs. • Canteen (p. B288) [Torso] $10, 3 lbs. • Demon Rum, 1 pint (DF10, p. 30) [Backpack] $20, 1 lb. • Dwarven Axe (Above) [Belt] ??? cut, ??? imp. $900, 4 lbs. • Dwarven Whetstone (DF1, p. 25) [Backpack] $500, 1 lb. • Heavy Cloak with arctic wolf fur trim (p. B287) [Torso] $200, 5 lbs. • Large Knife (p. B272) [Right boot] ??? cut, ??? imp. $40, 1 lb. • Leather Gloves (p. B284) [Hands] DR 2*. $30, neg. • Mail Leggings (p. B283) [Legs] DR 4/2*. $110, 15 lbs. • Mail Sleeves (p. B283) [Arms] DR 4/2*. $70, 9 lbs. • Medium Shield (p. B287) [Torso] DB 2. $60, 15 lbs. • Penetrating Long Knife (Above) [Belt] ??? cut, ??? imp. $8,960, 1.5 lb. • Personal Basics (p. B288) [Pouch] $5, 1 lb. • Pot-Helm (p. B284) [Head] DR 4. $100, 5 lbs. • Pouch (p. B288) [Belt] $10, 2 lbs. • Rations × 12 (p. B288) [Backpack] $24, 6 lbs. • Rope, 3/8" (10 yards) (p. B288) [Backpack] $5, 1.5 lbs. • Scale Armor (p. B283) [Torso] DR 4. $420, 35 lbs. • Torch × 2 (p. B288) [Backpack] $6, 2 lbs. • Wineskin of rice wine (p. B288) [Torso] $18, 8.25 lb. Orc Wizard 252 points (Under Construction) This is where the story goes. PC's may notice that he speaks without even the slightest hint of orcish accent. In fact, he knows little of the goblin-kin tongue. After all, he's a human displaced from his body, the victim of a double cross from a former comrade. Goreblood and his group has no idea, believing the orc wizard is a shaman from a far off land where goblin-kin speak a different language. Design notes: Since the Wizard is of advanced years, I removed 40 points from DX, dropping it to 10, and 10 points from HT, also dropping it to 10. I took 9 points from FP. Then, I took 5 points from increased Basic Speed, dropping it to 5. Added the Psychic Guidance perk (Thaumatology: Magical Styles, p. 29). Psychic Guidance allows him to use his mind to guide a thrown Ice Dagger instead of hurling it like a bolt or a grenade. He uses his effective skill with the spell instead of the Innate Attack skill to attack as well as to cast. ST 10 [0]; DX 10 [0]; IQ 15 [100]; HT 10 [0]. Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 15 [0]; Per 12 [-15]; FP 10 [0]. Basic Speed 5 [0]; Basic Move 5 [0]. Advantages (108) FP 10 (Usable only for spellcasting, -10%) [27]; Magery 6 [65]; Orc [15]; Psychic Guidance (Ice Dagger) [1]. Disadvantages (-35) To be determined [-35]. Quirks (-5) To be determined [-5]. Skills (40) Alchemy (VH) IQ [8]-15; Diplomacy (H) IQ-2 [1]-13; First Aid (E) IQ [1]-15; Hazardous Materials (Magical) (A) IQ-1 [1]-14; Hidden Lore (Demons) (A) IQ [2]-15; Hidden Lore (Magical Writings) (A) IQ-1 [1]-14; Hidden Lore (Spirits) (A) IQ-1 [1]-14; Innate Attack (Beam) (E) DX+4 [12]-14; Knife (E) DX [1]-10; Speed-Reading (A) IQ-1 [1]-14; Staff (A) DX [2]-10; Strategy (H) IQ-2 [1]-13; Teaching (A) IQ-1 [1]-14; Thaumatology (VH) IQ [1]-18†; Meditation (H) Will-1 [2]-14; Occultism (A) IQ [2]-15; Research (A) IQ-1 [1]-14; Writing (A) IQ-1 [1]-14. Sub Total: 193 Air Spells† 5 Purify Air (H) IQ+4 [1]-19; Create Air (H) IQ+4 [1]-19; Stench (H) IQ+4 [1]-19; Shape Air (H) IQ+4 [1]-19; Body of Air (H) IQ+4 [1]-19. Body Control Spells† 4 Itch (H) IQ+4 [1]-19; Spasm (H) IQ+4 [1]-19; Clumsiness (H) IQ+4 [1]-19; Fumble (H) IQ+4 [1]-19. Communication and Empathy Spells† 3 Sense Foes (H) IQ+4 [1]-19; Sense Life (H) IQ+4 [1]-19; Sense Emotion (H) IQ+4 [1]-19. Fire Spells† 6 Ignite Fire (H) IQ+4 [1]-19; Create Fire (H) IQ+4 [1]-19; Extinguish Fire (H) IQ+4 [1]-19; Shape Fire (H) IQ+4 [1]-19; Flame Jet (H) IQ+5 [2]-20. Healing Spells† 5 Lend Energy (H) IQ+4 [1]-19; Lend Vitality (H) IQ+4 [1]-19; Recover Energy (H) IQ+5 [2]-20; Minor Healing (H) IQ+4 [1]-19. Light and Darkness Spells† 12 Light (H) IQ+4 [1]-19; Continual Light (H) IQ+4 [1]-19; Flash (H) IQ+5 [2]-20; Darkness (H) IQ+4 [1]-19; Blackout (H) IQ+4 [1]-19; Blur (H) IQ+5 [2]-20; Night Vision (H) IQ+4 [1]-19; Hawk Vision (H) IQ+4 [1]-19; Dark Vision (H) IQ+4 [1]-19; Invisibility (H) IQ+4 [1]-19. Mind Control Spells† 2 Fear (H) IQ+4 [1]-19; Panic (H) IQ+4 [1]-19. Movement Spells† 5 Haste (H) IQ+4 [1]-19; Apportation (H) IQ+4 [1]-19; Glue (H) IQ+4 [1]-19; Grease (H) IQ+4 [1]-19; Deflect Missile (H) IQ+4 [1]-19. Necromantic Spells† 11 Death Vision (H) IQ+4 [1]-19; Sense Spirit (H) IQ+4 [1]-19; Summon Spirit (H) IQ+4 [1]-19; Animation (VH) IQ+3 [1]-18; Steal Energy (H) IQ+4 [1]-19; Skull-Spirit (H) IQ+4 [1]-19; Turn Spirit (H) IQ+4 [1]-19; Zombie (H) IQ+4 [1]-19; Control Zombie (H) IQ+4 [1]-19; Turn Zombie (H) IQ+4 [1]-19; Zombie Summoning (H) IQ+4 [1]-19. Water Spells† 6 Seek Water (H) IQ+4 [1]-19; Purify Water (H) IQ+4 [1]-19; Create Water (H) IQ+4 [1]-19; Shape Water (H) IQ+4 [1]-19; Ice Sphere (H) IQ+4 [1]-19; Ice Dagger (H) IQ+5 [2]-20. Spells: 59 * Included in or modified by goblin racial template. † Thaumatology and all spells include +6 for Magery. To be continued...
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman Last edited by Stripe; 07-06-2012 at 01:28 AM. |
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#8 |
Join Date: Nov 2005
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Monsters
Code:
Skeleton Skeletons, the near-mindless rank and file of the undead legions, rise from the ground to do battle. ST: 10 HP: 10 Speed: 7.00 DX: 13 Will: 9 Move: 7 IQ: 8 Per: 8 SM: 0 HT: 11 FP: N/A DR: 0 Dodge: 10 Parry: 10 Block: 10 Bite or Punch (13): 1d-3 cr; Reach C. Axe (15): 1d+2 cutting; Reach 1. Broadsword (15): 1d+1 cut or 1d imp; Reach 1. Morningstar (15): 1d+5 cr; Reach 1. Spear (15): 1d imp; Reach 1*. Traits: Automaton; Cannot Learn; Dependency (Mana; Very Common, Constantly); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Fragile (Brittle); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood; No Brain; No Eyes; No Vitals; Unliving); Mute; No Sense of Smell/Taste; Skinny; Temperature Tolerance 20; Unfazeable; Unhealing (Total); Vulnerability (Crushing x2). Features: Affected by Control Zombie, Pentagram, and Turn Zombie; Affected by Spirit Empathy (rather than Empathy); No FP; No IQ-based skills; Skull gets no additional DR. Skills: Brawling-13; Shield-14; Stealth-14. • One of these four melee skills: Axe/Mace-15; Broadsword-15; Flail-15; Spear-15. Class: Undead. Notes: Skeletons with morningstars have ST 12, HP 12. The listed damage reflects this. Skeletons carry: • Battered Light Shield (DB 1; DR 4, HP 10), $40, 8 lbs. Plus one of the following weapons: • Axe, $50, 4 lbs. • Thrusting Broadsword, Cheap, $240, 3 lbs. • Morningstar, $80, 6 • Spear, $40, 4 lbs. Code:
Goblin Soldier, Common Goblins may be cowards when encountered alone, but if they fear their leader more than any other threat, they can be vicious in numbers. Tough and gristly, Goblins can be as hard to take down as some of their larger kin. ST: 11 HP: 12 Speed: 6 DX: 12 Will: 10 Move: 6 IQ: 9 Per: 11 SM: 0 HT: 12 FP: 12 DR: 0 Dodge: 9 Parry: 9 Block: 9 Bite (14): 1d-1 cut; Reach C. Punch (14): 1d-1 cr; Reach C. Axe (14): 1d+3 cutting; Reach 1. Spear (14): 1d+1 imp; Reach 1*. Spear, Two Hands (14): 1d+2 imp; Reach 1, 2*. Short Bow (14): 1d-1(2) pi; Range 110/165. Traits: Infravision [10]; Appearance (Ugly); Cowardice (12); Rapid Healing; Resistant to Metabolic Hazards (+3); Teeth (Sharp). Skills: Bow-14; Brawling-14; Shield-14; Stealth-12; either Axe/Mace-14 or Spear-14. Class: Mundane. Notes: Only half of any group of common goblin soldiers are armed with bows. Notable equipment includes: • Axe, $50, 4 lbs. • Leather Armor (covering all locations except the face), $340, 19.5 lbs. • Light Shield (DB 1), $25, 2 lbs. • Short Bow, $50, 2 lbs. • Spear, $40, 4 lbs. Notable loot found in the dungeon includes a Fine, Balanced, Meteoric Oversized Great Axe, $4,950; a broken Very-Fine, Balanced Tempered Glass Greatsword, $11,925; a Fine, Balanced, Gilded Penetrating Long Knife, $8,960; a Fine, Balanced Dwarven Axe, $900; Total take: $26,735. To be continued...
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman Last edited by Stripe; 07-09-2012 at 05:40 PM. |
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#9 |
Join Date: Nov 2005
Location: Midwest, USA
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Iconic Characters
These characters were made using the templates in Dungeon Fantasy: Adventurers and Dungeon Fantasy 3: The Next Level. They are suitable for use as pre-generated player characters or as NPC's, perhaps found in the cave of Shadowyrm or met before entering. It's highly recommended that each party have at least one knight and one cleric. If that is not the case, the GM may wish to use these characters to bolster the PC's ranks. Dwarf Knight 250 points ST 15 [50]; DX 14 [80]; IQ 10 [0]; HT 14 [30]*. Damage 1d+1/2d+1; BL 58 lbs.; HP 15 [0]; Will 10 [0]; Per 10 [0]; FP 17 [0]*. Basic Speed 6.00 [-15]; Basic Move 5 [0]*; Dodge 9†; Parry (Axe) ?†; Block 12†. Advantages Born War-Leader 2 [10]; Combat Reflexes [15]; Dwarf [20]; High Pain Threshold [10]; Pickaxe Penchant 3 [15]; Weapon Master (Axe) [20]. Disadvantages (TBD) [-35]; Quirks [-5]. Skills Armoury (Melee Weapons) (A) IQ+1 [4]-11; Axe/Mace (A) DX+2 [8]-20§; Brawling (E) DX+1 [2]-15; Carousing (E) HT [1]-14; Climbing (A) DX-1 [1]-13; Connoisseur (Weapons) (A) IQ+1 [4]-11; Fast-Draw (Axe) (E) DX+1 [1]-15†; Flail (H) DX+1 [8]-15; Intimidation (A) Will-1 [1]-9; Knife (E) DX [1]-14; Leadership (A) IQ+1 [1]-11‡; Shield (E) DX+2 [4]-16; Stealth (A) DX-1 [1]-13; Strategy (H) IQ+1 [2]-11‡; Tactics (H) IQ+1 [2]-11‡; Thrown Weapon (Axe/Mace) (E) DX+2 [4]-20§; Two-Handed Axe/Mace (A) DX+2 [8]-20§; Wrestling (A) DX [2]-14. * Included in or modified by dwarf racial template. † Includes +1 for Combat Reflexes. ‡ Includes +2 for Born War-Leader. § Includes +4 for Pickaxe Penchant. Note: I swapped one of the Knight's three weapon choices for two-handed axe/mace, justified by Pickaxe Penchant stating all dwarfs are natural at fighting with them. Equipment (TBD) Female Wood Elf Scout 250 points ST 12 [30]*; DX 15 [80]*; IQ 11 [20]; HT 12 [20]. Damage 1d-2/1d+2; BL 29 lbs.; HP 12 [0]; Will 11 [0]; Per 14 [15]; FP 12 [0]. Basic Speed 7.00 [10]; Basic Move 8 [0]*; Dodge 11; Parry (Broadsword) 11; Block N/A. Advantages Wood Elf [20]; Heroic Archer [20]; Outdoorsman 2 [20]; Strongbow [1]. Disadvantages (TBD) [-50]; Quirks [-5]. Skills Acrobatics (H) DX [4]-15; Bow (A) DX+6 [16]-21‡; Broadsword (A) DX+3 [12]-18; Camouflage (E) IQ+6 [2]-17†‡; Cartography (A) IQ+1 [4]-12; Climbing (A) DX+1 [4]-16; Fast-Draw (Arrow) (E) DX+2 [1]-17‡; Gesture (E) IQ+1 [2]-12; Hiking (A) HT [2]-12; Jumping (E) DX [1]-15; Knife (E) DX [1]-15; Mimicry (Bird Calls) (H) IQ+1 [2]-12†; Navigation (Land) (A) IQ+1 [1]-12†; Observation (A) Per [2]-14; Riding (Horse) (A) DX-1 [1]-14; Search (A) Per-1 [1]-13; Shadowing (A) IQ+1 [4]-12; Stealth (A) DX+1 [1]-16‡; Survival (Woodlands) (A) Per+3 [1]-17†‡; Swimming (E) HT [1]-12; Tracking (A) Per+2 [2]-16†; Traps (A) IQ+1 [4]-12. * Included in or modified by wood elf racial template. † Includes +2 for Outdoorsman. ‡ Includes +2 for Forest Guardian. Equipment (TBD) Half-Ogre Barbarian 250 points ST 21 (Size†, -10%) [63]*; DX 13 [60]; IQ 9 [0]*; HT 14 [30]*. Damage 2d/4d-1; BL 88 lbs.; HP 26 (Size†, -10%) [9]; Will 9 [0]; Per 11 [10]; FP 14 [0]. Basic Speed 6.00 [-10]; Basic Move 7† [0]; Dodge ?‡; Parry ?‡; Block ?‡. Advantages Combat Reflexes [15]; Half-Ogre [16]; High Pain Threshold [10]; Outdoorsman 2 [20]; Weapon Master (Two-Handed Sword) [20]. Disadvantages Gigantism [0]; (TBD) [-40]; Quirks [-5]. (1 quirk used) Skills (48) Animal Handling (Horse) (A) IQ [2]-9; Brawling (E) DX [1]-13; Camouflage (E) IQ+2 [1]-11§; Climbing (A) DX-1 [1]-12; Disguise (Animals) (A) IQ [2]-9; First Aid (E) IQ [1]-9; Fishing (E) Per+3 [1]-13§; Forced Entry (E) DX [1]-13; Hiking (A) HT-1 [1]-12; Intimidation (A) Will [2]-9; Mimicry (Animal Sounds) (H) IQ [1]-9§; Naturalist (H) IQ [1]-9§; Navigation (Land) (A) IQ+2 [2]-11§; Observation (A) Per-1 [1]-10; Running (A) HT-1 [1]-12; Stealth (A) DX [2]-13; Survival (Woodlands) (A) Per+1 [1]-12§; Swimming (E) HT [1]-14; Thrown Weapon (Axe/Mace) (E) DX+2 [4]-15; Tracking (A) Per+1 [1]-12§; Two-Handed Sword (A) DX+4 [16]-17; Weather Sense (A) IQ [2]-9; Wrestling (A) DX [2]-13. * Included in or modified by half-ogre racial template. † Includes effects of SM +1 from Gigantism. ‡ Includes +1 for Combat Reflexes. § Includes +2 for Outdoorsman. NOTE: I traded 20 points from Outdoorsman for Weapon Master. Equipment (TBD) Human Cleric 250 points ST 12 [20]; DX 12 [40]; IQ 14 [80]; HT 12 [20]. Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 14 [0]; Per 14 [0]; FP 12 [0]. Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge ?; Parry ?; Block ?. Advantages Clerical Investment [5]; Power Investiture 5 [50]. Disadvantages Charitable [-15]; Disciplines of Faith (Ritualism) [-10]; Honesty (12) [-10]; Intolerance ("Evil" religions) [-5]; Selfless (12) [-5], Sense of Duty (Adventuring companions) [-5]. Quirks [-5]. Skills Diagnosis (H) IQ-2 [1]-12; Esoteric Medicine (Holy) (H) Per [4]-14; Exorcism (H) Will [4]-14; First Aid (E) IQ [1]-14; Flail (H) DX+1 [8]-13; Hidden Lore (Undead) (A) IQ-1 [1]-13; Hiking (A) HT-1 [1]-11; Innate Attack (Beam) (E) DX+2 [4]-14; Meditation (H) Will-2 [1]-12; Observation (A) Per-1 [1]-13; Occultism (A) IQ-1 [1]-13; Public Speaking (A) IQ-1 [1]-13; Research (A) IQ-1 [1]-13; Religious Ritual (H) IQ-2 [1]-12; Savoir-Faire (High Society) (E) IQ [1]-14; Search (A) Per-1 [1]-13; Shield (E) DX+2 [4]-14; Speaking (A) IQ-1 [1]-13; Surgery (VH) IQ-2 [2]-12; Teaching (A) IQ-1 [1]-13; Theology (H) IQ-2 [1]-12. Spells 20 clerical spells, +25 Holy abilities, +2 quirks (H) IQ+1 [1]-17 (VH) IQ [1]-16 Lend Energy Lend Vitality Minor Healing Recover Energy Sense Life Stop Bleeding Compel Truth Continual Light Create Water Healing Slumber Major Healing Resist Cold Resist Disease Resist Fire Resist Lightning Resist Pain Resist Poison Seeker Turn Spirit Turn Zombie Breathe Water Command Spirit Create Food Cure Disease Dispel Possession Flaming Weapon Great Healing Magic Resistance Relieve Madness Relieve Paralysis Repel Spirits Restoration See Secrets Silver Tongue Strengthen Will Sunbolt Sunlight Banish Dispel Magic Divination Instant Neutralize Poison Regeneration Bless Gift of Letters Gift of Tongues Pentagram Remove Curse * Included in or modified by ? racial template. † Includes +? for ‡ Includes +? for § Includes +? for Equipment (TBD) Halfling Thief 250 points ST 12 [20]; DX 12 [40]; IQ 14 [80]; HT 12 [20]. Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 14 [0]; Per 14 [0]; FP 12 [0]. Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge ?; Parry ?; Block ?. Advantages Disadvantages Skills * Included in or modified by ? racial template. † Includes +? for ‡ Includes +? for § Includes +? for Equipment (TBD) Dark One Wizard 250 points ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10]. Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 15 [0]; Per 12 [-15]; FP 14 [9]. Basic Speed 6.00 [5]; Basic Move 6 [0]; Dodge ?; Parry ?; Block ?. Advantages Dark One [20]; Elder Gift 2 [0]*; High Manual Dexterity 2 [0]*; Magery 6 [65]; Night Vision 1 [0]*; Resistant to Metabolic Hazards (+3) [0]*. Disadvantages Bloodlust (12) [0]*; Frightens Animals [-10]; Loner (12) [-5]; Overconfidence [-5]; Skinny [-5]; Social Stigma (Excommunicated) [-10]; Unnatural Features 2 [0]*. Skills Alchemy (VH) IQ+2 [8]-17†; Diplomacy (H) IQ-2 [1]-13; Fast-Draw (Potion) (E) DX [1]-12; First Aid (E) IQ [1]-15; Hazardous Materials (Magical) (A) IQ-1 [1]-14; Hidden Lore (Demons) (A) IQ+2 [2]-17†; Hidden Lore (Magic Items) (A) IQ+2 [2]-17†; Hidden Lore (Magical Writings) (A) IQ+2 [2]-17†; Hidden Lore (Spirits) (A) IQ+2 [2]-17†; Innate Attack (Beam) (E) DX+2 [4]-14; Meditation (H) Will-1 [2]-14; Occultism (A) IQ+2 [2]-17†; Research (A) IQ-1 [1]-14; Savoir-Faire (High Society), all (E) IQ [1]-15; Speed-Reading (A) IQ-1 [1]-14; Staff (A) DX+2 [8]-14; Stealth (A) DX-1 [1]-11; Strategy (H) IQ-2 [1]-13; Teaching (A) IQ-1 [1]-14; Thaumatology (VH) IQ+5 [1]-20†‡; Writing (A) IQ-1 [1]-14. Spells ‡ Create Fire (H) IQ+4 [1]-19; Death Vision (H) IQ+5 [2]-20; Flame Jet (H) IQ+5 [2]-20; Ignite Fire (H) IQ+4 [1]-19; Purify Air (H) IQ+4 [1]-19; Shape Fire (H) IQ+4 [1]-19; Stench (H) IQ+5 [2]-20. * Included in or modified by the dark one racial template. † Includes +2 for Elder Gift. ‡ Thaumatology and all spells include +6 for Magery. Equipment (TBD) To be continued...
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman Last edited by Stripe; 07-17-2012 at 06:52 PM. |
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#10 |
Join Date: Nov 2005
Location: Midwest, USA
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Reserved...
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman Last edited by Stripe; 07-14-2012 at 12:50 AM. |
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adventure, dungeon fantasy, map |
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