The Forgotten Temple of Baalzebul (finished)

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Kayolan
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The Forgotten Temple of Baalzebul (finished)

Post by Kayolan »

This thread is for a new high level campaign. Character creation is as follows:

Note: I'll be using the 3rd printing PHB.

Attributes: Roll 4d6, drop the lowest, re-roll any 1's assign as desired

Classes: any class is allowed in the PHB, no multi-classing

Experience points: you each start with 1,000,001 XP

Hit dice: you may reroll any 1's, you get maximum HP at first level

Races: any race that's in the PHB, I allow some of the subraces for elves, dwarves and gnomes

Alignment: any non-evil

Starting money: you each start with 100,000 GP and may spend it on magic items in Monsters & Treasure

Secondary skills: as per the CKG

Post your character or leave a comment if you have an interest in playing.

We play every Sunday night at 8:30-11:00 Eastern on Roll20.

yetihermit
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Joined: Sat Jan 21, 2017 10:30 pm

Re: Into the Bloodstone Lands (high level campaign)

Post by yetihermit »

Fizbanariel 2.0

raised as a house wizard in a drow city in the underdark, Fizbanariel fell in love with a slave girl. She noticed a measure of kindness in him different from the other drow. Soon he would escape the underdark with her and seek her homeland on the surface, where he underwent a change in his life, shifting from the evil ways of his people to the good ways of Aurora's tribe. He remained a deadly wizard for all of that and took up the adventuring mantle when tragedy struck and Aurora was killed by raiders while he was attending to business in a nearby city. Vowing he would not be soft on evil he set out into the world.

male drow wizard 12

age: 136

languages: undercommon, drow, common, sylvan

move: 40 ft. horizontal leaps 40 ft, vertical leaps 20 ft

chaotic good

advantages: charmed existence (wisdom) (+2 on wisdom saves), adept summoner (+2 levels to determine summon hd), apprentice's bolt (1d2 + 1/2 level force bolt, 30 ft range, ranged touch attack), magical aptitude (battle mage) (spells that deal damage, +1 levels)

Generating Random Stats
Stats
Stat 1: 4d6kh3 (5, 6, 5, 3) = 16
Stat 2: 4d6kh3 (2, 5, 6, 5) = 16
Stat 3: 4d6kh3 (2, 1, 5, 5) = 12
Stat 4: 4d6kh3 (3, 2, 2, 4) = 9
Stat 5: 4d6kh3 (3, 5, 3, 4) = 12
Stat 6: 4d6kh3 (6, 5, 3, 6) = 17
-----
Total = 82

9 (+0)
18 (+3): 16 + 1 elf +1 gloves of dexterity
17 (+2): 16 - 1 elf +2 amulet of health
*18 (+3): 17 + 1 tome
*12 (+0)
12 (+0)

drow
Female drow typically study clerical arts, and male drow usually become
wizards. All drow have the following spell like abilities: dancing lights (1/day),
darkness (1/day), detect magic (1/day), faerie fire (1/day), know alignment (1/day),
and levitate (1/day); in addition, if the Drow is female, she gains clairvoyance
(1/day), detect lie (1/day), dispel magic (1/day), and suggestion (1/day).
Unlike their surface brethren drow do not gain the ability to move silently in
the wilderness.
Drow have darkvision at a range of up to 120 feet, and a spell resistance of 3.
Ability modifiers: +1 dex, -1 con

100,000gp worth of items
---------------------------
12550 ring of telekinesis (225 lbs, at will)
5800 ring of invisibility (at will)
10000 tome of clear thought (read)
1000 dagger +1
4000 amulet of health +2 (con)
1000 gloves of dexterity
4000 clear spindle ioun stone
9000 boots of striding and springing
15750 wings of flying
12250 wand of magic missiles (50/50)
22000 wand of illusion (50/50) (This wand is made from ebony or other dark wood and carved into
an intricately twisted, fluted, or spiral shape. It allows use of the following spells: Alter self (1 charge), Mirror image (1 charge), Major image (1 charge), Rainbow pattern (2 charges), Persistent image (2 charges).)
=97650

Potions:
800 heal

Scrolls:
300 comprehend languages scroll
400 acid arrow scroll
600 fear scroll


Staff of Abjuration (45/50) 9th level 
Shield (1 charge)
Resist elements (1 charge)
Dispel magic (1 charge)
Minor globe of invulnerability (2 charges)
Dismissal (2 charges)

DISMISSAL, Level 4 cleric
CT 1 R 50 ft. D instant
SV charisma negates SR yes Comp V, S, F, DF
This spell forces an extraplanar creature back to its proper
plane if the creature fails a charisma saving throw. If the spell is
successful, the creature is instantly whisked away. The material
component is any item distasteful to the subject.    
Repulsion (3 charges)
REPULSION, Level 7 cleric
CT 1 R see below D 1 rd./lvl.
SV strength negates SR yes Comp V, S, DF.
This spell causes an invisible, mobile field to spring into being
around the caster. The sphere is 10 feet in diameter per level
of the caster. The field physically prevents creatures from
approaching the caster. Creatures within or entering the
field must attempt strength saves, or they become unable to
move toward the caster for the duration of the spell. Repelled
creatures’ actions are not otherwise restricted. If the caster
moves closer to an affected creature, the creature is not forced
back and is free to make melee attacks against the caster if the
caster comes within reach.
If a repelled creature moves away from the caster and then tries
to turn back, it cannot move any closer toward the caster if it is
still within the spell’s area.


Mundane (250 remains):
darts (6) 3gp + 2 expert darts (+1/+1)
backpack 2gp
bedroll 1sp
belt pouch, small 5sp
candle (5) 5cp
chalk (5) 5cp
crowbar 2gp
fishing gear 5sp
flint and steel 1gp
grappling hook 1gp
ink (1 ounce) 8gp
marbles (bag of 25) 1gp
mirror, small steel 10gp
oil, flask x 3 3gp
paper (10 sheets) 10gp
panpipes 11gp
quill 1sp
sack, small 1sp
tinder box (10 fires) 1gp
case, scroll x 3 3gp
rope, silk (50feet) 10gp
pitons/spikes (5) 5sp
hammer 1gp
pipe 5gp
cord (50 feet) 5gp
waterskin 1gp

cowl 2sp
trowsers 4sp
tunic 3sp
vest 2sp
belt 6sp
boots, soft 4gp
=77.6

Quillan our mentor gave us each a Bag of Holding (type IV)

225 pound iron weight in bag
small tent 10gp
rations, week (3) 6gp
winter clothing 5gp
winter blanket 1gp
4 x 50lb iron weights
2 x 100lb iron weights
=99.6gp

150.4gp starting cash

Treasure:
2400 sp, 1600 gp, 80 ep and 400 pp each
------------------
XP is 1,000,001 (wizard 12)

HP = 10d4 + 20 + 2 = 30+22=52
ac 10+3=13
bth +3 (+4 with dagger +1, +6 with darts)


PRIME ATTRIBUTE: Intelligence
ALIGNMENT: Any
HIT DICE: d4
WEAPONS: Club, dagger, dart, staff
ARMOR: None
ABILITIES: Spell casting
Level HD BtH EPP
1 d4 0 0
2 d4 +1 2,601
3 d4 +1 5,201
4 d4 +1 10,401
5 d4 +1 20,801
6 d4 +2 42,501
7 d4 +2 85,001
8 d4 +2 170,001
9 d4 +2 340,001
10 d4 +3 500,001
11 +1 HP +3 750,001
12 +1 HP +3 1,000,001
13+ 250,000 per level

74 mana points
spell cost = 1 + level

*drow trait 1/day

0th (6/6):
endure elements VS,DF r:person d:24 hours e:endure extremes of hot and cold, can walk in a snowstorm in normal clothing

ghost sound VSM (small pieces of
earwax) r:150 ft d:1 rd/lvl sv:int negates e:virtually any sound can be produced, but limited in volume to what four normal humans could produce

mage hand VS r:25 ft d:conc e:up to 5 lbs up to 15 feet in a round

message VS r:450 ft d:1 rd/lvl e:can point a finger at a subject and whisper a message, they hear it and can whisper a reply for the duration e:blocked by magical silence

detect magic r:50 ft x 10 ft d:1 min/lvl e:detects magical auras, must concentrate first, can penetrate barriers

open/close VS r:25 ft e:open or close a normal latched door, chest, box, window, bag, pouch, bottle or other container

*dancing lights r: 150 ft d:1 min sv: wis reveals e:four lights like lanterns or torches, 4 glowing spheres or one faintly glowing humanoid shape e:must stay within 20 feet of each other e:move as desired up to 100 ft per round

*detect magic (free once per drow ability)

1st (6/6):
burning hands VS (1d2+13 with battle mage) r: 5 ft x 10 ft d:instant

feather fall V r:150 ft d:1 rd/lvl e:20ft diameter sphere, 1500 lbs

magic missile VS (7d4+7 with battle mage) r:150 ft

read magic VSF r:personal d:10 min/lvl

shield VS r:in front of caster d:1 min/lvl immune to magic missiles, melee ac 16, device-propelled ac 17, hurled ac 18 + dex mod (3)

identify r:5 ft d:1 rd/lvl e:learn one function per round, and how to activate, number of charges, pluses, etc

*know alignment

*faerie fire r:150 ft d:1 min/lvl 10 ft x 10 ft area reveal invis and blur, attackers +1 to hit


2nd (5/5):
knock V r:50 ft d:permanent

see invisibility VSM (small pinch of dust, flour or powder) r:normal vision d:10 min/lvl

web VSM (spider silk) r:50 ft 20 x 20 x 10 foot thick sv:dex or stuck (-2 to att and dmg, -4 to dex, can't move, no spells with somatic, str check to break loose, once loose move 5 ft/rnd + new str check to avoid sticking, if burned 2d4 per 5 foot square in a round)

mirror image VS 1d4+1 images each within 5 ft of each other d:3 rd/lvl

rope trick VSF r:touch d:1 hr/lvl holds up to 8 medium or smaller

*darkness r:50 ft d:10 min/lvl causes an object or surface to radiate darkeness out to a 20 ft radius, no lower level light works

*levitate r:personal/50 ft d:10 min/lvl sv:int negates e:move up or down 20 ft/rnd, may target another creature or object up to 100 lb/lvl


3rd (5/5):
dispel magic VS r:150 ft a:30 ft cube d:1d4 rounds of suppression for an item, artifacts unaffected, closes a portal for 1 rnd/lvl, summoned creatures dispelled e:int check against each effect or object

fireball VSM (ash or coal) (13d6 with battle mage) r:450 ft d:instant sv:dex half e:20 ft radius 1d6/lvl

magic circle VSM/DF (salt) r:creature touched d:3 rd/lvl e:10 ft radius from touched creature e:choose evil, good, chaos or law e:+2 to ac and saves versus chosen alignment, prevents bodily contact by summoned or conjured creatures of any alignment (ends if warded creature tries to attack them) e:also blocks attempts to possess or mentally control e:can turn inward to imprison a creature, must beat creatures SR

lightning bolt VSM (small iron rod) (13d6 with battle mage) r:either 100 x 5 or 50 x 10 d:instant sv:dex half e:rebounds if it can't break through the barrier it hits until it reaches its full length

tongues VS r:touch d:1 min/lvl e:speak and understand the language of any intelligent creature within a 30 foot sphere, can only speak 1 at a time though several may be understood e:reverse is "cipher" which garbles all speech within the 30 foot sphere


4th (3/3):
dimension door V r:450 ft d:instant e:can visualize area or state directions, after using cannot act until the next roung

minor globe of invulnerability VSM (small clear 1gp bead or sphere) r:personal d:1 rd/lvl e:10 ft diameter sphere of energy, blocks spells/spell like abilities of levels 1-3, those inside the globe may cast in or out of it

polymorph (other: VSM (butterfly wings) r:50 ft d:permanent sv:wis negates)(self: V d:10 min/lvl) e:as small as a hummingbird or as large as twice normal height, can change form as many times as desired for duration, each change requires 1 rnd, gain physical and natural abilities while retaining mental, may only attack once


5th (3/3):
wall of force VSM (20 small silver mirrors and a 100gp gem) r:50 ft d:2 rd/lvl sv:none e:10 long x 20 high x 1 inch thick wall, 1 foot radius sphere per level, or 2 foot per level hemisphere e:immune to damage of most kinds including spells and dispel magic e:can only be brought down with disintegrate, rod of cancellation, sphere of annihilation or disjunction, transportation spells may bypass the barrier, blocks ethereal, gazes work through it

cone of cold VSM (water) (13d6 with battle mage) r:50 ft x 5 ft d:1 rd sv:dex half

summon monster VS,DF (+2 levels with adept summoner) r:50 ft d:1 rd/lvl e:summon total hd=lvl +2, max hd = 6, gm chooses monsters, includes only aberrations, animals (including giant), beasts, fey, humanoids, magical beasts, monstrous humanoids, oozes, outsiders, plants, shapechangers and vermin


6th (2/2):
disintegrate VSM (19/23 cockatrice feathers) r:150 ft d:instant sv:cha partial (5d6 if fail) e:disintegrates one creature or object up to a 10 foot cube

project image VSM (doll of the caster) r:50 ft d:1 rd/lvl e:shadow duplicate, looks the same unless concentrating on making it different, can use sense of duplicate, spells originate from it, must maintain a line of sight with it or the spell ends.

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Kayolan
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Re: Into the Bloodstone Lands (Level 12+)

Post by Kayolan »

Game is on tonight! :)

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LordSeurek
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Re: Into the Bloodstone Lands (Level 12+)

Post by LordSeurek »

Name: Tessa Curuva
Campaign: Josh's CnC Game
Class: Fighter 10 / Cleric 10
Race: Human
Deity: Sune
Movement: 30 ft
Allignment: Chaotic Neutral
XP: 500,001/500,001 (Fighter - Finished) & 500,000/650,001 (Cleric)
Hit Die: d10
BtH: +10
Initiative roll: 1d10

Age: 36 years old
Height: 5ft,10 in
Weight: 175 lbs

Background:Tessa grew up on the streets of Luskan before the Time of Troubles. She spent most of her youth tending to trivial chores at her fathers merchant store. The Curuva family had many trade relationships with different families to the South in Waterdeep, the northern settlement of Mirabar, and west to Silverymoon. Her brothers would often to make the run to Waterdeep when the Sea Sprite and Captain Deudermont would call to port in the harbor of the City of Splendors.

Years after honing her own skills with a morningstar, the weapon of choice for Family Curuva; Tessa set out on her own. She met and joined with many adventuring clans and decided to dedicate her skills to Sune, after a paladin of the deity saved her life when she was poisoned by a group of drow, emerging from the watery networks of Skullport, underneath the mountains of Waterdeep.

After a brief stay at home to rest, she followed her heart towards the Temple of Sune in Luskan. For the next eleven years, Tessa's connection with her patron God was strong and she quickly rose up the ranks within the clergy. When a call far to the East reached the temple of Sune, she was ready ready to set out on the road again. Her new party members are an odd but light hearted group. Talks of Demons and the like should be just what Tessa needs to prove to herself that her existence matters in this world, and hopefully in the next.

Raw Attribute rolls:
13, 15, 18, 15, 12, 14

Attributes:
Str: 18 (+3) Prime [wearing gauntlets]
Dex: 13 (+1)
Con: 16 (+2) Prime [read +1 manual]
Int: 15 (+1)
Wis: 18 (+3) Prime
Cha: 14 (+1)

HP: 139/139
AC: 25


Fighter Abilities:
Weapon Specialization (Morningstar): +2 to hit, +2 damage
Combat Dominance: Extra 2 attacks vs 1 HD enemies
Extra Attack: At 10th level, fighters gain an additional attack per round.


Cleric Class Abilities:

Divine Spell Casting
Bonus Spells: Bonus 1st, 2nd and 3rd level spell (Wisdom 18)
Turn Undead: Successful Wis check to turn undead within 60 ft with holy symbol presented.


Armor:
+3 Polish Hussar Armor (AC +11)
+2 Large Steel Shield (AC +3)


Combat (Weapons):
DemonBane Morningstar: Attack (Non Demon): 1d20+16 Damage: 1d8+6
DemonBane Morningstar: Attack (Demon): 1d20+18 Damage: 1d8 + 2d6 +6

Magic Items:

Staff of Resurrection (49/50 charges)
Demon Bane Morningstar (+1 vs all creatures and +3/+2d6 vs demons)
CLoak of Etherealness
Gauntlets of Ogre Power (str 18)
Ring of Freedom of Movement
Eyes of the Eagle
+3 Polish Hussar Arnor (AC +9)
Manual of Bodily Health (+1 Con) [Read]
Scroll (Word of Recall - Cast) Sanctuary linked to temple of Sune in Luskan in NE Faerun.
Bag of Holding
Potions of Charisma: 16/16



Basic Equipment:

Backpack
Crowbar
7 days rations
Silver Holy Symbol (Mystra)
Hemp Rope (50 ft)
Flint and Steel
20 Torches
Quill
Ink (1 ounce)
Parchment (10 sheets) in scroll case
Small Belt Pouch
Waterskin
Winter Blanket
Winter Clothing
Small Steel Mirror
Prayer Beads
Razor (in left boot)

Currency: 55 gp 2 sp 0 cp


Divine Spells: 5/5/5/4/3/2

Typical Daily Selection:

0-Level: Create Water, Detect Magic, Detect Chaos/Evil/Good/Law, Endure Elements, Light

1-Level: 2 Cure Light Wounds, Protection From Chaos/Evil/Good/Law, Sanctuary, Shield of Faith

2-Level: Consecrate, Lesser Restoration, 2 Spiritual Weapon, Silence

3-Level: 4 Cure Serious Wounds, Dispel Magic

4-Level: Dismissal, Healing Circle, Restoration

5-Level: Flame Strike, Raise Dead


Deity Information:

once a month, under the full moon, upon the reflective surface of a still pool of water, the cleric of Sune may produce 5d6 charisma potions, these add +1d4 to your charisma and last for 24 hours each.

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Kayolan
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Re: The Rod of Seven Parts (Level 12+)

Post by Kayolan »

The campaign is going to start on January 1st, 2023 at 8:30 pm Eastern.

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old school gamer
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Re: The Rod of Seven Parts (Level 12+)

Post by old school gamer »

I'm thinking Paladin, never played one at 12th level. In fact, never played anything at 12th level.

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Kayolan
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Re: The Rod of Seven Parts (Level 12+)

Post by Kayolan »

old school gamer wrote:
Fri Dec 23, 2022 11:59 pm
I'm thinking Paladin, never played one at 12th level. In fact, never played anything at 12th level.
Well, in your case you'd be 11th level ;)

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old school gamer
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Re: The Rod of Seven Parts (Level 12+)

Post by old school gamer »

I know.

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old school gamer
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Re: The Rod of Seven Parts (Level 12+)

Post by old school gamer »

Sir Edward Mitchell
Class: Paladin
Level: 11
Str: 18 +3 Prime
Int: 8 -1
Wis: 13 +1 Prime
Dex: 8 -1
Con: 15 +1
Cha: 13 +1 Prime
H.P. 76
A.C. 24 +4 Plate Armor, +2 Large Heavy Shield, -1 Dexterity modifier.
Alignment: LG
Weapons:
+5 Holy Avenger
+21 to hit, 1d8+11 Damage
This +2 iron sword becomes a +5 holy sword
in the hands of a paladin. It deals double damage against all targets of
evil alignment. It provides a spell resistance of 5 + the paladin’s level to
the wielder and anyone immediately adjacent to her. It also enables the
wielder to use dispel magic (once per round as a normal action) at the class
level of the paladin. It inflicts 2d20 points of damage to any evil aligned
creature that attempts to wield it

Gem of Seeing:
This finely cut and polished stone is indistinguishable
from an ordinary jewel in appearance. When it is gazed through, a gem
of seeing enables the user to see as though she were casting the true seeing
spell. A gem of seeing can be used for as much as 30 minutes a day, divided
up into periods of minutes or rounds as the user sees fit.
+4 Plate Armor
+2 Large Steel Shield
+5 Holy Avenger Longsword
+1 Heavy Crossbow +13 to hit, 1d10+1 range: 120ft
+2 Heavy Mace +15 to hit, 1d8+2

Large Expert Shoulder Pack
Internal capacity is 21.
Quick-release mechanism, takes 3 seconds, 1 with a successful
dexterity check (CL 9).
external ContentS
Summer bedroll, tied to bottom
2 torches, rolled up in bedroll
50’ silk rope, tied to outside back
2 1 quart waterskins, one on each side
Dual-headed hatchet/hammer tied to side
Small shovel tied to side
internal ContentS
Personal / Health
8 sets bandages (2 wounds each)
Small steel mirror
Razor
Soap bar (1/2 lb)
Sewing kit
Small steel flask
Holy tome
Case (map/scroll) with 10 sheets of paper
Inkwell and quill (1 oz. ink)
5 Chalk
Ceremonial robe
Holy Symbol (Silver)
Adventure Supplies
Flint & steel
Dual-headed hatchet/hammer
5 Spikes
Armor & weapon oil
Holy water (flask, 2pt)
1 Large sack, empty
1 Small sack, empty
Iron rations, 7 days

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old school gamer
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Re: The Rod of Seven Parts (Level 12+)

Post by old school gamer »

CURE DISEASE: At 1st level, the paladin can cure any disease,
no matter the origin, once per week. This ability improves as the
paladin rises in levels. At 6th level, the paladin can cure disease
two times per week.

DETECT EVIL: Beginning at first level, paladins have the
ability to detect evil in the same manner as the spell. However,
this ability is innate and no spell casting is involved. A paladin
simply concentrates for one round on an area or individual
within 60 feet to use the ability. The paladin must face toward
the area or individual being examined. The paladin can do this
as often as desired, but must be able to concentrate for at least
one round to do so.

DIVINE AURA: Paladins emanate a permanent divine aura
that wards against attacks from evil, summoned or conjured
creatures. It creates a magical barrier around the paladin that
conveys a +2 bonus to armor class and a +2 bonus on all
saving throws against evil creatures. The divine aura also
prevents bodily contact by summoned or conjured creatures.
This causes the natural weapon attacks of such creatures
to fail, and the creatures to recoil, if such attacks require
touching the warded creature. Good elementals and outsiders
are immune to this effect.

DIVINE HEALTH: The paladin is immune to all diseases, of
any origin.
Lay on hands: Can heal up to 22 hit points per day.
Turn Undead as 9th level Cleric
Divine Mount: As to be discussed by the CK.
Aura of Courage: Immune to Fear.
Smite Evil: +1 to hit +11 Damage to evil 11 times per day. Only works on evil creatures.

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Kayolan
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Re: The Rod of Seven Parts (Level 12+)

Post by Kayolan »

Looks good old school.

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Kayolan
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Re: The Forgotten Temple of Baalzebul

Post by Kayolan »

Game is on this Sunday

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slimykuotoan
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Re: The Forgotten Temple of Baalzebul

Post by slimykuotoan »

Name: Dori Stoneleaf

Campaign: Bloodstone Lands

Land of Origin: Galena Mountains

Level: 14th

Race: Dwarf

Class: Rogue

Alignment: Chaotic Neutral

Languages: common, dwarven

Age: 200


STR 16 +2

DEX 18 +3 Prime

CON 14 +1

INT 14 +1

WIS 13 +1 Prime

CHAR 11

HP 62

AC 20

BTH: +5

To Hit/Damage: sword: +12/1d6+7 bow: +13/1d6+5

Short Sword

Dagger

Short Bow

Quiver with 40 arrows

Armour: Leather

Equipment:

Backpack

Large sack

50' silk rope

grappling hook

6 torches

flint and steel

waterskin

rogue tools

7 days rations

bed roll

pot

fishing gear

whetstone

weapon oil



Magic Items:

Cloak of Displacement
Leather Armour +5
Short Sword +5
Short Bow +5
Ring of Regeneration
Potion of Invisibility
Potion of Levitation
Potion of Gaseous Form x5
Figurine of Wondrous Power- 5HD Ebony Fly

Treasure:

gp 648
sp 9
cp 6

xp 1,000,001
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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Kayolan
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Re: The Forgotten Temple of Baalzebul

Post by Kayolan »

Looks good slimy

Scitzz
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Re: The Rod of Seven Parts (Level 12+)

Post by Scitzz »

Klink Hammershield
Dwarven War Cleric of Tempus
Chaotic Neutral
Cleric 1,000,001XP
AC 29
HP 92

Languages
Common, Dwarven, Gnome, Goblinoid, Halfling,
Elven, Ogrish, Giant, Troll

Short and Stout, Klink has a steely eyed stare that many find intimidating. He doesn't speak much and when he does,it is usually to issue a warning or a threat.

Klink is often angry and confrontational. He rarely backs down from a fight, but rather seeks out conflict.Something in his past, that he just will not speak of, has angered him and only fighting soothes him. Momentarily.

Spent much of his life as a cleric in the woods, until changing to a war cleric to satisfy his lust for battle.

Atrributes=====================================

STR 19 +3 PRIME
DEX 16 +2
CON 18 +3
INT 10
WIS 17 +2 PRIME
CHA 8

Standard spell "Load out" prayed for each morning, then endure elements cast

Detect magic x2 Detect poison x2 Endure elements FIrst Aid

Shield of faith CLWx2 Protect from evil Sanctuary Remove fear

Hold Person Silence Speak with dead Detect traps x2

CSWx3 Prayer

Healing circle x2 DIsmissal

CCWx2 Flame strike

Heal Windwalk
Items ===========================================================


Belt pouch of dust
Belt pouch of caltrops

Large Expert Shoulder Pack 70 gp 61 lb 15.50
Internal Capacity is 24.
Quick-release mechanism, takes 3 seconds, 1 with a successful
dexterity check (CL 9)

External Contents
Iron Holy symbol
Summer bedroll, tied to bottom
2 torches, rolled up in bedroll
50’ silk rope, tied to outside back
2 1 quart waterskins, one on each side
Three-pronged folding grappling hook tied to side
Dual-headed hatchet/hammer tied to side

Internal Contents
Personal / Health
4 sets bandages (2 wounds each)
Small steel mirror
Razor (to trim beard and hair, not shave them off. Have to look neat.)
Soap bar (1/2 lb)
Small steel flask
50’ string
Whistle

Adventure Supplies
Flint & steel
File, metal
5 Candles
5 Chalk
Grease, crock
Chisel
Measuring line 25 feet
Crowbar
10 Spikes
Whetstone
Armor & weapon oil
2 Oil flasks (hardened leather, 1 QT)
Iron rations, 3 days

Bag of holding

5 Large sacks, empty
5 Small sacks, empty
Case (map/scroll) with 10 sheets of paper
Inkwell and quill (1 oz. ink)
25 Flasks of oil
12 torches
4 qt skins of water
4 qt skins of wine
Hooded lantern
3weeks rations
Small tent with Winter gear
Winter clothing

RACIAL TRAITS AND ABILITIES
ANIMOSITY (Elves): The disparate personalities of dwarves and
elves have resulted in eons of misunderstandings, squabbles and even
wars between the two races. Dwarves consider elves to be disloyal and
untrustworthy partners in war or trade. As a result, dwarves suffer a -2
penalty to charisma checks when dealing with elves to whom they are not
closely associated.
DEEPVISION: Ages spent beneath the earth in the dark and quiet places
of the world have imbued dwarves with the ability to see in darkness
where a human would find it impenetrable. This vision extends up to 120
feet in even the darkest of nights and deepest of tunnels. Colors tend to
erode with deepvision, and objects appear in many shades of gray. It is
otherwise like normal sight, and dwarves can function well with no light
at all. Bright lights, such as from a lantern or other light source, spoil
deepvision. A dwarf requires one turn to adjust his or her eyes when a
light source is extinguished before gaining full use of deepvision.
DETERMINE DEPTH AND DIRECTION: The world beneath
mountains and in the deeps of the earth is the natural home of the dwarf.
Dwarves can sense their approximate depth underground as naturally as
a human can sense which way is up. The dwarf can determine direction
underground just as easily.
ENMITY (Goblins/Orcs): Eternal wars against goblins and orcs have
created an undying crucible of hatred for these vile creatures. When in
combat against goblins or orcs, this fury and hatred allows dwarves a +1
bonus to hit these creatures. Dwarves have a similar distrust of half-orcs.
Dwarves find inter-breeding with goblinoids to be the worst of all sins,
and their powerful antipathy towards pure goblinoids negatively affects
dwarven relations with half-orcs. Dwarves suffer a -4 to charisma checks
when interacting with half-orcs, goblins and orcs.
DEFENSIVE EXPERTISE (Giants/Ogres): Long regarded as a food
source by many giants, dwarves have developed considerable expertise
in fighting them. Combined with their small size, this tactical expertise
allows dwarves to offer resistance to the powerful giants. When fighting
giants or ogres, dwarves receive a +4 bonus to armor class.
RESISTANT TO ARCANE MAGIC: As unshakeable as granite or iron,
dwarves are particularly resistant to arcane magic. They receive a +3
bonus to all saving throws against arcane spells and spell-like effects.
RESISTANT TO FEAR: Dwarven loyalty, duty, stubbornness and honor
lend them courage where other races might falter. Dwarves receive a +2
bonus to all saving throws against fear.

RESISTANT TO POISONS (Constitution): Dwarves are imbued with
great constitutional fortitude. Poisons that might fell a normal human
are less likely to affect a dwarf. Dwarves receive a +2 bonus to all poison
saving throws.
STONECRAFT (Wisdom): Dwarves spend much of their lives carving
halls, castles and underground fortresses out of solid rock, so they possess an
extensive knowledge of stoneworking and construction. They possess almost
a sixth sense in this regard which gives them various bonuses and abilities.
Dwarves are capable of spotting unusual or unique construction or
stonework features including new construction, unfamiliar architecture,
sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and
secret or concealed doorways constructed or disguised as stone. A dwarf
passing within 10 feet of one of these features is entitled to a wisdom
check at +2 to recognize the feature, as if actively looking for it. Should a
dwarf actively search for these features, the bonus to the wisdom check is
+4. When examining a feature, a successful wisdom check reveals other
bits of knowledge, such as which race created the feature, its approximate
age, and if applicable, the approximate value of a stone or metal object.

MAGIC ITEMS




Wings of Flying: A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower them to fly with a speed of 60 feet per round. 15,750 GP



+4 Dwarven Plate: This armor, forged by dwarven craftsmen from the finest metals, is fitted only for small sized creatures and is always found with both helm and shield. The armor itself has an overall magical bonus of +4. 16,000 GP



Drums of Panic: These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both are sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone immediately around the drums) are affected as if by a cause fear spell (charisma save negates). Drums of panic can be used once per day 5500 GP



+3 Bearded Axe of Wounding: In addition to normal damage, a wounding weapon deals 1 point of constitution damage to its victim from blood loss.

Amulet of Natural Armor: This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him a natural armor bonus of from +4

Bag of Holding Gift from Quillon

Animated Shield: Upon command, an animated shield floats within 2 feet of the wielder, protecting them as if they were using it themselves, but freeing up both their hands. Only one shield can protect a character at a time.

Ring of Freedom of Movement: This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Ring of Sustenance: This pearl ring continually provides its wearer with lifesustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to re attune it to himself.

Gloves of Dexterity +2

Belt of giant strength 19

Morning star +1

Sling +1

Large Mace +1

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Kayolan
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Posts: 1945
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Location: Ohio

Re: The Forgotten Temple of Baalzebul

Post by Kayolan »

Looks good Scitzz

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Kayolan
Lore Drake
Posts: 1945
Joined: Sun Jan 20, 2008 8:00 am
Location: Ohio

Re: The Forgotten Temple of Baalzebul

Post by Kayolan »

Game on tonight

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