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gboy
Wee Grugglet
Karma: 57/27
1669 Posts


Assassin Campaign (redux) Q&A

Character Roster:

Eol Fefalas: Ranger/Assassin
speeddemon: Urban Ranger/Assassin
Raven: Swashbuckler/Rogue/Invisible Blade/Assassin
Reepacheep: Rogue/Swashbuckler/Assassin

Important NPCs:

-Volke: Man who hired you. A powerful ruler of a small kingdom, often operates in shadows. Many of his citizens are demonfolk or devilfolk, suggesting he has peaceful contact with them.


Posted on 2010-06-27 at 18:04:53.
Edited on 2010-09-08 at 18:48:10 by gboy

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


Greyhawk: An Overview

General Overview:
The streets of Greyhawk, already thronging with merchants and rural customers in town for the annual market festival, can barely accomodate all the Boccobite and Cuthbertine pilgrims flocking to the city to honor the passing of Riggby, one of the founders of the city. It is in a temperate climate, with a bitter winter, but a summer that causes all the inhabitants to sweat profusely. Richfest, a merchant celebration that happens every year, is a week away, due to begin next Starday.

Calendar:
Greyhawk's Calendar consists of a week of 7 days:

Starday - Work
Sunday - Work
Moonday - Work
Godsday - Worship
Waterday - Work
Earthday - Work
Freeday - Rest

The annual calendar consists of twelve, 28 day months, with 4, 7 day festivals throughout.

Needfest (Winter festival)
Fireseek - Winter
Readying - Spring
Coldeven - Spring
Growfest (Spring festival)
Planting - Low Summer
Flocktime - Low Summer
Wealsun - Low Summer
Richfest (Midsummer festival)
Reaping - High Summer
Goodmonth - High Summer
Harvester - High Summer
Brewfest (Autumn festival)
Patchwall - Autumn
Ready'reat - Autumn
Sunsebb - Winter

Economy:
Greyhawk has a booming economy, even if all districts don't necessarily show it. The economy is not divided among all portions of the city, and many persons find themselves scraping for coin. The city guard are most notable for this, and will often accept bribes to turn a blind eye at an incident.

The coins used are as such:

Platinum Plate
Gold Orb
Electrum Lucky (discontinued)
Silver Noble
Copper Common
Bronze Zee (discontinued)
Brass Bit (discontinued)
Iron Drab (discontinued)

The discontinued coins were called back at the time of discontinuation to be melted down, and used for other purposes. Some of the coins though, are still coveted by collectors, and are very rare. The right buyer would likely pay a fairly large sum for the right coin.

City Layout:
The High Quarter is filled with several towering statues, large estated with small orchards in the back of many of them. The streets are well maintained. The city watch here is diligent, and would arrive within seconds should any obvious problem arise. An elite guard is held in reserve, and are only brought out for the most dangerous crimes. The high quarter's guards pride themselves in being honest and incorruptible, and where a bribe might solve a problem anywhere else, it's quite possible that an attempt will land the would-be dealmaker in jail.

Clerksburg contains mostly small (though well outfitted) buildings providing clerics and other scholars a place to stay during their times of pilgrimage, and when they are not tending to the church. However, the most notable structures are the massive temples dedicated to Boccob and St. Cuthbert. While the Boccob temple is slightly larger, they two are impressive. Another notable structure is the belltower, which is rung every six hours during the day. The watch is less diligent here, though it is possible for a squad of officers to be wandering through.

The Artisan's Quarter consists of densely packed streets, as the inhabitants all flock to try and buy goods from all over the free world. Greyhawk is often visited by artisans and merchants that come from all over the world, due to its active market and rich customers. The shops are densely packed, with no alleys passing between them due to the necessity of space. The guards often patrol the area, and each merchant often arrives in town with his/her own personal bodyguards.

The River Quarter by day swarms with labourers hauling cargo from distant markets to the local merchants in the Artisan's guild. One needs to walk carefully along the nothern street next to the Noble's Wall, to avoid being trampled by horse and wagon. By night, crime abounds, with several arrests being made nightly for larceny, indecency, and fighting the overtaxed system. The guards often hesistate going in to answer a call for help, and if they do show up they are often injured, or looking for a bribe rather than prosecution. The low buildings are in a state fitting the middle class, with everything very average looking in this quarter.

The Garden Quarter contains several large mansions similar to the high quarter, if not quite as ornate. However, there are large gardens which are preserved as a tribute to the land which was given up to make the city, maintained mostly by druids. The platiful orchards provide fruit for the nobles primarily, then the leftovers are given to the merchants to sell for a high price. While not often patrolled as a part of the daily rounds, guards can often be found strolling through the gardens, taking time to relax from their stressful job. Only for the most heinous crimes will they step into action, trying to stay away from it all.

The Foreign Quarter consists of modest accomodations meant for those who have slipped in to the free city, but have not yet attained a formal citizenship. There are often small racial groups that band together and create small communities inside the larger context of the Foreign Quarter. The most prominent building is the mercenaries hall, which is often filled with foreign fighters who do not take kindly to people raising trouble in their small neighbourhood, and often take trouble into their own hands, instead of summoning the city guard.

The Old City consists of the time before the founding by the prominent wizard Mordenkainen and his companions, when the city was struggling. Since the improvements, nobody has bothered to upgrade the slums, which are the most desperate part of the city, filled with beggars and workers who do not make enough money. The adjacent part of the old city is the thieve's quarter. The thieve's guild keeps a rather tight grasp on the goings on of the city, often bribing guards in advance to not show up at a designated location, while they take the law into their own hands, often making mockeries of the victim so that others will not follow their example.


Posted on 2010-06-27 at 18:05:18.

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


Character One

Player name: Eol Fefalas
Character name: "Whisper
Class levels: Ranger 5/Assassin 3
Race: Half-Elf
Gender: Male
Alignment: Neutral Evil
Ability scores:
Str 13 +1
Dex 18 +4
Con 13 +1
Int 13 +1
Wis 14 +2
Cha 11 +0

BAB: +7/+2

HD: 5d8+3d6

HP rolled: (handled by DM) 40

Init: +4
Fort: +6
Ref: +11
Will: +4

Speed: 30ft
AC: 17
Flat-footed: 17(if not imoblozied)
Touch: 14

Attack Rolls:
Dagger:
+8/+3~~1d4+1~~19-20x2

+12/+7~~1d4+2~~19-20x2 (Thrown, within 10 feet.)

+1 Composite Longbow:
+13/+8~~1d8+2~~20x3 (within 30 feet.)

+12/+7~~1d8+1~~20x3 (Past 30 feet.)

+11/+11/+6~~1d8+2~~20x3 (Rapid Shot, within 30 feet.)

+10/+10/+5~~1d8+1~~20x3 (Rapid Shot, past 30 feet.)

+2 Composite Shortbow:
+15/+10~~1d6+3~~20x3 (within 30 feet.)

+14/+9~~1d6+3~~20x3 (past 30 feet.)

+13/+13/+8~~1d6+3~~20x3 (Rapid Shot, within 30 feet.)

+11/+11/+6~~1d6+3~~20x2 (Rapid Shot, past 30 feet.)

Special Qualities: Immune to Magic Sleep Effects
+2 Racial bonus on saves vs enchantment spells/effects
Elven Blood

Class Features: Archery Combat Style (Rapid Shot Feat)
Animal Companion
Poison Use
+1 on Saves against Poisons
Uncanny Dodge
Wild Empathy +5 (+1 on Magical beasts.)
+4 favoured enemy (Humanoid (human))
+2 favoured enemy (Humanoid (Elf))
Death Attack DC 14
Sneak attack +2d6
Assassin spells

Skills:
Balance +6: (2 skill ranks, +4 Dex)

Bluff +2: (2 skill ranks)

Climb +7: (6 skill ranks, +1 Str)

Concentration +4 (3 skill ranks, +1 Con)

Diplomacy +2 (+2 Racial Bonus)

Disguise +6 (6 skill ranks)

Gather Information +2: (2 skill ranks)

Heal +4: (2 skill ranks, +2 Wis)

Hide +20: (11 skill ranks, +4 Dex, +5 Cloak of Elvenkind)

Jump +6: (5 skill ranks, +1 Str)

Listen +6: (3 skill ranks, +2 wis, +1 racial)

Move silently +14: (11 skill ranks +4 dex)

Profession (Hunter) +4: (2 skill ranks, +2 wis)

Search +4: (2 skill ranks, +1 Int, +1 racial)

Spot +11: (8 skill ranks, +2 Wis, +1 racial)

Survival +5 (3 skill ranks, +2 Wis)

Feats: Rapid Shot (from ranger)
Point Blank Shot
Precise Shot
Weapon focus (shortbow)
Endurance (Ranger)
Track (Ranger)

Possesions: Arrows, Backpack, Bedroll, Bit and Bridle, Winter Blanket, Caltrops, Chalk (1), Chest (with money), Dagger, Disguise Kit, Horse Feed (5 days), Flint and Steel, Grappling hook, Light Horse, Hooded Lantern, Small Mirror, Oil (2 pints), Explorer's Outfit, Black Adder Venom (2 doses), Drow Knockout poison (2 doses), Belt Pouch (2), Trail Rations (5 days), Silk Rope (50 feet), Riding Saddle, Saddlebags.

Magic Items: Bracers of Armour +3, Cloak of Elvenkind, Efficient Quiver, +1 Composite Longbow, Potion of Cure Light Wounds, Potion of Invisibility, +2 Composite Shortbow.

Wealth:
In Chest:
37 Platinum
152 Gold
160 Silver
52 Copper
1 Blue Sapphire (1000gp)
1 Red Garnet (100 gp)
1 Jade (100gp)
1 Jet (100 gp
2 White Pearls (100gp each)
5 Bloodstones (50 gp each)
2 Moonstones (50 gp each)
5 Obsidian (10 gp each)
1 Irregulare Freshwater Pearl (10 gp)

On person:
3 Platinum
50 gold
10 silver
10 copper
1 Black Pearl (500 gp)
3 Malachites (10 gp each)

Total: 3059.62 gp

Animal Companion:
HP: 10
AC 15
Fort: +4
Reflex: +5
Will: +1
Initiative: +3


Posted on 2010-06-27 at 18:05:27.
Edited on 2010-09-05 at 04:41:41 by gboy

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


Character 2

Player name: Speeddemon
Character name: Altiar
Class levels: Urban Ranger 5/Assassin 3
Race: Human
Gender: Male
Alignment: Chaotic Neutral
Ability scores:
Str 16 +3
Dex 18 +4
Con 10 +0
Int 16 +3
Wis 12 +1
Cha 10 +0

BAB: +7/+2

HD: 5d8+3d6

HP rolled: (handled by DM) 42

Init: +4
Fort: +6
Ref: +12
Will: +5

Speed: 30ft
AC: 22(when not holding two weapons, 21)
Flat-footed: 21(if not imoblozied)
Touch: 14

Attack Rolls:
+1 cold longsword:
+12/+7~~1d8+4+1d6~~19-20x2

+1 hidden dagger:
+11/+6~~1d4+4~~19-20x2

Hidden Dagger:
+10/+5~~1d4+3~~19-20x2

Daggers (10):
+10/+5~~1d4+3~~19-20x2 (melee)

+11~~1d4+3~~19-20x2 (thrown

Crossbow, light:
+11~~1d8~~19-20x2

Full Attack: (Two Weapons)

+1 cold longsword:
+10/+5~~1d8+4+1d6~~19-20x2

+1 hidden dagger:
+9~~1d4+2~~19-20x2

Special Qualities: 75% chance of turning any crit or sneak attack into a normal hit
+1 bonus on my saves
+1 natural armour bonus from my amulet of natural armour +1 protection bonus to AC from my +1 ring of protection

Class Features: +4 favoured enemy (nobles)
+2 favoured enemy (city guards) (per the variant in unearthed arcana)
Urban tracking
Two-weapon fighting bonus feat
Endurance
Wild empathy
Animal companion (Hawk)
Ranger spells
Sneak attack +2d6
Death attack (DC 16 fort save)
Poison use
+1 saves against Poison
Assassin spells
Uncanny dodge

Skills:
Climb +15: (11 skill ranks, +3 str, +2 climbers kit, -1 armour check penalty)

Move silently +14: (11 skill ranks +4 dex, - 1 armour check penalty)

Gather Information +13: (11 skill ranks, +2 synergy from knowledge (local))

Listen +9: (8 skill ranks, +1 wis)

Hide: +11: (8 skill ranks, +4 dex, -1 armour check penalty)

Disguise: +6: (8 cross class skill ranks and 2 normal skill ranks)

Open lock: (+12: 6 skill ranks, +4 dex, +2 masterwork thieves tools)

Spot +7: (6 skill ranks, +1 wis)

Tumble +9: (6 skill ranks, +4 dex,, -1 armour class penalty)

Intimidate +6: (6 skill ranks)

Knowledge (local) +8: (5 skill ranks, +3 int)

Feats: Two-weapon fighting (from ranger)
Two-weapon defence
Iron Will
Weapon focus (longsword)
Lucky start
Skill focus (climb)

Possesions: Backpack, Bedroll, Ram (portable), Ten-foot long pole, 150ft of hempen Rope, Waterskin, Torch, Flint and Steel, Signet Ring (assassin clan personal signet), Trail Rations (10 days worth), Climbers kit, Masterwork Thieves Tools, 10 Daggers hidden in secret compartments, Light Crossbow and 10 bolts (also hidden in a secret compartment).

Magic Items: +1 Moderate Fortification Mithral Breastplate, +1 frost Long Sword, +1 hidden blade, +1 cloak of resistance

Wealth: 50 gp.


Posted on 2010-06-27 at 18:05:36.
Edited on 2010-09-02 at 06:42:24 by gboy

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


Character 3

Player Name: Raven
Character Name: Danamar "Raven" Amarillis
Class Levels: Rogue 1 / Swashbuckler 3 / Invisible Blade 3 / Assassin 1
Race: Elf
Gender: Male
Alignment: Neutral Evil

ABILITY SCORES: Str 14 (+2)
Dex 20 (+5)
Con 12 (+1)
Int 16 (+3)
Wis 14 (+2)
Cha 8 (-1)

BAB: +6/+1

HD: 3d10+3 + 5d6+5
Hit Points: 45

Fortitude: +7
Reflex: +12
Will: +4

Initiative: +5
Speed: 30 ft

AC: 21
Touch: 13
Flat-Footed: 20

ATTACK ROLLS:
+1 Deadly Precision Dagger (main hand)

Normal Attack: +13 /+8

Damage: 1d4+6~~19-20/x2 critical

Full Attack:

+11/+6 (main hand) ~~ 1d4+6 ~~ 19-20/x2
+10 (off hand) ~~ 1d4+4 ~~ 19-20/x2

Throwing Dagger
+12/+7 ~~ 1d4+5 ~~ 19-20/x2

Insightful Strike: If foe is not immune to critical hits, each glove attack deals an additional +3 damage. (factored in)

Sneak Attack Damage: If foe is denied DEX bonus to AC, each glove attack deals an additional +6d6 damage

RACIAL FEATURES: +2 Dex, -2 Con
Medium Size
Land Speed 30 feet
Immune to Magic Sleep Effects
+2 racial saving throw against enchantment spells or effects
Low-light vision
Automatic Searching when passing within 5 feet of a secret door.
+2 racial bonus on Listen, Search and Spot


SPECIAL FEATURES: Grace +1
Insightful strike (Int bonus to damage)
Unfettered defense (Int bonus to AC)
Bleeding wound
Uncanny feint
Poison Use
+1 on Saves against Poisons
Death Attack DC 14
Sneak attack +3d6
Assassin spells


SKILLS: Balance +14 [7 ranks +5 DEX +2 synergy]
Climb +12 [8 ranks +2 STR +2 synergy]
Disable Device +7 [4 ranks +3 INT]
Disguise +13 [4 ranks -1 CHA +10 Hat of Disguise]
Escape Artist +7 [2 ranks +5 DEX]
Hide +14 [9 ranks +5 DEX]
Jump +10 [6 ranks +2 STR +2 synergy]
Knowledge [Local] +5 [2 ranks +3 INT]
Listen +12 [8 ranks +2 WIS + 2 racial]
Move Silently +17 [12 ranks +5 DEX]
Sense Motive +4 [2 ranks +2 WIS]
Spot +11 [7 ranks +2 WIS +2 racial]
Tumble +13 [6 ranks +5 DEX +2 synergy]
Use Rope +12 [5 ranks +5 DEX +2 item bonus]

LANGUAGES: Common, Elven, Dwarven, Sylvan, Drow Sign Language

FEATS: Weapon Focus {1st}, Weapon Finesse {Bns}, Combat Expertise {3rd}, Two Weapon Fighting {6th}

MAGICAL ITEMS (1) Panic Button of Escape
Amulet of Natural Armour +1
Bracers of Armour +2
Hat of Disguise
+1 Deadly Precision Dagger
Potion of Cure Serious Wounds

MUNDANE ITEMS Throwing knife x 8, Sleeve blade, Masterwork thieves' tools (longspoon), Climber's kit, Small mirror, Flask of oil x2, Hooded lantern, Scroll case, Paper (20 sheets), Pen&quill, Small sack, Sling bag, Belt pouch x 3, Bedroll, Flint & Steel, Whetstone, Waterskin, Explorer's outfit, Noble's outfit, Sealing wax, Poison (Carrion crawler brain juice), Poison (Drow) x2, Soap, Towel, Perfume, Chest+good lock (= ~800gp)

WEALTH: Wealth:

In Chest:
40 Platinum
240 Gold
100 Silver
3 Moonstone (50 gp)
3 Tourmaline (100 gp)
1 Jade (100gp)



On person:
23 Platinum
68 gold
20 silver
10 copper
2 Bloodstone (50 gp)

Total: 1600 gp



Posted on 2010-06-27 at 18:05:47.

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


Placeholder 4

Player Name: Reepacheep
Character Name: Jinny
Class Levels: Rogue 2 / Swashbuckler 3 / Assassin 3
Race: Changeling
Gender: Female
Alignment: Neutral Evil

ABILITY SCORES: Str 8 [-1]
Dex 18 [+4]
Con 14 [+2]
Int 18 [+4]
Wis 10 [+0]
Cha 12 [+1]

BAB: +6/+1

HD: 2d6+4 +3d10+6 +3d6+6
Hit Points: 53

Fortitude: +6
Reflex: +12
Will: +2

Initiative: +4
Speed: 30 ft

AC: 19 [+1 dodge bonus vs 1 opponent]
Touch: 14 [+1 dodge bonus vs 1 opponent]
Flat-Footed: 19 [+1 dodge bonus vs 1 opponent]

ATTACK ROLLS:
Claw Gloves [+1 Punching Daggers]

Normal Attack: +11 /+6 with one glove or +9 / +9 / +4 with both gloves

Charge Attack: +9 / +9 with both gloves

Damage: 1d4; x3 critical

Insightful Strike: If foe is not immune to critical hits, each glove attack deals an additional +4 damage

Rend Damage: If foe is hit by both gloves, the second glove deals an additional +3d6 damage

Sneak Attack Damage: If foe is denied DEX bonus to AC, each glove attack deals an additional +6d6 damage


+1 Light Swordbow [can become a +1 rapier or a +1 shortbow]

Normal Melee Attack: +11 / +6 or +9 / +9 / +4 with two-weapon fighting

Normal Melee Damage: 1d4; 18-20/x2 critical

Insightful Strike: If foe is not immune to critical hits, each rapier attack deals an additional +4 damage
Sneak Attack Damage: If foe is denied DEX bonus to AC, each rapier attack deals an additional +6d6 damage

Normal Range Attack: +11

Normal Range Damage: 1d6+1; 19-20/x2 critical; 60 ft range

Sneak Attack Damage: If foe is within 30 ft and denied DEX bonus to AC, each bow attack deals an additional +5d6 damage

Ammunition: 20 arrows

RACIAL FEATURES: Shapechanger subtype
Medium size
Base speed 30 ft
+2 racial bonus to saves vs Charm and Sleep effects
+2 racial bonus to Bluff, Intimidate, and Sense Motive checks
Speak Language always a class skill
Minor Change Shape ability: As a full round action, physically alter her body within the limits of the Disguise Self spell, adds a +10 circumstance to disguise checks

SPECIAL FEATURES: Social Intuition {Changeling Rogue racial sub 1st}
Sneak Attack +6d6 [1d6 rogue, 2d6 assassin, 2d6 daring outlaw feat, +1d6 magic item]
Evasion {Rogue}
Weapon Finesse {Swashbuckler}
Grace +1 {Swashbuckler}
Insightful Strike {Swashbuckler}
Dodge +1 [daring outlaw feat]
Death Attack [DC 17 Fort save negate] {Assassin}
Poison Use {Assassin}
Spells {Assassin}
Uncanny Dodge {Assassin}
Poison Save +1 {Assassin}
Track {magic item}
Low-Light Vision {magic item}
Pounce ability {magic item}
1/day Invisibility CL 3rd {magic set}

SKILLS: Balance +6 [0 ranks +4 DEX +2 synergy]
Bluff +15 [11 ranks +2 race +2 CHA]
Decipher Script +9 [5 ranks +4 INT]
Diplomacy +7 [1 rank +2 CHA +4 Synergy]
Disguise +24 [10 ranks +10 circumstance +2 CHA +2 synergy]
Escape Artist +9 [5 ranks +4 DEX]
Forgery +6 [2 ranks +4 INT]
Gather Information +14 [10 ranks +2 CHA +2 synergy]
Hide +19 [10 ranks +4 DEX +5 magic item]
Intimidate +6 [2 race +2 CHA +2 synergy]
Jump +6 [5 ranks -1 STR +2 synergy]
Knowledge [Local] +9 [5 ranks +4 INT]
Listen +10 [10 ranks]
Move Silently +19 [10 ranks +4 DEX +5 magic item]
Sense Motive +7 [5 ranks +2 race]
Sleight of Hand +7 [1 rank +4 DEX +2 synergy]
Spot +10 [10 ranks]
Tumble +11 [5 ranks +4 DEX +2 synergy]
Use Magic Device +13 [11 ranks +2 CHA]

LANGUAGES: Common, Elven, Dwarven, Giant, Halfling

FEATS: Able Learner {1st}, Weapon Finesse {Bns}, Two-Weapon Fighting {3rd}, Daring Outlaw {6th}

MAGICAL ITEMS Mask of the Tiger ~~ Gain Track feat & Low-light vision
Claw Gloves ~~ +1 pair of punching daggers; two claw attacks on charge or Spring Attack
Mantle of the Predator ~~ +5 on Hide and Move Silently checks; +1d6 vs foes denied DEX bonus to AC
+1 Mithral Shirt ~~ +5 armor bonus to AC
Hat of Disguise ~~ +10 unnamed bonus to disguise
Heward’s Handy Haversack ~~ Always weighs 5 lbs
+1 Light Swordbow ~~ can be a +1 rapier or a +1 shortbow

MUNDANE ITEMS [carried in Haversack]:
Bedroll, blanket, Rations [2 days], Waterskin

WEALTH: 12 gold


Posted on 2010-06-27 at 18:05:56.
Edited on 2010-09-05 at 04:37:42 by gboy

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


The List of People (with common knowledge)

Ricard Damaris: Human Male

A retired adventurer, Ricard runs the Green Dragon Inn, the most popular establishment for foreigners coming to visit the city of Greyhawk. His hospitality has earned him a reputation that reaches out of Greyhawk, known almost all over the Free World. However, he is not afraid to wade in to a bar fight should it get too rowdy and endanger the rest of his guests or his personnel.

Tirra Aracia: Elf Female

A relatively young elf, Tirra works as a shop clerk boasting some of the richest valuables that can be found for miles. A pretty face covers her razor sharp mind and tongue, and she is a shrewd negotiator who often makes twice of what she paid for any item. Despite her vast wealth, she keeps a smallish house to herself, though it does reside in the high quarter, rather out of place.

Vayne Hirochi: Halfling Male

Vayne seems to have suffered from the old expression, "if you keep scowling, your face will be stuck that way." Always an intimidating person to look at, he is the head of the wizards guild, and is spoken of very highly by all his students, or those who go to him for advice. He rarely leaves his tower that any know of, and is never seen walking the streets. Late at nights, people often see coloured puffs of smoke coming from the top of the wizards tower as Vayne works away at some unknown magic.

Riggby von Hawsorch: Human Male

Riggby is a priest who is high up in the church of Boccob, the city's main deity. A warm, wizened man with a small spot in his heart for orphans, he takes many active roles amongst the city, be it cleaning up the refuse, feeding the homeless, or delivering sermons. Recognizable wherever he goes in the city, everyone recognize him as the whole town attends the sermons on Godsday, where he delivers the sermon in the temple.

King Leonard Henway: Human Male

King of the realm, Leonard lives in the largest house in the high quarter. He oversees the realm's actions, and controls Greyhawk. A jovial man, he is well known amongst the nobles, but not so much in the lower class of people. He often makes speeches in the market quarter, though they are often drowned out by the various sounds of the streets and other performers practicing their art at the time. Though he is well respected, he is not known.

Rhiann of the Forest: Half-Elf Female

Rhiann is a does not directly live in Greyhawk, though she lives just outside. She often can be found to the west, across the river in the thick forest that lies just outside the city. Dutifully followed around by an Aurumvorax, Rhiann offers her services as a hunter, and a guide of the surrounding land, or a legend teller. She is difficult to find in the night, but she is very often found during the day.

Vanian Ironheart: Dwarf Male

A very gruff, straightforward man, Vanian is considered the local missionary, and has not given up despite the lack of acceptance for what he preaches. A devout follower of Moradin, Vanian has bought a small house in the foreign quarter attempting to convert those who he speaks to to follow his god, claiming Boccob to be a god who is "unable to decide" anything for himself, and will not "take a stand" against the evil in the world. Though not listened to by many, he is allowed to go about his attempt.

Allison Strongarm: Half-Orc Female

Allison is the head of foreign relations in the city of Greyhawk, both passive and active. The mercenary guild in the town is directly under her control, as are the docks, and she searches each of the ships which enter the harbor making sure there are no illicit goods which enter the city. A woman prone to violent mood swings, she is often listened to, and is given wide berth by those who do not know her when she walks the streets of Greyhawk.

Eleak Te'Shea: Half-Drow Male

Eleak is the captain of the city guard. Found by Allison on one of the ships when he was simply a small infant, Eleak feels very close to her. Though his skin colour - the black of part of his heritage - raises some questions among the locals, he has never let anyone down before, and is very serious when it comes to the defense of his city. His inherent vision often leads him to taking the night shift, allowing him to see things much clearer, and not alerting any culprits of his presence due to a lack of torchlight. He often works alone, though is not afraid to ask for the help of his sergeants or new recruits, giving them aid in the skill of deduction as he works with them.


Posted on 2010-06-27 at 18:06:07.

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


Placeholder 6

.


Posted on 2010-06-27 at 18:06:28.
Edited on 2010-08-31 at 05:44:30 by gboy

Katrex
Newbie
Karma: 1/1
4 Posts


The mechanics of the issue

Ok heres the problem the spy needs bab of 5,which means either i get in to unseen seer which is 3/4(lets me get in quicker) or i have to take 10 levels of wizard I have a feeling the campaign would end before ecl 12.

The quickest ways are the following, Allow fractional bab
1 rogue 0.75 + 2.0 from wizard then 2.25 from unseen seer bab 5 at level 8 (ecl 9). Or remove the bab requirement and I can take it at level 6 (ecl 7) and take unseen at for my either level.
Edit:... Or is the level adjustment free?


Posted on 2010-06-28 at 02:44:04.
Edited on 2010-06-28 at 02:49:02 by Katrex

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


Hmm... Yes...

Upon review, the Bab requirement seems ridiculous for the class. So I'm going to waive it, for the flavor of the game.


Posted on 2010-06-29 at 04:11:36.

Katrex
Newbie
Karma: 1/1
4 Posts


Done

All done I think


Posted on 2010-06-29 at 05:22:57.

Eol Fefalas
Lord of the Possums
RDI Staff
Karma: 475/28
8841 Posts


Getting there...

Should have a more or less completed character sheet and such to you by this weekend, G. Just toying with some class/level options... not sure if I'm going to go a "standard" rogue/assassin route or, what with the conceptualizing I've been doing, try a barbarian/rogue/assassin combo that's started brewing.


Posted on 2010-06-30 at 14:20:57.

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


Back in Action!

Though to be fair, the action hadn't quite started yet. Is everyone still here for this? I sent you all a PM, just doing a double check.


Posted on 2010-08-09 at 15:16:52.

Reepacheep
Occasional Visitor
Karma: 4/6
36 Posts


Replacement, maybe?

Gboy,
If you need a replacement for this game can you let me know by Wednesday at the latest? I'm leaving on Wednesday for a week and a half for vacation. I won't have internet connection, but I will be able to work up a character. Thanks!
Reep


Posted on 2010-08-09 at 18:21:39.

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


Reep

For sure, I shall let you know by wednesday. I'm just doing a call to the existing players.

For everyone that is reading this, the game is likely to start in the last week of August/first week of September. Just to give everyone a chance to get back from wherever they may be.

If you received a PM, please respond ASAP.

Thanks again.


Posted on 2010-08-10 at 03:17:33.

   
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