A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

Showing posts with label GM Games. Show all posts
Showing posts with label GM Games. Show all posts

23 April 2015

Long Live The King! (Flayed Though He May Be....)

My friend, +Tim Shorts from The Manor and GM Games has released a new nugget of S&W happiness.

The Flayed King is his latest offering. It's a 'zine/adventure that's once again up to Tim's normal EXCELLENT standards. It's  also sufficiently gruesome fun, even if you happen to be one that judges a booklet by its cover, that is. (A cover, I might add, that was birthed from the talented hands and warped magnificent mind of the great +Jim Magnusson. You could drop this into any ongoing campaign as a side quest or run it as a one-shot.

It's on sale and (at least for now) it's FREE! FREE! FREE! Head on over here and pick yourself up a copy.

19 November 2014

[From the Mailbag] Manor Micro-Adventure

Look what came in the mail today!


Yay me!

(Yeah, I actually said "Yay me"...so sue me.)

Gotta love them Patreon perks. Map goodness, micro-adventure goodness, and my friend Tim Shorts' warped mind-- all wrapped into one. And let's not forget the joys of getting something useful and fun in the mail instead of another overdue bill.

Guess work is on hold for a little while today while I read through the Hideout of the Long Dead Mardrid. That's OK. That foreclosure will hold off just a little while longer.

Oh, and if you want cool stuff like this in YOUR mailbox -- and who wouldn't -- head on over to Patreon and sign up to support Tim's work!

EDIT: I should note that the vertical lines in the pictures are a product of a bad camera and low lighting and not due to any defect in the actual product. Sorry, Tim.

03 November 2014

Wherein the Effects of Unfortunate Pizza are Experienced

I have to admit that some of my best ideas are the fault of Tim Shorts over at Gothridge Manor. Today's is no exception. Over on Google+ he mentioned he'd had leftover pizza for lunch. It was good enough, apparently, to be "stat-worthy"...if he hadn't eaten it all. He followed that up with a list of XP awards, as follows.
I'm gonna go with 25xp per slice. And additional 50xp if you can eat the whole pizza in one setting. However you'll need to make a save vs. heartburn. [Aside: for my PF/3.x readers, I'd suggest a Fortitude Save, DC 16. End aside.] A failure means you'll have a -1 on your rolls when interacting with others.
Then Mr. Jason Zavoda (from Hall of the Mountain King) provided the kicker: If you fumble you have to roll on the flatulence table.

Well, how could I let that gauntlet lay untouched on the ground? Answer: I couldn't, not without bringing great shame to the OSR Blogging Community at large.

And so I present to you: The Flatulence Table: (Note: roll once on each table for each failed save.)

Flatulence Table 1: Severity










d20 Roll
Area of Effect
Description
1-3
Silent But Deadly Completely silent, but oh, so potent.
4-6
Mousey Nothing but a little squeak. Sounds like a shoe with a bad sole.
7-12
FlapperThere’s some flapping cheekage. Sounds a little moist.
13-15
TrumpetProud, triumphant. Heraldic, even. Nothing to be ashamed of.
16–18
ElephantineTrumpet, but more so. Worthy of a grass-fed giant mammal.
19-20
Weapon of Mass DestructionThe truly epic, in all respects: sound, smell, and yes--taste.

Flatulence Table 2: Side Effect

d6 Roll
Side Effect
1-2
Gas only. No effect.
3-5
Shart. A little s**t, a little fart.
6
Total Trouser Betrayal.

For Area of Effect: roll 1d20 x 5' for each occurrence.

As usual, free for your use. Just drop me a note to let me if and how you used it, and to what effect.

19 August 2014

Printing Press Installed at the Stronghold

This post serves as the formal announcement. The Stronghold is about to see print.

Well, OK... "about" is a relative term. But it's in the process.

That's right. A 'Zine is on its way. Inspiration such as Christian Walker, Tim Shorts, Dylan Hartwell, and Matt Jackson has made me yearn to have my own musings put into black and white and mailed out to various and sundry parts of the world.

Or at least that's my hope.

There's going to be a definite 3.X Edition focus; that's just how I roll. Of course, there'll be some system neutral stuff, some fiction, some tables, maps, NPCs. Everything that you've come to expect from the Stronghold.

And that'll be it's name: The Stronghold.

Yeah, I was inspired by Tim's "The Manor"--I had a couple other thoughts for titles but he gave his thumbs up (and blessing) to "The Stronghold."

The first few articles are penned. I just need a little more stuff, some art, and then figure out how to assemble it all together. I REALLY don't need to try and learn new software right now. We'll see how it goes. I also have to figure out the whole OGL and copyright thing.

15 July 2014

Mail Call!

Over the weekend, I received a Mail Call extravaganza.

OK, see, that implies that I received a hefty-sized amount of mail. I don't mean to imply that. I just mean that what I got in the mail was terrific.

A week or so ago I finally had enough disposable income to jump on-board a couple of Patreon funding projects. The first one was Tim Shorts' Micro Adventures efforts. Anyone who knows Tim from The Manor 'zine knows that he does good work.

In the mail I received three of these micro adventures--two copies of #3 and one of #5. (As you may know, Tim and I have this running joke about me getting two copies of everything he does.) These babies are fantastic! They're ideal for a little short side adventure; I can even see using these as adventure hooks to something bigger.

The first one he sent was his "The Pig and the Ogre" micro adventure while the second one was entitled "Ghost Ship." For patrons of his efforts, he sends out 4" x 6" copies of these adventures--hand-drawn color map on one side and flavor on the other. The copies are laminated, both to protect them and to enable you to use grease pencil or dry-erase markers to customize them and make notes for your own campaign use. Initial reviews suggest that 30-45 minutes of game play can be culled from these little gems. I'm guessing that a good DM could stretch that as necessary.

I can't wait to take over the DM screen in my group sso that we can incorporate some of these adventures. Meanwhile, I'll just have to content myself with reading them over and over.

If you haven't already, please consider following the above link over to Tim's Patreon page and throw him some monetary love. The quality of the product--both physically and intellectual--is top notch.

30 May 2014

A Long Time Ago...

Aw, heck. I just realized how long it's been since I actually dropped by the Stronghold. Unfortunately, things like A to Z April tend to have a stifling effect once the "pressure" is over. That's why I've given up on NaNoWriMo the past few years...it just takes too long to get the machine back working again.

http://justtoomuchfreetime.blogspot.com
But today I noticed something across the gaming blogosphere: people are starting to receive their boxed Tantive IV Star Wars Miniatures in the mail. I won't argue; it's a nice looking pre-paint. It looks hefty, too. Fantasy Flight worked out a "proportionate" scale, for lack of a better term. At first blush, it SEEMS to be about the same size as my initial Tantive IV purchase, although it's tough to tell; all the comparison pictures I could find today were of odd sizes, and the "product dimensions" tell me the size of the box. Plus, well, my real life is a bit hectic and I'm not that interested in doing a lot of footwork/research into this. I hope you all will forgive me for this oversight and laziness.

You see, this release? It's retailing at $89. It's even $64.59 at Amazon. Just way too much for my wallet right now.

Besides...I have an alternate. No, not just the "initial purchase"--the Action Fleet model referenced above.

I now have... THIS:












Yep. It's a vintage Kenner Star Wars Collector Fleet Electronic "Rebel Blockade Runner" from 1996. It was a STEAL, including shipping. It was used, opened, etc., but I didn't buy it for resale value. I built it to use on the gaming table. All the electronic functions still work, including the light-up engines:




And as far as scale goes, well, it's close to accurate. As I estimated in my previous post, the Kenner model is about 5" short of being true 1/270 scale. But, what's 5" here and there, eh?
Bwahahahahahaaaaaa....

Ahem. It looks terrific when put up next to the FFG models. I'll admit, it's not as detailed, or as pretty, out of the box as the FFG Tantive IV. If I want to, I can always touch it up, though. It'll double nicely as a display model in my home office. Y'know, establish some Geek cred. Seriously, though, I think it looks great up against the other models, even if I only use it as a centerpiece--or an obstacle--in an actual game. Now I just have to see if someone out there has prepped templates, rules, or other tidbits for using the actual huge model...or if I'm going to have to jury-rig rules from the FFG release.

13 May 2014

Gothridge Manor Random Purchase Table

Anyone who's read my blog or Gothridge Manor for any sizable length of time knows that I have a, well, let's say "penchant" for accidentally purchasing multiple copies of the Manor.

Now, see, I say it's because the Manor is such a great product that I need multiple copies of this awesome 'zine: you know, one to use and one to keep pristine. Tim, however, believes it's due to a mental deficiency on my part and feels it necessary to mock me over this. Actually, I think it's a mental deficiency too, and I openly mock it as well.

This all stems back to, I believe, the release of the Manor #2. I'm sure Tim can correct me if I'm remembering incorrectly. After reading Manor #1, I promptly sent the cash for a subscription to the Manor. And, apparently, promptly forgot about the subscription. Upon the release of Manor #2, I sent more cash to Tim for that issue as well.

Hilarity ensued.

Well, the same thing just happened this weekend. Tim released Manor #6. I posted a couple comments on Gothridge Manor's publication announcements suggesting I was getting ready to send cash to Tim for the purchase of Manor #6. Shortly I received the following in my e-mail:

Boric...YOU HAVE A SUBSCRIPTION...lol...even my wife is laughing.


Sigh. So, as any good lawyer knows, you have to start damage control, right? So I prepped the following d12 table. Tim and I thought I needed to share this with the world at large just in case anyone else ever suffers from the same mental lapse.

Gothridge Manor Random Purchase Excuses

d12 Roll
Reason
1
Hey...in all fairness, it's been 6 months, right? So, it must be YOUR fault.
2
Ill do just about ANYTHING for multiple copies.
3
I have an Int of 6 and a WIS of 9.
4
I failed my SAN check.
5
I was under the effect of a charm dwarf spell.
6
Hey, I'm senile. Cut me a break.
7
I'm single-handedly trying to pay for the Lemon Fart Tart Room.
8
It's all a ploy to help drum up interest and business for the Manor! (I'm the "crippled" plant in the snake-oil audience.)
9
I'm looking for the Golden Ticket.
10
Wanna hear the most annoying sound in the world?
11
Dude...where's my car?
12
A Teen-Age Illithid Ate My Brain.

14 April 2014

[A to Z April] L is for Lell (npc)

To all those who know her, she is known only as “Lell.” If she has a family name, she has hidden it well. In truth, she is the youngest child of a five-child-household. Her parents remain alive, last she knew, but both are in poor health. It has been a dozen years since Lell looked in on her family on anything more than a cursory manner. Her family feels the same way and avoids her whenever possible. Lell emigrated to Coldtreath to get further away from her family home in the village of Anazel, off the Coter Straits. She currently calls no one “family” and few creatures “friend.”

At one time, Lell had a very comfortable, stable life at home. The Anazel Fire of 1312 ruined her happiness, however, taking her favorite grandparents from her.

She was helpless to save them, despite having bragged only that morning about her survival and adventuring skills. Her family held her partially responsible; blaming herself as well, she reacted to the accusations poorly, losing her temper. The resulting rage completed the alienation of her entire family. Because of the loss of her grandparents, and the subsequent loss of the rest of her family’s love, Lell cannot feel at home or settle anywhere for long. She is jealous of those around her that seem to have the happiness she lost. Although she tries to keep her anger tightly in check, she will occasionally give in to mindless bouts of reckless anger. The "fits" last anywhere from minutes to hours; afterwards, she is spent physically and emotionally, with no knowledge of her actions during that time.


She is considered of average beauty among halflings. She is average height for her race, standing just a titch under 3' tall. She has a skull-cap of black hair pulled into a braided ponytail, with the sides of her head shaved to the skin and long bangs framing her face. Her eye-color changes with her mood, although her most common mood is “annoyance.”

Lell is ambitious, always trying to prove herself to others. She is a sucker for lost causes, feeling that she can somehow atone for her grandparents’ death by succeeding where others have failed. She worships no deity, but believes only in fate and luck.

Lell, HALFLING Fighter 6CR 6
XP 2,400
LN Small humanoid
Init +4; Senses listen +2; Spot +0
DEFENSE
AC 18, touch 15, flat-footed 14 (+4 Dex, +1 size, +2 armor, +1 shield)
hp 43 (16d6+32)
Fort +7, Ref +7, Will +3
Special: Fearless
OFFENSE
Speed 20 ft.
Melee Sword, short +9 (1d4+3/19-20)
Ranged Blowgun +14 (1+4) range 20
Full attacks Sword, short +7/2 (1d4+3/19-20) or blowgun +12/12 (1+4) range 20
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 12, Dex 18, Con 13, Int 12, Wis 11, Cha 9
Base Atk +6; Grapple +3
Feats: Armor Proficiency (Heavy, Light, Medium), Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Focus (blowgun), Weapon Specialization (sword, short), Weapon Specialization (blowgun)
Skills: Climb +10, Hide +7, Intimidate +6, Jump +9, Listen +2, Move Silently +5, Ride +4, Spot +0, Swim +4
Languages Common, Halfling, Gnome
EQUIPMENT
Bracers of Armor (+1), Cloak of Resistance (+1), +1 Blowgun


**Many thanks to WotC's "PC Portraits" Archive for the image.

-------------------------------------------------------------------------------------
Previous "L"s:
2013: L is for Ladder, Nature’s (spell)
2012: L is for Lung Leech Swarm (creature)
2011: L is for Lehman Caves

08 April 2014

[A to Z April] G is for Ghostcall, Eroutoa (npc)

Many know the elvish armorer called Eroutoa Ghostcall, but if anybody truly knows her, they’ve yet to be discovered. She is a tall, gangly elf with alabaster skin and long, straight, golden blonde hair. She’s attractive, despite missing her left eye; her right eye is a pretty honey color.

Stories abound about her background; in the absence of the truth, any of those stories could be the truth. The most prevalent story is that she is on the run. From what? No on is quite sure. Even though she knows all of the gossip, she has neither related the true story to anyone, no has she let it affect her personality. She remains polite and helpful to all, especially her customers.

The few people that have seen her hidden storerooms will attest to her nature as an inveterate packrat. She loves to tell stories and will often keep customers well past their transaction’s close, just to tell “one more story.” In spite of her loquaciousness, she lives a secret life. She has no close friends, only acquaintances and customers. No one is even sure where she sleeps; there’s no apparent living quarters attached to Eroutoa’s Arms and no one has ever seen her spend the night elsewhere.

One thing that is for sure, any who know her know of her paranoia against the gnomish race. Her paranoia lends her a mild bias against the short folk. She doesn’t let it affect business; she’ll sell to them just as readily as any other individual. Finally, Those that consider her a friend are extremely loyal. No one wants to believe the worst of her and will fiercely protect her, her store, and her reputation.

Eroutoa Ghostcall, ELF Expert (Armorer) 16CR 8
XP 4,800
CG Medium humanoid
Init +1; Senses keen senses; low-light vision; listen +10; spot +1
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 88 (16d6+32)
Fort +7, Ref +6, Will +9
Immune: Sleep; Resistance: Enchantments (+2)
OFFENSE
Speed 30 ft.
Melee longsword +17 (1d8+5/19-20)
Ranged longbow +13 (1d8 x3) range 100
Full attacks longsword +17/12/7 (1d8+5/19-20) or longbow +13/8/3 (1d8 x3) range 100
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 17, Dex 13, Con 10 (+4 = 14), Int 12, Wis 9, Cha 8
Base Atk +12; Grapple +15
Feats: Armor Proficiency (Heavy, Light, Medium), Combat Reflexes, Martial Weapon Proficiency, Persuasive, Simple Weapon Proficiency, Weapon Focus (longsword)
Skills: Appraise +20, Bluff +20, Craft (Armorer) +20, Handle Animal +8, Hide +4, Intimidate +22, Knowledge (Nobility) +12, Listen +10, Profession (Merchant) +18, Ride +12, Search +3, Spot +1
Languages Common, Elven, Sylvan
EQUIPMENT
Bracers of Armor (+2), Cloak of Elvenkind (+5), Longsword +1, Chain shirt (Mithral)
Buffing Spells Pre-cast: Bears Endurance (CL 16)


**Many thanks to Birosca Nerd for the image.

-------------------------------------------------------------------------------------
Previous "G"s:
2013: G is for Grey Spirit Blade (item)
2012: G is for Green, Mage (item)
2011: G is for Grick

12 February 2014

[D&D 40th Anniversary Bloghop] Day Twelve

Day Twelve: First store where you bought your gaming supplies. Does it still exist?

Hammond's Toys & Hobbies
.

It's still around, in various forms. By that I mean it's no longer in the same location and their selection and quality has decreased somewhat in the face of box stores. But they're still around and still family-owned. I even worked for them for a while several years back. The place was quiet enough at night that I could actually get some painting done at the front counter.

This was the place that I picked up some of the first metal minis and polyhedral dice I ever owned. My friend (the DM for our skirmish games) and I would pool our cash to pick up minis, Testor paints, and dice. The Armory dice from a few posts ago? Those came from Hammond's. They were a great source of back issues of Dragon and White Dwarf magazines back in the early 2000s. I was able to pick up a boxed set of Rod of Seven Parts at a terrific discount long after it was out of print.

Looking back, though, it's a little frustrating to realize that one of their business models with the lead miniatures was to open and break up boxed sets and sell the individual miniatures at a higher price than they were valued as part of the whole box. Granted, I owned a few miniatures that I likely never would have owned otherwise, but it's still upsetting to think that they were doing this at all.

The greatest memory I have of the store is of the owner. At that time, I thought he had to be over 100 years old. He was ancient. He was also always grouchy. I remember that he seemed to hate kids; ironic, of course, considering he made his living by catering to us snot-nosed brats. But the strongest memory I have is of this man shadowing the kids around the store, making sure no one shoplifted anything. It was comical to watch and admittedly creepy if you were one of the watched-over kids. I suppose it probably helped quell their losses; I know that the store I worked in had a very low merchandise loss ratio. (In one of their now-defunct stores, they replaced Gramps with fake video cameras. Black plastic cameras with a 9-volt battery to run the red "recording" light and a short cable that was stuck up into the drop ceiling.) He wasn't the manager; the manager was invariably one of his family members and was always behind the counter.

10 February 2014

[D&D 40th Anniversary Bloghop] Day Ten

Day Ten: First gaming magazine you ever bought (Dragon, Dungeon, White Dwarf, etc.)

Technically speaking, the first gaming magazine I ever bought was the Dragon Magazine Archive CD-ROM. I lucked into finding this in early 2000, shortly after it was released. I say "lucked" because it's quickly become a highly sought-after piece of gamerabilia. I still have these and now use Adobe to read them, as the interface is a little buggy on these new-fangled computers. But hey, I still have the first 250 issues for reference, right? I've even used them since changing over to 3.x edition, so they're still useful and helpful. Plus, they're fun to read.
Then there was this, the first actual hardcopy Dragon Magazine that I purchased was this one: Issue #278. Why, you ask?

Because DWARVES, that's why.

I stumbled across this one day walking through one of the (then) local game shops, saw the "Dwarves" headline and I was sold. Yeah, I was still playing 2nd Edition D&D at the time and most of the 3E stuff in the issue wouldn't come in handy for another couple of years. But the issue contained Dwarven language information and sample battle cries. This was the one that prompted me to collect--ultimately--the other 108 issues. Yup. I have all the others. At least, I purchased/subscribed all the others, from 251 on. Double copies on some issues.

Of course, at last count I'm missing about 8 issues somewhere. I suspect a former GM still has some mixed in with his packed-up 3.x stuff. So, now I'm stuck trying to fill holes. Of course, the missing issues are also some of the most popular issues and replacing them is proving to be more than difficult. But it will happen. Oh yes, it will happen.

And it all started with #278.

06 February 2014

[D&D 40th Anniversary Bloghop] Day Six

Day Six: First character death. How did you handle it?

I've discussed this one before too, in passing at least. I have to look back at Urdin Darjyr, my Dream Dwarf Storm Druid. Yeah. Really.

The storm druid was introduced in Dragon Magazine, Issue #328. Instead of focusing on nature and plants, etc., the storm druid looks to the skies, channeling nature's raw, untamed energies. In addition, this particular dwarf was a dream dwarf by race: a sub-race introduced in the 3.5 Races of Stone supplement. From the D&D Wiki page: "Dream dwarves feel the hills slumber beneath them. They see the world as a resting giant of inestimable power, and they are caught in the dreaming. While other dwarves shape metal and stone, dream dwarves contemplate and meditate. Wise and cautious, they understand nature in a way at once similar to and wholly alien to the understanding of druids and shamans of other races." Yep, a dwarven hippie.

Urdin's backstory made him quite interesting and fun to play, while the special druidic class gave him some serious awesome nature-magic firepower. He wielded a pretty wicked dwarven warpike, too. However, if I remember correctly, he was a multi-class nightmare. I think I had a couple levels of fighter and of barbarian to give him some additional oomph feat-wise. If I remember correctly, he'd started out as a fighter, one of Boric's bear-riders. Then he was trapped, alone, in the wilderness for several years which gave him a few levels of barbarian--mostly for the rage ability and a couple others. Then he had levels of storm druid. He had forsaken the worship of Moradin for the worship of nature after he was stuck without shelter during a tremendous thunderstorm.

Ultimately the adventure led Urdin and his compatriots to a small island--Mezeketh Isle--in search of the Jathiman Dagger. The Jathiman dagger is a weapon capable of killing gods and, at least in this campaign, was kept in check by a "curator" whose will and soul kept the dagger's powers from manifesting. He also acts as a physical guard to keep the dagger from being removed from its current location. Urdin died in the fight to keep the dagger out of the hands of the villains. He was resurrected shortly after the battle ended. In an effort to protect the dagger from the world (and vice versa), Urdin took his retirement and sacrificed his freedom by trapping himself on the small island, at least until a replacement could be found. Through a little post-campaign PBEM, he actually became a Death Delver, a Prestige Class that "delves...deeply into the mysteries of death...to better understand and eventually gain some small power over it...and thereby draw strength from his understanding and indomitable courage in the face of it." {Heroes of Horror, Wizards of the Coast, p.93}

In effect...and we said this at the time...by being struck down he became even more powerful. Of course, he can never leave the island to exercise that power.

05 February 2014

[D&D 40th Anniversary Bloghop] Day Five

Day Five: First character to go from 1st level to the highest level possible in a given edition. (Or what's the highest level character you've ever ran?)

My characters didn't last long, back in the day. Mostly because we were easily bored and changed it up far too often. So, once again I'm going to have to jump ahead to my first 21st-century game, Dragon Mountain for the answer to today's question.




2nd Edition Boric -- FrontI've spoken about him before, my namesake, Boric Glanduum. As I've said before, shortly after the turn of the century, I joined a newly-resurrected group as one of two new players. I was the last one recruited and so was shoe-horned into filling a party need--the cleric. But I made the best of it and rolled up a dwarf. I hadn't played in a LONG time, and certainly had never played 2nd Edition AD&D; I was a NOOB for all intents and purposes. The DM was willing to work with me, though. He and I had a killer backstory woven into the entire campaign. Yeah, it was full of the usual tropes: exiled royalty, stronghold-stolen-by-dragon, magic weapons, etc. You know the type. He put together much of the backstory. I started out as a chosen of Moradin, a High Old One, even, and then advanced from there. During the campaign we had visitations from Moradin's Avatar, I became a Favored of Dumathoin, and lost a clan artifact to a lowly rust monster. Boric spanned 2E, 3E, and then 3.5. He's had several incarnations in 3.5; currently he's 26th level and we're preparing to dust off these epic characters and bring them from retirement.

Let me share a few artifacts I've dug from my files about Boric. You can click on the links if you should happen to want to look at full-size PDFs of the documents. First, a little of his backstory (the introductory paragraph was updated as time went by to show some of the later deeds. It also relied heavily upon a Dwarven Lexicon I've built up over time from various TSR and WotC products.

I also came across a copy of the 12th-level version of Boric's Character Sheet, complete with THAC0 chart for his various attacks, both with his ancestral warhammer and with his clan's Rod of Lordly Might (featuring a hammer rather than a mace).
By the way, this chart is what I think of every time someone tries to tell me just how much more complicated 3.x Edition combat is than, say, 2nd Edition combat. It features every possible iteration of each attack, special attack, or power, including certain common buffing spells such as prayer and bless.

28 January 2014

[Tall Tale Tuesday] The Chronicles of Azarr, Part I

I've got to get back into the habit of some true creative writing. Law school--all those many years ago--put a major hurt on my creativity. Each year of practicing The Law bleeds me just a little bit more. It's what I want to do and what I really enjoy, but I can feel my skills starting to atrophy and vanish with disuse. For personal reasons I've had to take the last couple years off from the self-induced Hell of NaNoWriMo. That has left me a little bit more out of practice. So, I've decided that I'm going to subject you all to a bit of it, now and then. Just a bit. A couple of paragraphs; a page, maybe. I have an outlet here, after all. If I'm going to blog, I may as well do a bit of creative writing at the same time, from time to time.

If you want, feel free to leave some constructive criticism; all I ask: if you do, be honest.

Please note, however, that my dear friend, Azarr, speaks in a rough patois, a mix of Dwarven and Common. I already know that it can be hard to read; my biggest concern is that it be somewhat consistent. Also, I've included the Common translations immediately following the first use of the Dwarven word (and the first word only), bracketed as shown here: {example}. (Any suggestions on how to show the translations, without becoming unwieldy, would be welcome. This was my best solution.)

And now, without further ado:

Being the Chronicles and Journals of Azarr Stonetower
by his own hand

Lousy barkeep. All I did was ask him one simple question and he goes and tries to gut me. Well, we showed him and his lackeys. Put him right to sleep, I did. O'course, sometimes I don't know me own strength. Might o' cracked his skell as far's I know.

But I’m gettin’ ahead o’ meself. I should start from the beginning.

I’m not sure how long ago it was; all the time in the Dunolor {Everdark} is somewhat hazy. I'd been in exile from me clan for two seasons when the slavers grabbed me and dragged me off. I'd just about given up all hope o' ever seein’ a blue sky again--I have no problem with rock and tunnels; I just happen to prefer the open. The group marchin’ us along, they were attacked. Me chain-mates and me took our chance and ran, led by the olv. {elf} Bein’ at the end of the chain, I had to struggle to keep up. The slavers, y’know, had me there on purpose: they thought havin’ a dwar at the end o’ the line would keep the others from runnin’ as fast. I could run just as fast as the others. That wasn't me problem; I just couldn’t see where we was goin’. So I just ran. That is, ‘til I slammed me face into the abat {arse} in front of me; danged hurm gundlin!. {human bard}

I had to peer around the hurm chained in front of me to see what had stopped the olv’s progress. It was a large, swirlin’ mass o’ colors, he saw; you could tell right off it was magical. Treebrother--chained right behind the olv--said it was a portal o' some kind--didnae matter t'me, 'cuz anywhere’s better than here, I thought. We must've all had the same idea, because we moved toward the portal almost as one. We hadn’t taken three steps, o’course, when we were surrounded by hurm with bows drawn. These weren't the slavers, though. These hurm were all heavily armored and much more disciplined.

They hauled us off, back to their abbey, and threw us into another cell. They called it the "Abbey of the Sword." Well, a sword’s not a nyr {axe} but any church that reveres a good weapon isnae too bad in me mind. Besides, I saw a couple o’ horm {clerics} carryin’ axes; granted, they weren't none of ‘em carrying’ a proper kuld {greataxe}, but they were still nyr, nonetheless.

I’m not exactly sure what all happened at the Abbey, aside from too much talkin’ and not enough arglary {butchery} for me taste. The olv and Treebrother did a lot of quiet talking with the horm. Essentially, we were spared spies’ deaths only because we agreed to do some work for the horm. They still kept us under guard and obviously didnae trust us. They let us outfit ourselves with gear from their storehouses and armory, ours havin’ been lost to the slavers. They didnae have a decent kuld, though, and I had to settle for a hurm nyr.

I did find that there were other dwar at the Abbey, crafting weapons and armor for the horm, an’ they agreed to make me some armor. I only talked with ‘em for a short while; they were uppity dwar, bein’ used to hurm ways and turnin’ their noses up at me roughness. As if it were me own fault that me people were the way they are. I didnae have time to wait for them to finish up the armor, though, 'fore the horm had us ready to leave.

The horm wanted us to travel to this village they called Ana'us, and told us to look around for “anything strange,” they said, an’ didnae give us much choice in the matter. We had just left the Abbey’s gate, when one o’ the horm came runnin’ out to stop us. He was carryin’ a kuld of all things--as he came closer, I could tell it wasn’t just any kuld . . . it was me very own kuld, Arak! Arak was certainly a welcome sight; like part of me arm, she is, and to have her back, safe from the slavers--well, it makes workin' for the hurm almost painless. He said one o' the horm had found Arak in the hands of a slaver; took it from the slaver's corpse, he did, and knew it for dwar make. Somehow, when he saw me, he knew it was me own and sent his man to return it t'me 'fore we'd gone too far.

The trip to Ana'us was uneventful; I spent most of it sharpenin' Arak. Ridin' the Tel-cursed frulbraut {horse}, though, wasn't much fun at all. Me abat may never be the same again. Barr, the gundlin, just laughed when I told him that; told me I was sittin' on me wrong parts, then. He tried to tell me that it wasn't anythin' that a pint or two o' auraun {ale} wouldn't mend. Normally I wouldn't disagree, but I doubt this town's local brew will be anythin' more'n flavored water.

The smell in the tavern did nothin' to change me mind, either. "The Noble Troll," indeed! More like the Stinkin' Rotten Troll Corpse. Why a hurm would name his tavern after an arauach {troll}, I will never understand. I have to admit I was wrong about one thing: the auraun didnae taste like colored water. It tasted like abataun {urine} from an arauach instead. I said as much to Barr; mayhap I said it too loud, for it was shortly afterwards that the lousy hurm barkeep tried to empty me guts on the floor.

Angry hurm came from everywhere, it seemed. Mayhap it was me arauach abataun comment; more likely it was me question about the town that set the hurm to frenzy. Whatever it was, ten of 'em came from all over, swingin' their fists, clubs, whatever they had to hand.

We managed to overwhelm the hurm in short order; they didnae seem t'be more'n simple thugs. But then, Points--that's what I call the olv 'cuz it makes him mad--Points said he heard more o' them comin' down the stairs. Guess them things on his head ain't just pointy--they work pretty well too. Although truth be told he's pretty scruffy-lookin' for a pointy-ear olv. Most olv are a bit too rrinklankhun {prissy} for me own tastes. Not Points, though. Not in the least.

Anyways, easiest way t'stop them hurm from comin' down the stairs? Puttin' one o' them big tables in front of it--that'll give us some cover, too. Good plan, but I hadn't figgered on all the spilt auraun and torlaun {blood} still on the tabletop. Me hands slipped right off of it. Coulda sprained somethin' too, with as much back as I put into it . . . I'll feel that in the mornin', no doubt. I didnae have much time to moan about it, though, 'cuz now I could hear 'em on the stairs meself.

**--To be continued--**

22 January 2014

Who's Who: Diamond Spayd [NPC]

Very little is known of the Tiefling known both as Diamond Spayd and The Jackal. Certainly nothing is known of his background or history prior to his coming to Coldtreath three decades ago. Most of what is known since that time is the speed and power with which he rose to become one of the most powerful, most respected, and most feared Thief Lords in the city’s history.

He owns and operates the gaming hall named The Raven and Jackal. The gaming hall is frequented by the upper-class and nobility of Coldtreath and is widely known as a clean and honest institution. The Jackal’s skills at thievery are such that no one suspects just how much money is actually lost at the tables in the hall.

There are few outside Spayd’s inner circle that understand the reference in the gaming hall’s name to “the raven.” When Spayd was an infant he was gifted a silver raven statuette; this figurine had a magical aspect and the summoned creature is a life-long friend and companion named Aelekan. Spayd reveres the creature sufficiently that he named the hall after himself and his magical animal companion.

His easy life has led to him becoming somewhat paunchy, although he still retains his athleticism and muscle under the paunch. His love of food and wine has given him a ruddy face and thick lips. His jade green eyes are bright and watchful; few notice his sharp gaze, however, as they are distracted by his wild ash brown hair and his unkempt moustache.

Deep down inside, Spayd is motivated to find a new, young rogue to mentor and train up just as he was tutored and raised. Something in his past has made him withdrawn and paranoid, burdened with a sense of abandonment. His bad temper, while frequent, is mild and dissipates quickly. In contrast, he has a great love of jokes and riddles, gesticulating constantly when he talks.


Diamond Spayd CR 18

Tiefling Rogue 18
Neutral Evil Medium Outsider
Init: +7
Senses: Darkvision 60; Listen +13; Spot 0
Languages: Common, Infernal, Draconic, Elven
____________________________________
AC 20, touch 15, Flat-footed 15
hp 63
Resistance: Cold 5, Electricity 5, Fire 5
Fort +6, Ref +18, Will +5
________________________
Speed: 40
Melee: +2 Rapier (Anarchic, Ghost Touch) +17 (1d6+3 / 18-20)
Ranged: +2 Shortbow, Composite +24 (1d6+4 x3)
Full Attack: +2 Rapier (Anarchic, Ghost Touch) +17/12/7 (1d6+3 / 18-20) or +2 Shortbow, Composite +24/19/14 (1d6+4 x3)
Space/Reach: 5/5
Base Atk +13/+8/+3; Grp 14
Special Actions: Crippling Strike, Evasion, Improved Evasion, Opportunist, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense, Trapfinding,
Combat Gear: +2 Rapier (Anarchic, Ghost Touch), +2 Shortbow, Composite, +2 Leather, Studded
Spell-Like Abilities: (CL 18): Darkness 1/day
_________________________
Abilities: Str 12, Dex 19 (+6), Con 11, Int 4, Wis 9, Cha 13
Feats: Armour Prof Light, Dodge, Point Blank Shot, Quick Draw, Rapid Shot, Run, Simple Weapon Prof., Weapon Focus (Rapier), Weapon Focus (Shortbow, Composite): +1 attack rolls
Skills: Appraise 2, Balance 9, Bluff 3, Climb 15, Craft (Traps) 2, Diplomacy 1, Disable Device 23, Disguise 1, Escape Artist 7, Forgery 2, Gather Information 22, Hide 35, Intimidate 1, Jump 15, Listen 13, Move Silently 28, Open Lock 21, Ride 7, Search 23, Spot 0, Swim 1, Tumble 30, Use Magic Device 22, Use Rope 18
Possessions: Combat gear plus Medallion of thoughts, Boots of striding and springing, Cloak of elvenkind (+5), Gloves of dexterity (+6), Figurine of wondrous power (Silver raven)

**Many thanks to WotC's "PC Portraits" Archive for the image.

17 January 2014

[From the Mailbag] Gifts from the Golem

Back in November, I received a couple of promotional e-mails from Paizo. They were gearing up for what they called "the Great Golem Sale." (Hint: their logo, if you didn't know, is a golem. See?)

This sale was a chance, so they said, to make room in their warehouse by discounting their backstock: magazine back issues, board games, maps, books, accessories, even miniatures and plush figures. The sale was to run throughout November and would feature "over 900 gaming products...at up to a 90% discount!" The catch was that these items could not be combined with pre-orders, back orders, or subscription shipments if you wanted the discount.

So, I looked and looked. Nothing really grabbed my eye. Plus, with Christmas coming up, it was hard to devote much money in a month with no Paizo subscriptions to fund; all that discretionary money was going to go to Christmas.

Noble ideals, right?

Fast forward to November 30. One final look at the Sale List. Then I saw it. The Babylon 5 RPG Second Edition Handbook. Marked down from $49.95 to $3.00. $3.00! Being such a huge B-5 fan, and having already started to collect some Sci-Fi RPGs, I thought this was a perfect conjunction of planets. I confess, I picked up two copies: a reading copy, and another copy for...well, honestly, I'm hoping to run into a convention someday where the remaining cast members are present and I could get some signatures.

Whether you want to say that find primed the pump or that it burst the dam...either way, IT WAS ON.

I swept through Paizo's library of B-5 materials, adding them to my cart. Then I started on Pathfinder maps and found a couple that I really wanted. I moved from the maps, to the Pathfinder Chronicles and Modules. Somehow I'd missed all this stuff the first time I'd gone through the lists of merchandise. What the heck, I'll pull out my list of missing/loaned-and-never-returned Dragon Magazines; Lo! and Behold! They had a couple on my list. And then I found a miniature that I'd been watching for several years. Now it was on sale. Once the dust cleared and the ORDER button pressed, I was a bit embarrassed with myself. Although, I would have been much more embarrassed to have paid full price. I mean, really.

The wait began.

I waited. And waited. And waited. Finally I had to call Paizo and ask about my order; I was told that they were filling orders as fast as they could. I received an e-mail telling me that one of the maps was out of stock. And I waited. And waited. Another call, another promise that they were filling the orders as fast as they could, that the response was much greater than they'd anticipated. Oh, and "by the way" my order was being held up because they were waiting to receive the miniature from the manufacturer. So I told them to cancel the mini from my order. And I waited. I finally contacted the head of Customer Service through the Paizo website; it was the weekend before Christmas and they were still filling pre-Thanksgiving Great Golem Sale orders.

Then on the 23rd, I received an e-mail telling me that my order had shipped. It's a good thing that nothing I ordered was a Christmas gift. Why? Because I received the order a week later, on the 30th. Still, even with all the hassle and waiting, it was still worth it. This was the haul I received for just over $50.00. (Shipping, of course, hit me in the shorts, but that's always the way, isn't it?) That's a mighty stack, ain't it? I really should have put a ruler up to the side of that stack for reference.

What's even more impressive is the sight you see when you spread it all out. My kids walked in while I was taking the picture; they hadn't seen the order out of the box yet. They all stopped and stared and then cheered.

I've got great kids. It made me grin. And feel a little proud. Like I'd done my job as a role-playing father.

And you remember the Inn I mentioned in the New Year's post? The map that inspired me, and that I used for the Inn, is here at the upper right-hand corner of the stack. It turns out that it's a page-size pull-out from a Dragon Magazine (apparently, although I don't remember seeing it in MY collection) and folds out. to be 17" x 22".

All in all, I'd say it turned out well. Even though the shipping process made me gripe, I'm going to chalk it up to a larger-than-expected sale and give them the benefit of the doubt. And hope it doesn't happen again. I'm certainly going to keep my eyes open for a re-run of the Great Golem Sale this year. And maybe plan on ordering just a bit earlier than the 30th.

06 January 2014

Family Game: Session Recap--New Year's Edition

So, time to dust off the keyboard and get back to posting. I'm hoping to build up some momentum so that I can get somewhat regular again. "Blogging fiber" shall we say?

[Aside: Speaking of fiber, has anyone else seen the new television commercial featuring the animated graphic of the purple poo slipping its way through the intestinal tract? ~shudder~ WAAAAY worse than the "blue liquid poured out onto the 'pad' from the glass representation of the female reproductive system" commercials. I'm not even sure what the commercial was advertising. The phrase 'slippy-slidey purple poo' was much used over the holidays in my house, though. End aside.]

So, for New Year's Eve, the kids all clamored to play a little D&D. Several years ago we started a campaign using the WOTC 3.5 Beginner's Box. At the time, it was a convenient way to present the game to them. For those who may have never seen it, it comes with individual Players' Handbooks for each of the four pre-generated characters, explaining basic abilities, stats, equipment, etc. It also comes with some nice map tiles, a set of polyhedral dice, and some basic minis. The basic adventures included are geared to get the characters to 2nd-level and include an encounter with a young blue dragon. (You can read a bit more about the Basic Set at my previous post HERE.)

Unfortunately, we don't get to play as often as I would like (or as often as the kids would like) but we've had some great sessions over the past few years...the most memorable were sitting in our trailer, late at night, in a hidden meadow in the mountains of Idaho. There were some other relatives there in other camps, and all I could think of was how cozy and familial it was to sit there and play, surrounded by my children. That and what shock and horror my conservative relations would feel if they peered in at the windows, blazing with light.

Anyway, I digress. Two year's ago on New Year's we had started playing through Dyson’s Delve. (Again, reference HERE for details of that game.) In the intervening time, the home-made battle mats/maps had been destroyed and lost, I was tired and didn't feel well, so I wasn't up to picking up where I left off. So--and I ask you all to forgive me for this--I used a trite-and-foolish trope: the "wake up in an inn and realize everything that you remember from the last session was a dream." I honestly felt a little dirty about it. But it gave me a chance to use a new map I got just after Christmas (more on that later), an old map from Dragon Magazine of the "Sleeping Dragon Inn." (I got it for half off during the Great Golem Sale in November (again, more on this later).)

Wow. Digressions are afoot this morning.

Cast of Characters
Lanin: elf wizard (17-year-old daughter)
Carn: human rogue (15-year-old daughter)
Regdar: human fighter (13-year-old son)
Dothal: dwarven cleric (9-year-old son)

Plus, my 6-year-old daughter wanted to play, so I quickly statted up a halfling "bard-type" character. She wanted to play a "Hobbit" and to use magic. I asked her if she wanted to be able to "sing her magic" and she got really excited. Then as I was looking for a good mini for her, I came across a halfling outrider mini: a halfling riding a mastiff and carrying a spear. Bingo. Threw her a little bone by giving her a +1 frost burst spear and had everything ready to go: Zarra the Halfling Bard and her trusty mount "Ted" were born. Yeah, it gave her a little bit more "oomph" than her siblings, but I wanted her to be able to do something "fun" that would grab her attention and hang on to her.

The characters all awoke in the inn and wandered downstairs, where they were met by the inn's owner, Bob. I had wanted to use as my basis for the encounters the Pathfinder module: Hollow's Last Hope, mostly because I had run it before and knew it reasonably well-enough that it would balance out my poor health. The basis of the adventure is a quest to find ingredients to cure a plague infesting the town. Well, Bob and the adventurers were apparently the only ones in the inn that were NOT infected. Bob showed them into a private dining room where they were served breakfast; the kids ran into Bob as they explored the inn. Well, they found him slaughtering the pig in the kitchen, actually. My poor kids weren't quite sure what to do. My oldest boy went and talked to some of the sick townsfolk in the common room while my younger boy proposed to go up and look through some of the other rooms. I had to gently ask him what HE would do if some stranger opened up his bedroom door and started rummaging around. He thought for a moment and then said, "Oh. Right. Umm. Never mind. I'll go talk to Bob too."

WARNING: SPOILERS AHEAD!! (And to my Players: this means STAY OUT.)

Once the kids got their bearings, and got some information about the two healers in the town, they set about on their search. They told me their plan, and I warned them about splitting the party. To no avail: half of them went to the herbalist's shop while the others went to visit the local cleric at the temple. The cleric was ineffectual at healing the plague, so my son's questioning offended the cleric. When they met back up at the herbalist's place, my oldest daughter assumed he had screwed up and went to the temple herself; her meddling made the cleric even MORE upset. Meanwhile, the herbalist told them there were three ingredients she needed--strange ones--and that they could help her by finding them. One was to be found near the oldest tree in the forest, one at an old dwarven monastery to the north, and one at a witch's home deep in the forest. My oldest daughter immediately wanted to split the party and send one group to the old tree and the other to the monastery (which is intended to be the climax of the adventure). I asked her if she was sure, and she replied that it was the most efficient use of time. I decided not to pull my punches; I'd already warned them.

The group heading to the monastery ("Group A") traveled deep into the forest before they had a random encounter: a kobold zombie. My littlest one had the highest initiative roll and immediately charged the kobold. She hit first, then the dog savaged the kobold a bit. Then the other two kids in Group A missed their attack rolls and Zarra attacked with her spear again. Well, I'm a bit proud of myself; the image just came to me. This is what I described to them:


Just imagine a cloud of ice crystals coming up from that turkey, and you'll have it exactly: a partially-frozen, completely rotten kobold zombie being burst open. You cannot imagine the gleeful horror expressed! Oohs, aahs, and "Oh, gross"-es. My littlest one started cackling. I felt like a successful dad at that moment. (They had just seen it before Christmas...I knew the scene had made an impression on them and was still fresh in their minds, so I ran with it.)

Group A made it to the monastery grounds just at twilight where they were attacked by two wolves. They dispatched the wolves fairly quickly, again with the help of the halfling and her doggie. She was definitely the star of the night.

Group B, meanwhile, traveled to a logging camp and endured some verbal abuse from the loggers and the foreman before speaking to a woodsman who knew the locations of the tree they were seeking as well as the witch's home. He drew them a map and promised whatever other help he could give; his nephew is suffering from the plague and he was anxious to help the adventurers find a cure. Shortly thereafter, Group B was ambushed by a bugbear. Our rogue got hurt and broke her bowstring (with a natural 1, of course) while the fighter soon dispatched the bugbear with ease.

And that's where we had to leave it, as it was close to midnight. When we pick back up, Group B is in for a nasty, nasty shock when they run in to one of my new favorite critters. Group A will also have a bad surprise when they meet the current residents of the monastery. In both cases, I think they'll learn the wisdom of keeping the party together. I'm just worried that I'll be looking at a TPK.

I'll give you some updates when we manage to play again. Hopefully by this weekend.

26 November 2013

Who's Who: Baral Cloudfoot [NPC]

Baral Cloudfoot’s parents both died when he was still young, leaving Baral and his just-barely-older twin sister, Deand, in charge of their eight younger siblings. They didn’t know what they were doing and muddled through raising their siblings to young adulthood. Unfortunately, their inexperience and botched attempt at surrogate parenthood scarred both Baral and Deand, as well as their younger brothers and sisters. None of the family will speak to Baral or Deand as a result of past slights–both real and perceived.

The last time either Baral or Deand interacted with their siblings was thirty years ago when the family of youths was forced to flee their ancestral house in Bucktoast Dale. The Dale no longer exists, except in the memory of past residents; the entire valley was decimated during a skirmish near the end of the Mage Wraith Wars. The halfling family fled to the safety of Heldweave City. As refugees, they struggled to find a safe place to live; as refugees they were hated and feared by the residents of Heldweave. Even after they managed to find a home, Baral and Deand were viewed with contempt and suspicion by the Heldweavers, which attitudes were worsened by the youngest siblings who played upon the emotions and worries of the neighbors. Ultimately, the twins were forced to leave Heldweave, sneaking out of the city in the dead of night. They eventually made their way to Coldweave, where Deand now watches over her younger brother, whom she still considers to be foolish and immature.

Deand has a particular disdain for Baral’s love of puzzles; “Simply childish,” she says. He adores puzzles, enigmas, and riddles of all kinds. He is positively giddy when he comes across a new type of lock or trap mechanism. This curiosity motivates nearly everything in Baral’s life; those few things not powered by his curiosity are instead fueled by his anger, particularly when ignited by a desire for revenge against the strong. He is not overly quick to temper, but when it is loosed, Baral becomes deadly and almost cruel. He is careful not to lose control too often, however, as he does not believe in murder, although he is proficient at violence when necessary.

Baral is quite capable with his blades. He practices his sword work in his off-hours, then whittles and carves small tokens and statues from spare wood when he is exhausted from his sword practice. The edges of his blades are always keen, the metal always clean and untarnished.

One of his younger sisters, he has learned, became an assassin. While Baral is not above a little petty theft and larceny, especially when it will benefit someone less well-off than he is, outright murder is beyond his ken or tolerance. It is clear that this sister was not of the same character as either of the twins. Both Baral and Deand blame themselves for this family tragedy. Although their younger siblings have rejected them, the twins both still love their brothers and sisters very much, and would do nearly anything to help them.

Baral is not an attractive individual. His brown eyes are just a bit too far apart and his hair a dull black. He is also a bit too tall for a halfling. In order to blend in with his favorite targets – the rich and powerful – Baral puts most of his money and efforts into attaining an extensive wardrobe of very nice clothes. He is not great at what he does, but he is workman-like and gets the job done eventually.

Baral believes strongly in luck over ability. He is a worshiper of Inudor, the Goddess of Luck and Chance. In fact, he believes so strongly in Luck and Inudor’s intervention in mortals’ lives, he has inadvertently become one of Inudor’s clerics. Contrary to other deities, Inudor chooses her priests, rather than the other way around. Those who aspire to be Inudor’s clerics and high priest rarely become such. She favors those who truly believe in luck and chance, instead of those who seek out luck and hope that chance plays a part in their lives. Clerics of Inudor still have to prepare their daily spells, they do so by praying to Inudor, believing that she will grant them the necessary luck to make it through life “just one more day.” Inudor's clerics seldom, if ever, realize that they are actually clerics of their gods; even when they unknowingly cast spells, they believe that it is Luck magically intervening in their life.

Baral is no different: he carries a set of dice in his pocket and is always willing to trust to the flip of a coin when required. He does not realize that he is casting spells to aid him in his work: things simply “happen” for him. Afterward, he prays to Inudor to thank her for intervention.

He is annoyed by those who, finding themselves in distress, whine about their circumstances. Inudor helps those that she will; if you are out of luck, that’s just the way of the Goddess. No reason to complain about it. And if you do complain, you are spitting in the Goddess’ face and she will be even less likely to help you the next time. This does not apply, of course, if you are a true innocent. Baral is a sucker for innocents, true innocents, and will go out of his way to provide assistance.

Baral Cloudfoot CR 4

Male Halfling Cleric 3 / Rogue 2
Chaotic Neutral Small Humanoid
Init: +1
Senses: Low-light Vision
Languages: Common, Halfling
____________________________________
AC 15 (Dex +1, Size +1, +1 Leather +3), touch 12, Flat-footed 14
hp 25 hp
Fort +4, Ref +5, Will +6
________________________
Speed: 20
Melee: +7 Sword, short (1d4+1 / 19-20) or +6 Dagger (1d3+1 / 19-20) or
Ranged: +5 Sling 1d3 (range 50)
Space/Reach: 5/5
Base Atk 3; Grp 0
Atk Options: Sneak Attack; Turn Undead
Combat Gear: Sword, short, Dagger, Sling, +1 Leather Armor
Spells Prepared: (CL 3)
2nd — (DC 15): Calm Emotions*, Find Traps, Silence
1st — (DC 14): Charm Person, Entropic Shield*, Magic Stone, Shield of Faith
0 — (DC 13): Detect Poison, Resistance, Virtue
*Domain Spell. Domains: Luck, Charm
_________________________
Abilities: Str 12, Dex 12, Con 13, Int 11, Wis 16, Cha 11
SQ: Fearless (+2 save vs. fear); Weapon Familiarity; Trapfinding
Feats:
Combat Casting, Evasion, Heavy Armor Prof., Light Armor Prof., Shield Prof., Simple Weapon Prof., Weapon Focus (Sword, short)
Skills: Appraise 0, Climb 4, Concentration 7, Diplomacy 0, Disable Device 3, Gather Information 0, Heal 5, Hide 7, Jump 3, Know religion 1, Listen 5, Move Silently 5, Open Lock 3, Search 2, Sense Motive 5, Spot 5, Tumble 3, Use Rope 2
Possessions: Combat gear plus Explorer's Outfit; Belt pouch containing the following potions: Cure light wounds, Cure serious wounds. Also: acid flask, caltrops, flint and steel, Thieves' tools, Waterskin, Whetstone, 200 gp, 9 sp, 9 cp

**Many thanks to WotC's "PC Portraits" Archive for the image.
Related Posts Plugin for WordPress, Blogger...