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  1. - Top - End - #1
    Dwarf in the Playground
     
    PaladinGuy

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    Jul 2019

    Default Dragons of Autumn Twilight: Dragonlance D&D 3.5

    This thread is for out of character discussions of the in character thread of the same name. We do a lot of discussions in the die rolling thread as we conduct combat and other die rolling there, but we can edit posted conversation here. It has been requested that i establish an out of character thread, so here it is.

  2. - Top - End - #2
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Jul 2019

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    I promised to do one post a day, what I really meant was one turn or combat round a day. I was a little slow to get organized, but now I feel, I want to get Round 1 done and over with by midnight tonight Eastern Standard Time, we have three characters that have not submitted their actions, they are Sturm, Tanis, and Raistlin. Two are fighters, I think I can guess what they will probably do, Raistlin is a little harder having spells and all. So in order not to use spells, he may just take a wack at one of the soldiers or the dog with his staff, he'll either attack whoever attacked him last or I will roll a die to select a target for him. It is 6pm now, there is 6 houre left for the players to decide upon actions for those characters, or I will do what I have to to advance to the next round, out of consideration for those other players who are actively participating.
    Last edited by Tom Kalbfus; 2019-09-30 at 05:00 PM.

  3. - Top - End - #3
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Jul 2019

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    I am putting the character stats here for future reference.

    Caramon Majere. CR 5
    Male civilized Human 5th level Fighter
    Lawful good Medium humanoid

    Init +0 Senses Listen +0, Spot +2
    Languages Abanasinian, Camptalk, Common.
    AC 17, touch 10, flat-footed 17
    hp 42 (5d10+15)
    Saves: Fort +7, Ref +1, Will +1.
    Spd 20 ft. (+1 Chain mail); base 30 ft.
    Attack: Melee mwk longsword +11 (1d8+6/19-20) or
    Melee dagger +9 (1d4+4/19-20) or Melee unarmed strike +9 (1d3+4/19-20)
    or Ranged composite Longbow (Str 19) +5 (1d8+4/19-20)
    Base Atk +5; Grp +9
    Atk Options Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack
    Abilities Str 19, Dex 11, Con 17, Int 12, Wis 11, Cha 15.
    Feats Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack,
    Weapon Focus (longsword), Weapon Specialization (longsword)
    Skills Intimidate 8/+10, Ride 8/+8, Search 3/+4, Spot 2/+2, Survival 3/+3
    Possessions +1 chainmail, light steel shield, masterwork longsword, dagger,
    composite longbow (Str 19), 20 arrows, backpack, waterskin, whetstone, bedroll,
    flint and steel, oil (1-pint flask), trail rations (1 day), trail rations (1 day),
    belt pouch containing coins (30 cp, 20 sp, 80 gp, 10 pp)

    Raistlin Majere. CR 5
    Male civilized Human 5th level Wizard
    Neutral Medium humanoid

    War of the Lance (Spellcasting Prodigy feat)
    Init +3; Senses Listen +1, Spot +1
    Languages Abanasinian, Common, Elven, Magius, Solamnic.
    AC 16, touch 16, flat-footed 13
    hp 10 (5d4-5)
    Saves: Fort +0, Ref +4, Will +5
    Spd 30 ft.
    Attack: Melee staff of Magius +3 (1d6+1) or
    Melee dagger of Magius +4 (1d4+2/19-20) or
    Ranged heavy crossbow +5 (1d10/19-20)
    Base Atk +2; Grp +1
    Wizard Spells prepared (CL 5th, +1 melee touch, +5 ranged touch)
    3rd-deep slumber (DC 18), slow (DC 17)
    2nd-darkness, detect thoughts (DC 16), web (DC 16)
    1st-charm person (DC 16), comprehend languages, identify, sleep (DC 16)
    0- detect magic, ghost sound (DC 14), prestidigitation, read magic.
    Abilities Str 9, Dex 16, Con 9, Int 18, Wis 12, Cha 10
    SQ moon magic
    Feats Brew Potion, Magical Aptitude, Scribe Scroll, Spell Focus (enchantment),
    Spellcasting Prodigy
    Skills Concentration 6/+5, Decipher Script 2/+6, Heal 2/+3, Knowledge (arcana) 8/+12, Knowledge (history) 5/+9, Profession (herbalist) 5/+6, Search 1/+5, Sleight of Hand 3/+6, Spellcraft 8/+16
    Possessions dagger of Magius, staff of Magius, heavy crossbow, 20 bolts, red robes, herbalist's supplies, scrolls, ink, writing supplies, spellbook, backpack, bedroll, waterskin, rations (2 days), belt pouch containing coins (10 cp, 40 sp, 90 gp, 20 pp)
    Spellbook prepared spells plus 0- all common and unnamed; 1- burning hands, floating disk, magic missile; 2- mirror image, see invisibility; 3- arcane sight.
    Moon Magic (Su) For the purposes of this adventure, Raistlin will benefit from the effects of Lunitari's moon phases. He has passed the Test of High Sorcery and will be able to take levels in the Wizard of High Sorcery prestige class once he has acquired sufficient experience (or survives to Chapter Two: Flame) but for the time being his only benefits from passing the Test are the Staff or Magius and moon magic.

    Goldmoon. CR 5
    Female nomadic human heathen 5th level Cleric
    Lawful Good Medium humanoid

    War of the Lance (Charming feat)
    Init +2; Senses Listen +3, Spot +3
    Languages Abanasinian, Common, Plainsfolk.
    AC 15, touch 12, flat-footed 13
    hp 29 (5d8+5)
    Saves: Fort +5, Ref +3, Will +9.
    Spd 30 ft.
    Attack: Melee Blue Crystal Staff +7 (1d6+3-) or
    Ranged +1 sling +6 (1d4+2)
    Base Atk +3; Grp +4.
    Abilities Str 12. Dex 14, Con 12, Int 12, Wis 17, Cha 17
    Feats Charming, Iron Will, Weapon Focus (quarterstaff)
    Skills Bluff 0/+5, Concentration 2/+3, Diplomacy 6/+11, Heal 6/+9, Knowledge (religion) 6/+7, Perform (lute) 2/+5, Sense Motive 2/+5, Survival 2/+5
    Possessions +1 leather armor, +1 sling and 10 sling bullets, Blue Crystal Staff, healer's kit, mwk lute, waterskin, blanket.
    Heathen Cleric Goldmoon begins play as a heathen cleric with no clerical powers, which means she cannot channel positive energy, access clerical domains, turn undead, or cast clerical spells. She does count as a cleric of Mishakal for the purpose of accessing the power of the Blue Crystal Staff. When she studies the Disks of Mishakal, she will gain access to the following abilities:
    Special Actions turn undead 6/day (+3, 2d6+8, 5th)
    Cleric Spells Prepared (CL 5th, +4 melee, +5 ranged touch)
    Deity: Mishakal. Domains: Good, Healing
    SQ spontaneous casting (cure spells)
    Blue Crystal Staff the staff holds 20 charges, when it is fully charged. It regains charges at a rate of 1 charge per day, although when it is placed within the open hands of the statue of Mishakal in Xak Tsaroth it automatically regains full charges (this can only be done once per day).
    The wielder of the blue crystal staff can use the following powers of the staff without expending any charges: cure minor wounds, detect poison.
    The following powers drain 2 charges from the staff: command, cure light wounds, remove fear.
    The following powers drain 4 charges from the staff: continual flame, cure poison.
    The following powers drain 6 charges from the staff: remove blindness/deafness, remove curse, remove disease.
    The following powers drain 8 charges from the staff: cure critical wounds, restoration.
    The following powers drain 10 charges from the staff and can be used only by a Cleric of Mishakal wielding the staff: raise dead, regeneration.
    The following powers drain 14 charges from the staff and can be used only by a Cleric of Mishakal: greater restoration, resurrection.
    Besides its ability to heal, the staff can also be used in combat, since the goddess Mishakal understands that sometimes evil must be confronted directly. If wielded by a character of good alignment, the blue crystal staff functions as a +2 quarterstaff in combat. In the hands of a cleric of Mishakal, the blue crystal staff becomes a +5 holy quarterstaff, dealing an additional +2d6 points of holy (good) damage against creatures of evil alignment..
    By expending 2 charges (as a free action) during combat, the wielder of the blue crystal staff can automatically deal double damage (triple damage on a critical strike). By expending 4 charges, the wielder can choose to deal triple damage (quadruple damage on a critical strike). This ability can be used as many times during a single day as charges allow; however it may be used only once upon an individual opponent. If this ability of the blue crystal is used, the staff cannot be used to heal for 1 hour per charge expended to deal additional damage.
    Once per day, the staff may teleport without error, but it is the staff, not the wielder, that activates the power and chooses the location (at the DM's discretion), unless the wielder is a cleric of Mishakal. Also once per day, the staff may be used to automatically deflect the breath weapon of any dragon, protecting a 10-foot radius around its wielder and preventing any damage to the wielder.
    If a character of a non-good alignment attempts to wield the blue crystal staff, she suffers 2d6 points of holy (good) damage every round, and cannot make use of the staff's powers.

    Riverwind. CR 5
    Male nomadic Human Barbarian 3/Ranger 2
    Neutral Good Medium humanoid
    Init +7; Senses Listen +9, Spot +7
    Languages Abanasinian, Common, Plainsfolk.
    AC 17, touch 13, flat-footed 14; uncanny dodge
    hp 37 (3d12+2d8+10)
    Fort +8, Ref +7, Will +3.
    Spd 40 ft.
    Attack Melee +1 keen longsword +8 (1d8+5/17-20) and mwk kukri +7 (1d4+2/18-20) or Ranged mwk composite longbow (Str 18) +8 (1d8+4/3)
    Base Atk +5; Grp +9
    Special Actions combat style (two-weapon), favored enemy animals+2, rage 1/day (7 rounds)
    Abilities Str 18, Dex 16, Con 14, Int 13, Wis 14, Cha 11
    SQ trap sense +1, wild empathy +2
    Feats Alertness, Improved Initiative, Lightning Reflexes, Track, Two-Weapon Fighting
    Skills Climb 4/+8, Handle Animal 3/+3, Intimidate 6/+6, Jump 4/+8, Knowledge (nature) 5/+8, Listen 5/+9, Move Silently 5/+8, Profession (herder) 5/+7, Search 3/+4, Spot 3/+7, Survival 5/+7 (+9 above-ground), Swim 4/+8
    Possessions +2 leather armor, +1 keen longsword, mwk kukri, mwk composite longbow (Str 18) with 20 arrows, backpack, bedroll, flint & steel, hooded lantern, 1 flask of oil, waterskin, rations (2 days), belt pouch containing (20 cp, 10 sp, 85 gp, 10 pp). ,
    Rage (Ex) When Riverwind rages, his statistics change as follows AC 15, touch 11, flat-footed 12, hp 83 (3d12+2d8+10), Fort +10, Will+4
    Melee +1 keen longsword +10 (1d8+7/17-20) and mwk kukri +9 (1d4+3/18-20)
    Grp +11
    Abilities Str 22, Con 18
    Skills Climb +10, Jump +10, Swim +10

    Sturm Brightblade
    Male civilized Human 5th level Fighter
    Lawful Good humanoid
    War of the Lance (Brightblade)
    Init +1; Senses Listen +1, Spot +1
    Languages Abanasinian. Common, Solamnic.
    AC 19, touch 10, flat-footed 19
    hp 40 (5d10+15)
    Resist Honor-bound
    Saves Fort +7, Ref +2, Will +2.
    Spd 20 ft. (mwk half-plate); base 30 ft.
    Attack Melee Brightblade +11 (1d10+7/19-20) or Melee dagger +8 (1d4+3/19-20)
    Base Atk +5; Grp +8
    Atk Options Combat Expertise, Power Attack.
    Abilities Str 17, Dex 12, Con 16, Int 14, Wis 12, Cha 12
    Feats Combat Expertise, Exotic Weapon Proficiency (bastard sword), Honor-bound, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
    Skills Diplomacy 4/+5, Handle Animal 6/+7, Knowledge (nobility and royalty) 4/+6, Ride 6/+9, Search 2/+4, Sense Motive 2/+3, Swim 4/-7 (with armor check penalty)
    Possessions mwk half-plate, heavy steel shield, Brightblade, dagger, signet ring, backpack, bedroll, waterskin, flint & steel, hooded lamp, flask of oil, rations (2 days), belt pouch containing coins (40 cp, 30 sp, 120 gp, 40 pp)

    Tanis Half-Elven. CR 5
    Male Half-elf 5th level Fighter
    Neutral Good Medium humanoid (elf)
    War of the Lance (Quick-Thinking feat)
    Init +5; Senses elvensight (darkvision 30 ft., low-light vision); Listen +3, Spot +5
    Languages Common, Goblin, Elven, Camptalk
    AC 17, touch 13, flat-footed 14
    hp 33 (5d10+5)
    Immune sleep
    Saves Fort +5, Ref +4, Will +2 (+4 against enchantment spells)
    Spd 30 ft..
    Attacks Melee +1 longsword +9 (1d8+4/19-20) or Ranged mwk composite longbow (Str 16) +10 (1d8+3/3) or Ranged mwk composite longbow (Str 16) +8/+8 (1d8+3/3) with Rapid Shot
    Base Atk +5; Grp +8
    Atk Options Point Blank Shot
    Abilities Str 16, Dex 17, Con 12, Int 12, Wis 13, Cha 15
    Feats Alertness, Point Blank Shot, Quick-Thinking, Rapid Shot, Weapon Focus (longbow)
    Skills Craft (bowyer) 2/+3, Diplomacy 3/+7, Gather Information 0/+4, Listen 0/+3, Search 3/+5, Spot 2/+7, Survival 3/+4
    Possessions +2 leather armor, +1 longsword, mwk composite longbow (Str 16) with 20 arrows, daggers (3), backpack, bedroll, rations (2 days), waterskin, belt pouch containing coins (10 cp, 30 sp, 110 gp, 30 pp)

    Flint Fireforge CR 5
    Male Hill Dwarf Fighter 4/Master 1
    Neutral Good Medium humanoid
    War of the Lance (master class, Stubborn feat)
    Init +0; Senses Listen +1, Spot +3
    Languages Common, Dwarven, Goblin
    AC 14, touch 10, flat-footed 14; +4 dodge bonus against giants
    hp 42 (4d10+1d8+20)
    Resist +2 save against spells and spell-like effects, stability (+4 against bull rush and trip)
    Saves Fort +8 (+10 against poison), Ref +1, Will+5
    Spd 20 ft.
    Attack Melee +1 handaxe +9 (1d6+4/3) or Melee dagger +7 (1d4+3/19-20) or Ranged dagger +4 (1d4+3/19-20) or Ranged heavy crossbow +4 (1d10/19-20)
    Base Atk +4; Grp +7
    Atk Options Cleave, Power Atk
    Abilities Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 13
    SQ knack, primary focus (Craft), stonecunning
    Feats Cleave, Power Attack, Skill Focus (Craft [Blacksmithing]), Stubborn, Weapon Focus (handaxe)
    Skills Appraise 6/+6 (+8 relating to stone or metal, +10 blacksmithing), Craft (blacksmithing) 6/+13, Intimidate 4/+7, Knowledge (local) 2/+2, Search 0/+0 (+2 to notice unusual stonework), Spot 2/+3
    Possessions mwk studded leather armor, light wooden shield, +1 handaxe, daggers (3), heavy crossbow, bolts (20), backpack, bedroll, waterskin, rations (2 days), belt pouch containing coins (40 cp, 30 sp, 130 gp, 20 pp)

    Tasslehoff Burrfoot CR 5
    Male Kender 5th level Rogue
    Neutral Good Small humanoid
    War of the Lance (Improved Taunt feat)
    Init +7; Senses Listen +7, Spot +7
    Languages Common, Goblin, Kenderspeak
    AC 16, touch 14, flat-footed 13; uncanny dodge
    hp 29 (5d8+10)
    Immune fear
    Saves Fort +3, Ref +7, Will +0
    Spd 30 ft.
    Attack Melee +1 hoopak +6 (1d4+2) as club or Melee.+1 dagger +6 (1d3+2) or
    Ranged +1 hoopak +8 (1d3+2) as sling
    Base Atk +3; Grp +0
    Atk Options sneak attack +3d6
    Special Actions Taunt
    Abilities Str 13, Dex 16, Con 14, Int 12, Wis 9, Cha 13
    SQ trap sense +2, trapfinding
    Feats Improved Initiative, Improved Taunt
    Skills Bluff 6/+7. (+11 with taunt), Climb 6/+7, Decipher Script 6/+7, Hide 8/+15, Listen 8/+7, Move Silently 8/+11, Open Lock 8/+13, Search 8/+9, Sleight of Hand 8/+15, Spot 6/+7
    Possessions leather armor, +1 hoopak with 10 sling bullets, +1 dagger, mwk thieves' tools,, pouches, various map and scroll cases, backpack bedroll, waterskin, rations (2 days), beld pouch containing coins (20 cp, 30 sp, 140 gp, 20 pp)

  4. - Top - End - #4
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Jul 2019

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    If there are any questions you'd like to ask me or anything you'd like to discuss. I'll answer them here.

  5. - Top - End - #5
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Jul 2019

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Caramon Majere. CR 5
    Male civilized Human 5th level Fighter
    Lawful good Medium humanoid

    Init +0 Senses Listen +0, Spot +2
    Languages Abanasinian, Camptalk, Common.
    AC 17, touch 10, flat-footed 17
    hp 42 (5d10+15) wounds 11
    Saves: Fort +7, Ref +1, Will +1.
    Speed 20 ft. (+1 Chain mail); base 30 ft.
    Attack: Melee mwk longsword +11 (1d8+6/19-20) or
    Melee dagger +9 (1d4+4/19-20) or Melee unarmed strike +9 (1d3+4/19-20)
    or Ranged composite Longbow (Str 19) +5 (1d8+4/19-20)
    Base Atk +5; Grp +9
    Atk Options Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack
    Abilities Str 19, Dex 11, Con 17, Int 12, Wis 11, Cha 15.
    Feats Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack,
    Weapon Focus (longsword), Weapon Specialization (longsword)
    Skills Intimidate 8/+10, Ride 8/+8, Search 3/+4, Spot 2/+2, Survival 3/+3
    Possessions +1 chainmail, light steel shield, masterwork longsword, dagger,
    composite longbow (Str 19), 20 arrows, backpack, waterskin, whetstone, bedroll,
    flint and steel, oil (1-pint flask), trail rations (1 day), trail rations (1 day),
    belt pouch containing coins (30 cp, 20 sp, 80 gp, 10 pp)

    Raistlin Majere. CR 5
    Male civilized Human 5th level Wizard
    Neutral Medium humanoid

    War of the Lance (Spellcasting Prodigy feat)
    Init +3; [/b]Senses Listen +1, Spot +1
    Languages Abanasinian, Common, Elven, Magius, Solamnic.
    AC 16, touch 16, flat-footed 13
    hp 10 (5d4-5) wounds 3
    Saves: Fort +0, Ref +4, Will +5
    Speed 30 ft.
    Attack: Melee staff of Magius +3 (1d6+1) or
    Melee dagger of Magius +4 (1d4+2/19-20) or
    Ranged heavy crossbow +5 (1d10/19-20)
    Base Atk +2; Grp +1
    Wizard Spells prepared (CL 5th, +1 melee touch, +5 ranged touch)
    3rd - deep slumber (DC 18), slow (DC 17)
    2nd - darkness, detect thoughts (DC 16), web (DC 16)
    1st - charm person (DC 16), comprehend languages, identify, sleep (DC 16)
    0 - detect magic, ghost sound (DC 14), prestidigitation, read magic.
    Abilities Str 9, Dex 16, Con 9, Int 18, Wis 12, Cha 10
    SQ moon magic
    Feats Brew Potion, Magical Aptitude, Scribe Scroll, Spell Focus (enchantment),
    Spellcasting Prodigy
    Skills Concentration 6/+5, Decipher Script 2/+6, Heal 2/+3, Knowledge (arcana) 8/+12, Knowledge (history) 5/+9, Profession (herbalist) 5/+6, Search 1/+5, Sleight of Hand 3/+6, Spellcraft 8/+16
    Possessions dagger of Magius, staff of Magius, heavy crossbow, 20 bolts, red robes, herbalist's supplies, scrolls, ink, writing supplies, spellbook, backpack, bedroll, waterskin, rations (2 days), belt pouch containing coins (10 cp, 40 sp, 90 gp, 20 pp)
    Spellbook prepared spells plus 0- all common and unnamed; 1- burning hands, floating disk, magic missile; 2- mirror image, see invisibility; 3- arcane sight.
    Moon Magic (Su) For the purposes of this adventure, Raistlin will benefit from the effects of Lunitari's moon phases. He has passed the Test of High Sorcery and will be able to take levels in the Wizard of High Sorcery prestige class once he has acquired sufficient experience (or survives to Chapter Two: Flame) but for the time being his only benefits from passing the Test are the Staff or Magius and moon magic.

    Goldmoon. CR 5
    Female nomadic human heathen 5th level Cleric
    Lawful Good Medium humanoid

    War of the Lance (Charming feat)
    Init[/b] +2; Senses Listen +3, Spot +3
    Languages Abanasinian, Common, Plainsfolk.
    AC 15, touch 12, flat-footed 13
    hp 29 (5 HD) wounds 13
    Saves Fort +5, Ref +3, Will +9.
    Speed 30 ft.
    Attack: Melee Blue Crystal Staff +7 (1d6+3-) or
    Ranged +1 sling +6 (1d4+2)
    Base Atk +3; Grp +4.
    Abilities Str 12. Dex 14, Con 12, Int 12, Wis 17, Cha 17
    [B ]Feats[/b] Charming, Iron Will, Weapon Focus (quarterstaff)
    Skills Bluff 0/+5, Concentration 2/+3, Diplomacy 6/+11, Heal 6/+9, Knowledge (religion) 6/+7, Perform (lute) 2/+5, Sense Motive 2/+5, Survival 2/+5
    Possessions +1 leather armor, +1 sling and 10 sling bullets, Blue Crystal Staff, healer's kit, mwk lute, waterskin, blanket.
    Heathen Cleric Goldmoon begins play as a heathen cleric with no clerical powers, which means she cannot channel positive energy, access clerical domains, turn undead, or cast clerical spells. She does count as a cleric of Mishakal for the purpose of accessing the power of the Blue Crystal Staff. When she studies the Disks of Mishakal, she will gain access to the following abilities:
    Special Actions turn undead 6/day (+3, 2d6+8, 5th)
    Cleric Spells Prepared (CL 5th, +4 melee, +5 ranged touch)
    Deity: Mishakal. Domains: Good, Healing
    SQ spontaneous casting (cure spells)
    Blue Crystal Staff[/i] the staff holds 20 charges, when it is fully charged. It regains charges at a rate of 1 charge per day, although when it is placed within the open hands of the statue of Mishakal in Xak Tsaroth it automatically regains full charges (this can only be done once per day).
    The wielder of the blue crystal staff can use the following powers of the staff without expending any charges: cure minor wounds, detect poison.
    The following powers drain 2 charges from the staff: command, cure light wounds, remove fear.
    The following powers drain 4 charges from the staff: continual flame, cure poison.
    The following powers drain 6 charges from the staff: remove blindness/deafness[/i, remove curse, remove disease.
    The following powers drain 8 charges from the staff: cure critical wounds, restoration.
    The following powers drain 10 charges from the staff and can be used only by a Cleric of Mishakal wielding the staff: raise dead, regeneration.
    The following powers drain 14 charges from the staff and can be used only by a Cleric of Mishakal: greater restoration, resurrection.
    Besides its ability to heal, the staff can also be used in combat, since the goddess Mishakal understands that sometimes evil must be confronted directly. If wielded by a character of good alignment, the blue crystal staff functions as a +2 quarterstaff in combat. In the hands of a cleric of Mishakal, the blue crystal staff becomes a +5 holy quarterstaff, dealing an additional +2d6 points of holy (good) damage against creatures of evil alignment..
    By expending 2 charges (as a free action) during combat, the wielder of the blue crystal staff can automatically deal double damage (triple damage on a critical strike). By expending 4 charges, the wielder can choose to deal triple damage (quadruple damage on a critical strike). This ability can be used as many times during a single day as charges allow; however it may be used only once upon an individual opponent. If this ability of the blue crystal staff is used, the staff cannot be used to heal for 1 hour per charge expended to deal additional damage.
    Once per day, the staff may teleport without error, but it is the staff, not the wielder, that activates the power and chooses the location (at the DM's discretion), unless the wielder is a cleric of Mishakal. Also once per day, the staff may be used to automatically deflect the breath weapon of any dragon, protecting a 10-foot radius around its wielder and preventing any damage to the wielder.
    If a character of a non-good alignment attempts to wield the blue crystal staff, she suffers 2d6 points of holy (good) damage every round, and cannot make use of the staff's powers.

    Riverwind. CR 5
    Male nomadic Human Barbarian 3/Ranger 2
    Neutral Good Medium humanoid

    Init +7; Senses Listen +9, Spot +7
    Languages Abanasinian, Common, Plainsfolk.
    AC 17, touch 13, flat-footed 14; uncanny dodge
    hp 37 (3d12+2d8+10) wounds 3
    Save: Fort +8, Ref +7, Will +3.
    Speed 40 ft.
    Attack Melee +1 keen longsword +8 (1d8+5/17-20) and mwk kukri +7 (1d4+2/18-20) or Ranged mwk composite longbow (Str 18) +8 (1d8+4/3)
    Base Atk +5; Grp +9
    Special Actions combat style (two-weapon), favored enemy animals+2, rage 1/day (7 rounds)
    Abilities Str 18, Dex 16, Con 14, Int 13, Wis 14, Cha 11
    SQ trap sense +1, wild empathy +2
    Feats Alertness, Improved Initiative, Lightning Reflexes, Track, Two-Weapon Fighting
    Skills Climb 4/+8, Handle Animal 3/+3, Intimidate 6/+6, Jump 4/+8, Knowledge (nature) 5/+8, Listen 5/+9, Move Silently 5/+8, Profession (herder) 5/+7, Search 3/+4, Spot 3/+7, Survival 5/+7 (+9 above-ground), Swim 4/+8
    Possessions +2 leather armor, +1 keen longsword, mwk kukri, mwk composite longbow (Str 18) with 20 arrows, backpack, bedroll, flint & steel, hooded lantern, 1 flask of oil, [/u]waterskin, rations (2 days), belt pouch containing (20 cp, 10 sp, 85 gp, 10 pp).[/U]
    Rage (Ex) When Riverwind rages, his statistics change as follows AC 15, touch 11, flat-footed 12, hp 83 (3d12+2d8+10), Saves Fort +10, Will+4
    Melee +1 keen longsword +10 (1d8+7/17-20) and mwk kukri +9 (1d4+3/18-20)
    [B]Grp
    +11
    Abilities Str 22, Con 18
    Skills Climb +10, Jump +10, Swim +10

    Sturm Brightblade
    Male civilized Human 5th level Fighter
    Lawful Good humanoid

    War of the Lance (Brightblade)
    Init +1; Senses Listen +1, Spot +1
    Languages Abanasinian. Common, Solamnic.
    AC 19, touch 10, flat-footed 19
    hp 40 (5d10+15) wounds 4
    Resist Honor-bound
    Saves Fort +7, Ref +2, Will +2.
    Spd 20 ft. (mwk half-plate); base 30 ft.
    Attack Melee Brightblade +11 (1d10+7/19-20) or Melee dagger +8 (1d4+3/19-20)
    Base Atk +5; Grp +8
    Atk Options Combat Expertise, Power Attack.
    Abilities Str 17, Dex 12, Con 16, Int 14, Wis 12, Cha 12
    Feats Combat Expertise, Exotic Weapon Proficiency (bastard sword), Honor-bound, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
    Skills Diplomacy 4/+5, Handle Animal 6/+7, Knowledge (nobility and royalty) 4/+6, Ride 6/+9, Search 2/+4, Sense Motive 2/+3, Swim 4/-7 (with armor check penalty)
    Possessions mwk half-plate, heavy steel shield, Brightblade, dagger, signet ring, backpack, bedroll, waterskin, flint & steel, hooded lamp, flask of oil, rations (2 days), belt pouch containing coins (40 cp, 30 sp, 120 gp, 40 pp)

    Tanis Half-Elven. CR 5
    Male Half-elf 5th level Fighter
    Neutral Good Medium humanoid (elf)

    War of the Lance (Quick-Thinking feat)
    Init +5; Senses elvensight (darkvision 30 ft., low-light vision); Listen +3, Spot +5
    Languages Common, Goblin, Elven, Camptalk
    AC 17, touch 13, flat-footed 14
    hp 33 (5d10+5) wounds 8
    Immune sleep
    Saves Fort +5, Ref +4, Will +2 (+4 against enchantment spells)
    Spd 30 ft..
    Attacks Melee +1 longsword +9 (1d8+4/19-20) or Ranged mwk composite longbow (Str 16) +10 (1d8+3/3) or Ranged mwk composite longbow (Str 16) +8/+8 (1d8+3/3) with Rapid Shot
    Base Atk +5; Grp +8
    Atk Options Point Blank Shot
    Abilities Str 16, Dex 17, Con 12, Int 12, Wis 13, Cha 15
    Feats Alertness, Point Blank Shot, Quick-Thinking, Rapid Shot, Weapon Focus (longbow)
    Skills Craft (bowyer) 2/+3, Diplomacy 3/+7, Gather Information 0/+4, Listen 0/+3, Search 3/+5, Spot 2/+7, Survival 3/+4
    Possessions +2 leather armor, +1 longsword, mwk composite longbow (Str 16) with 20 arrows, daggers (3), backpack, bedroll, rations (2 days), waterskin, belt pouch containing coins (10 cp, 30 sp, 110 gp, 30 pp)

    Flint Fireforge CR 5
    Male Hill Dwarf Fighter 4/Master 1
    Neutral Good Medium humanoid

    War of the Lance (master class, Stubborn feat)
    Init +0; Senses Listen +1, Spot +3
    Languages Common, Dwarven, Goblin
    AC 14, touch 10, flat-footed 14; +4 dodge bonus against giants
    hp 42 (4d10+1d8+20) wounds 15
    Resist +2 save against spells and spell-like effects, stability (+4 against bull rush and trip)
    Saves Fort +8 (+10 against poison), Ref +1, Will+5
    Spd 20 ft.
    Attack Melee +1 handaxe +9 (1d6+4/3) or Melee dagger +7 (1d4+3/19-20) or Ranged dagger +4 (1d4+3/19-20) or Ranged heavy crossbow +4 (1d10/19-20)
    Base Atk +4; Grp +7
    Atk Options Cleave, Power Atk
    Abilities Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 13
    SQ knack, primary focus (Craft), stonecunning
    Feats Cleave, Power Attack, Skill Focus (Craft [Blacksmithing]), Stubborn, Weapon Focus (handaxe)
    Skills Appraise 6/+6 (+8 relating to stone or metal, +10 blacksmithing), Craft (blacksmithing) 6/+13, Intimidate 4/+7, Knowledge (local) 2/+2, Search 0/+0 (+2 to notice unusual stonework), Spot 2/+3
    Possessions mwk studded leather armor, light wooden shield, +1 handaxe, daggers (3), heavy crossbow, bolts (20), backpack, bedroll, waterskin, rations (2 days), belt pouch containing coins (40 cp, 30 sp, 130 gp, 20 pp)

    Tasslehoff Burrfoot CR 5
    Male Kender 5th level Rogue
    Neutral Good Small humanoid

    War of the Lance (Improved Taunt feat)
    Init +7; Senses Listen +7, Spot +7
    Languages Common, Goblin, Kenderspeak
    AC 16, touch 14, flat-footed 13; uncanny dodge
    hp 29 (5d8+10) wounds 8
    Immune fear
    Saves Fort +3, Ref +7, Will +0
    Spd 30 ft.
    Attack Melee +1 hoopak +6 (1d4+2) as club or Melee.+1 dagger +6 (1d3+2) or
    Ranged +1 hoopak +8 (1d3+2) as sling
    Base Atk +3; Grp +0
    Atk Options sneak attack +3d6
    Special Actions Taunt
    Abilities Str 13, Dex 16, Con 14, Int 12, Wis 9, Cha 13
    SQ trap sense +2, trapfinding
    Feats Improved Initiative, Improved Taunt
    Skills Bluff 6/+7. (+11 with taunt), Climb 6/+7, Decipher Script 6/+7, Hide 8/+15, Listen 8/+7, Move Silently 8/+11, Open Lock 8/+13, Search 8/+9, Sleight of Hand 8/+15, Spot 6/+7
    Possessions leather armor, +1 hoopak with 10 sling bullets, +1 dagger, mwk thieves' tools,, pouches, various map and scroll cases, backpack bedroll, waterskin, rations (2 days), beld pouch containing coins (20 cp, 30 sp, 140 gp, 20 pp)

    Camille
    Female civilized Human 5th level Bard
    Chaotic Good Medium humanoid
    Init +2 Senses Listen +0, Spot +2
    Languages Abanasinian, Camptalk, Common
    AC 16, touch 12. Flat-footed 14
    hp 25 (5d8+5) wounds 0
    Saves Fort +2, Ref +6, Will +3
    Speed 30 ft. (Masterwork studded leather armor); base 30 ft.
    Attack Melee Masterwork Longsword +4 (1d8/19-20) or Ranged Masterwork Composite Longbow (Str 10) (1d8/x3)
    Base Atk +3; Grp +3
    Attack Options Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, lnspire competance, Spells 4/5/3: 1st: Feather fall, Sleep, Charm Person, Comprehend Languages, Expeditious retreat, Disguise Self 2nd Enthrall, Hold Person, Invisibility, Mirror Image 3rd Charm Monster, Daylight, Dispacement
    Abilities Str 10, Dex 14, Con 12, Int 14, Wis 9, Cha 17
    Feats Alertness. Mounted Combat, Mounted Archery
    Skills Balance 5/+7, Bluff 5/+8, Climb 5/+7, Disable Device 4/+6, Gather Information 4/+7, Handle Animal 4/+5, Hide 4/+6, Listen 2/+3, Move Silently 4/+6, Perform (Harp) 5/ +8, Open Lock 4/+4, Ride 4/+4, Spot 2/+2. Swim 2/+2. Tumble 2/+4.
    Possessions amulet of natural armor +1, Masterwork composite longbow, 20 arrows, Masterwork longsword, Masterwork studded leather armor, harp, belt pouch, 140 pp (Outside: Heavy Horse, Masterwork studded leather barding, Riding saddle, bit and bridle, saddlebags, waterskin, rations (2 days), hooded lantern, 2 flasks of oil, flint and steel, thieves tools. rope silk (50 ft.)



    Kennerly
    Female civilized Human 5th level Bard
    Chaotic Good Medium humanoid
    Init +2 Senses Listen +0, Spot +2
    Languages Abanasinian, Camptalk, Common
    AC 16, touch 12. Flat-footed 14
    hp 25 (5d8+5) wounds 0
    Saves Fort +2, Ref +6, Will +3
    Speed 30 ft. (Masterwork studded leather armor); base 30 ft.
    Attack Melee Masterwork Longsword +4 (1d8/19-20) or Ranged Masterwork Composite Longbow (Str 10) (1d8/x3)
    Base Atk +3; Grp +3
    Attack Options Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, lnspire competance, Spells 4/5/3: 1st: Feather fall, Sleep, Charm Person, Comprehend Languages, Expeditious retreat, Disguise Self 2nd Enthrall, Hold Person, Invisibility, Mirror Image 3rd Charm Monster, Daylight, Dispacement
    Abilities Str 10, Dex 14, Con 12, Int 14, Wis 9, Cha 17
    Feats Alertness. Mounted Combat, Mounted Archery
    Skills Balance 5/+7, Bluff 5/+8, Climb 5/+7, Disable Device 4/+6, Gather Information 4/+7, Handle Animal 4/+5, Hide 4/+6, Listen 2/+3, Move Silently 4/+6, Perform (Harp) 5/ +8, Open Lock 4/+4, Ride 4/+4, Spot 2/+2. Swim 2/+2. Tumble 2/+4.
    Possessions amulet of natural armor +1, Masterwork composite longbow, 20 arrows, Masterwork longsword, Masterwork studded leather armor, harp, belt pouch, 140 pp (Outside: Heavy Horse, Masterwork studded leather barding, Riding saddle, bit and bridle, saddlebags, waterskin, rations (2 days), hooded lantern, 2 flasks of oil, flint and steel, thieves tools. rope silk (50 ft.)
    Last edited by Tom Kalbfus; 2019-10-07 at 09:18 AM.

  6. - Top - End - #6
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Jul 2019

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Caramon Majere. CR 5
    Male civilized Human 5th level Fighter
    Lawful good Medium humanoid

    Init +0 Senses Listen +0, Spot +2
    Languages Abanasinian, Camptalk, Common.
    AC 17, touch 10, flat-footed 17
    hp 42 (5d10+15) wounds 0
    Saves: Fort +7, Ref +1, Will +1.
    Speed 20 ft. (+1 Chain mail); base 30 ft.
    Attack: Melee mwk longsword +11 (1d8+6/19-20) or
    Melee dagger +9 (1d4+4/19-20) or Melee unarmed strike +9 (1d3+4/19-20)
    or Ranged composite Longbow (Str 19) +5 (1d8+4/19-20)
    Base Atk +5; Grp +9
    Atk Options Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack
    Abilities Str 19, Dex 11, Con 17, Int 12, Wis 11, Cha 15.
    Feats Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack,
    Weapon Focus (longsword), Weapon Specialization (longsword)
    Skills Intimidate 8/+10, Ride 8/+8, Search 3/+4, Spot 2/+2, Survival 3/+3
    Possessions +1 chainmail, light steel shield, masterwork longsword, dagger,
    composite longbow (Str 19), 20 arrows, backpack, waterskin, whetstone, bedroll,
    flint and steel, oil (1-pint flask), trail rations (1 day), trail rations (1 day),
    belt pouch containing coins (150 cp, 100 sp, 523 gp, 70 pp)

    Raistlin Majere. CR 5
    Male civilized Human 5th level Wizard
    Neutral Medium humanoid

    War of the Lance (Spellcasting Prodigy feat)
    Init +3; [/b]Senses Listen +1, Spot +1
    Languages Abanasinian, Common, Elven, Magius, Solamnic.
    AC 16, touch 16, flat-footed 13
    hp 10 (5d4-5) wounds 0
    Saves: Fort +0, Ref +4, Will +5
    Speed 30 ft.
    Attack: Melee staff of Magius +3 (1d6+1) or
    Melee dagger of Magius +4 (1d4+2/19-20) or
    Ranged heavy crossbow +5 (1d10/19-20)
    Base Atk +2; Grp +1
    Wizard Spells prepared (CL 5th, +1 melee touch, +5 ranged touch)
    3rd - deep slumber (DC 18), slow (DC 17)
    2nd - darkness, detect thoughts (DC 16), web (DC 16)
    1st - charm person (DC 16), comprehend languages, identify, sleep (DC 16)
    0 - detect magic, ghost sound (DC 14), prestidigitation, read magic.
    Abilities Str 9, Dex 16, Con 9, Int 18, Wis 12, Cha 10
    SQ moon magic
    Feats Brew Potion, Magical Aptitude, Scribe Scroll, Spell Focus (enchantment),
    Spellcasting Prodigy
    Skills Concentration 6/+5, Decipher Script 2/+6, Heal 2/+3, Knowledge (arcana) 8/+12, Knowledge (history) 5/+9, Profession (herbalist) 5/+6, Search 1/+5, Sleight of Hand 3/+6, Spellcraft 8/+16
    Possessions dagger of Magius, staff of Magius, heavy crossbow, 20 bolts, red robes, herbalist's supplies, scrolls, ink, writing supplies, spellbook, backpack, bedroll, waterskin, rations (2 days), belt pouch containing coins (10 cp, 40 sp, 90 gp, 20 pp)
    Spellbook prepared spells plus 0- all common and unnamed; 1- burning hands, floating disk, magic missile; 2- mirror image, see invisibility; 3- arcane sight.
    Moon Magic (Su) For the purposes of this adventure, Raistlin will benefit from the effects of Lunitari's moon phases. He has passed the Test of High Sorcery and will be able to take levels in the Wizard of High Sorcery prestige class once he has acquired sufficient experience (or survives to Chapter Two: Flame) but for the time being his only benefits from passing the Test are the Staff or Magius and moon magic.

    Goldmoon. CR 5
    Female nomadic human heathen 5th level Cleric
    Lawful Good Medium humanoid

    War of the Lance (Charming feat)
    Init[/b] +2; Senses Listen +3, Spot +3
    Languages Abanasinian, Common, Plainsfolk.
    AC 15, touch 12, flat-footed 13
    hp 29 (5 HD) wounds 0
    Saves Fort +5, Ref +3, Will +9.
    Speed 30 ft.
    Attack: Melee Blue Crystal Staff +7 (1d6+3-) or
    Ranged +1 sling +6 (1d4+2)
    Base Atk +3; Grp +4.
    Abilities Str 12. Dex 14, Con 12, Int 12, Wis 17, Cha 17
    [B ]Feats[/b] Charming, Iron Will, Weapon Focus (quarterstaff)
    Skills Bluff 0/+5, Concentration 2/+3, Diplomacy 6/+11, Heal 6/+9, Knowledge (religion) 6/+7, Perform (lute) 2/+5, Sense Motive 2/+5, Survival 2/+5
    Possessions +1 leather armor, +1 sling and 10 sling bullets, Blue Crystal Staff, healer's kit, mwk lute, waterskin, blanket.
    Heathen Cleric Goldmoon begins play as a heathen cleric with no clerical powers, which means she cannot channel positive energy, access clerical domains, turn undead, or cast clerical spells. She does count as a cleric of Mishakal for the purpose of accessing the power of the Blue Crystal Staff. When she studies the Disks of Mishakal, she will gain access to the following abilities:
    Special Actions turn undead 6/day (+3, 2d6+8, 5th)
    Cleric Spells Prepared (CL 5th, +4 melee, +5 ranged touch)
    Deity: Mishakal. Domains: Good, Healing
    SQ spontaneous casting (cure spells)
    Blue Crystal Staff[/i] the staff holds 20 charges, when it is fully charged. It regains charges at a rate of 1 charge per day, although when it is placed within the open hands of the statue of Mishakal in Xak Tsaroth it automatically regains full charges (this can only be done once per day).
    The wielder of the blue crystal staff can use the following powers of the staff without expending any charges: cure minor wounds, detect poison.
    The following powers drain 2 charges from the staff: command, cure light wounds, remove fear.
    The following powers drain 4 charges from the staff: continual flame, cure poison.
    The following powers drain 6 charges from the staff: [i]remove blindness/deafness[/i, remove curse, remove disease.
    The following powers drain 8 charges from the staff: cure critical wounds, restoration.
    The following powers drain 10 charges from the staff and can be used only by a Cleric of Mishakal wielding the staff: raise dead, regeneration.
    The following powers drain 14 charges from the staff and can be used only by a Cleric of Mishakal: greater restoration, resurrection.
    Besides its ability to heal, the staff can also be used in combat, since the goddess Mishakal understands that sometimes evil must be confronted directly. If wielded by a character of good alignment, the blue crystal staff functions as a +2 quarterstaff in combat. In the hands of a cleric of Mishakal, the blue crystal staff becomes a +5 holy quarterstaff, dealing an additional +2d6 points of holy (good) damage against creatures of evil alignment..
    By expending 2 charges (as a free action) during combat, the wielder of the blue crystal staff can automatically deal double damage (triple damage on a critical strike). By expending 4 charges, the wielder can choose to deal triple damage (quadruple damage on a critical strike). This ability can be used as many times during a single day as charges allow; however it may be used only once upon an individual opponent. If this ability of the blue crystal staff is used, the staff cannot be used to heal for 1 hour per charge expended to deal additional damage.
    Once per day, the staff may teleport without error, but it is the staff, not the wielder, that activates the power and chooses the location (at the DM's discretion), unless the wielder is a cleric of Mishakal. Also once per day, the staff may be used to automatically deflect the breath weapon of any dragon, protecting a 10-foot radius around its wielder and preventing any damage to the wielder.
    If a character of a non-good alignment attempts to wield the blue crystal staff, she suffers 2d6 points of holy (good) damage every round, and cannot make use of the staff's powers.

    Riverwind. CR 5
    Male nomadic Human Barbarian 3/Ranger 2
    Neutral Good Medium humanoid

    Init +7; Senses Listen +9, Spot +7
    Languages Abanasinian, Common, Plainsfolk.
    AC 17, touch 13, flat-footed 14; uncanny dodge
    hp 37 (3d12+2d8+10) wounds 0
    Save: Fort +8, Ref +7, Will +3.
    Speed 40 ft.
    Attack Melee +1 keen longsword +8 (1d8+5/17-20) and mwk kukri +7 (1d4+2/18-20) or Ranged mwk composite longbow (Str 18) +8 (1d8+4/3)
    Base Atk +5; Grp +9
    Special Actions combat style (two-weapon), favored enemy animals+2, rage 1/day (7 rounds)
    Abilities Str 18, Dex 16, Con 14, Int 13, Wis 14, Cha 11
    SQ trap sense +1, wild empathy +2
    Feats Alertness, Improved Initiative, Lightning Reflexes, Track, Two-Weapon Fighting
    Skills Climb 4/+8, Handle Animal 3/+3, Intimidate 6/+6, Jump 4/+8, Knowledge (nature) 5/+8, Listen 5/+9, Move Silently 5/+8, Profession (herder) 5/+7, Search 3/+4, Spot 3/+7, Survival 5/+7 (+9 above-ground), Swim 4/+8
    Possessions +2 leather armor, +1 keen longsword, mwk kukri, mwk composite longbow (Str 18) with 20 arrows, backpack, bedroll, flint & steel, hooded lantern, 1 flask of oil, [/u]waterskin, rations (2 days), belt pouch containing (0 cp, 0 sp, 0 gp, 0 pp).[/U]
    Rage (Ex) When Riverwind rages, his statistics change as follows AC 15, touch 11, flat-footed 12, hp 83 (3d12+2d8+10), Saves Fort +10, Will+4
    Melee +1 keen longsword +10 (1d8+7/17-20) and mwk kukri +9 (1d4+3/18-20)
    Grp +11
    Abilities Str 22, Con 18
    Skills Climb +10, Jump +10, Swim +10

    Sturm Brightblade
    Male civilized Human 5th level Fighter
    Lawful Good humanoid

    War of the Lance (Brightblade)
    Init +1; Senses Listen +1, Spot +1
    Languages Abanasinian. Common, Solamnic.
    AC 19, touch 10, flat-footed 19
    hp 40 (5d10+15) wounds 0
    Resist Honor-bound
    Saves Fort +7, Ref +2, Will +2.
    Spd 20 ft. (mwk half-plate); base 30 ft.
    Attack Melee Brightblade +11 (1d10+7/19-20) or Melee dagger +8 (1d4+3/19-20)
    Base Atk +5; Grp +8
    Atk Options Combat Expertise, Power Attack.
    Abilities Str 17, Dex 12, Con 16, Int 14, Wis 12, Cha 12
    Feats Combat Expertise, Exotic Weapon Proficiency (bastard sword), Honor-bound, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
    Skills Diplomacy 4/+5, Handle Animal 6/+7, Knowledge (nobility and royalty) 4/+6, Ride 6/+9, Search 2/+4, Sense Motive 2/+3, Swim 4/-7 (with armor check penalty)
    Possessions mwk half-plate, heavy steel shield, Brightblade, dagger, signet ring, backpack, bedroll, waterskin, flint & steel, hooded lamp, flask of oil, rations (2 days), belt pouch containing coins (0 cp, 0 sp, 0 gp, 0 pp)

    Tanis Half-Elven. CR 5
    Male Half-elf 5th level Fighter
    Neutral Good Medium humanoid (elf)

    War of the Lance (Quick-Thinking feat)
    Init +5; Senses elvensight (darkvision 30 ft., low-light vision); Listen +3, Spot +5
    Languages Common, Goblin, Elven, Camptalk
    AC 17, touch 13, flat-footed 14
    hp 33 (5d10+5) wounds 0
    Immune sleep
    Saves Fort +5, Ref +4, Will +2 (+4 against enchantment spells)
    Spd 30 ft..
    Attacks Melee +1 longsword +9 (1d8+4/19-20) or Ranged mwk composite longbow (Str 16) +10 (1d8+3/3) or Ranged mwk composite longbow (Str 16) +8/+8 (1d8+3/3) with Rapid Shot
    Base Atk +5; Grp +8
    Atk Options Point Blank Shot
    Abilities Str 16, Dex 17, Con 12, Int 12, Wis 13, Cha 15
    Feats Alertness, Point Blank Shot, Quick-Thinking, Rapid Shot, Weapon Focus (longbow)
    Skills Craft (bowyer) 2/+3, Diplomacy 3/+7, Gather Information 0/+4, Listen 0/+3, Search 3/+5, Spot 2/+7, Survival 3/+4
    Possessions +2 leather armor, +1 longsword, mwk composite longbow (Str 16) with 20 arrows, daggers (3), backpack, bedroll, rations (2 days), waterskin, belt pouch containing coins (10 cp, 30 sp, 110 gp, 30 pp)

    Flint Fireforge CR 5
    Male Hill Dwarf Fighter 4/Master 1
    Neutral Good Medium humanoid

    War of the Lance (master class, Stubborn feat)
    Init +0; Senses Listen +1, Spot +3
    Languages Common, Dwarven, Goblin
    AC 14, touch 10, flat-footed 14; +4 dodge bonus against giants
    hp 42 (4d10+1d8+20) wounds 0
    Resist +2 save against spells and spell-like effects, stability (+4 against bull rush and trip)
    Saves Fort +8 (+10 against poison), Ref +1, Will+5
    Spd 20 ft.
    Attack Melee +1 handaxe +9 (1d6+4/3) or Melee dagger +7 (1d4+3/19-20) or Ranged dagger +4 (1d4+3/19-20) or Ranged heavy crossbow +4 (1d10/19-20)
    Base Atk +4; Grp +7
    Atk Options Cleave, Power Atk
    Abilities Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 13
    SQ knack, primary focus (Craft), stonecunning
    Feats Cleave, Power Attack, Skill Focus (Craft [Blacksmithing]), Stubborn, Weapon Focus (handaxe)
    Skills Appraise 6/+6 (+8 relating to stone or metal, +10 blacksmithing), Craft (blacksmithing) 6/+13, Intimidate 4/+7, Knowledge (local) 2/+2, Search 0/+0 (+2 to notice unusual stonework), Spot 2/+3
    Possessions mwk studded leather armor, light wooden shield, +1 handaxe, daggers (3), heavy crossbow, bolts (20), backpack, bedroll, waterskin, rations (2 days), belt pouch containing coins (0 cp, 0 sp, 0 gp, 0 pp)

    Tasslehoff Burrfoot CR 5
    Male Kender 5th level Rogue
    Neutral Good Small humanoid

    War of the Lance (Improved Taunt feat)
    Init +7; Senses Listen +7, Spot +7
    Languages Common, Goblin, Kenderspeak
    AC 16, touch 14, flat-footed 13; uncanny dodge
    hp 29 (5d8+10) wounds 0
    Immune fear
    Saves Fort +3, Ref +7, Will +0
    Spd 30 ft.
    Attack Melee +1 hoopak +6 (1d4+2) as club or Melee.+1 dagger +6 (1d3+2) or
    Ranged +1 hoopak +8 (1d3+2) as sling
    Base Atk +3; Grp +0
    Atk Options sneak attack +3d6
    Special Actions Taunt
    Abilities Str 13, Dex 16, Con 14, Int 12, Wis 9, Cha 13
    SQ trap sense +2, trapfinding
    Feats Improved Initiative, Improved Taunt
    Skills Bluff 6/+7. (+11 with taunt), Climb 6/+7, Decipher Script 6/+7, Hide 8/+15, Listen 8/+7, Move Silently 8/+11, Open Lock 8/+13, Search 8/+9, Sleight of Hand 8/+15, Spot 6/+7
    Possessions leather armor, +1 hoopak with 10 sling bullets, +1 dagger, mwk thieves' tools,, pouches, various map and scroll cases, backpack bedroll, waterskin, rations (2 days), beld pouch containing coins (0 cp, 0 sp, 0 gp, 0 pp)

    Camille
    Female civilized Human 5th level Bard
    Chaotic Good Medium humanoid
    Init +2 Senses Listen +0, Spot +2
    Languages Abanasinian, Camptalk, Common
    AC 16, touch 12. Flat-footed 14
    hp 25 (5d8+5) wounds 0
    Saves Fort +2, Ref +6, Will +3
    Speed 30 ft. (Masterwork studded leather armor); base 30 ft.
    Attack Melee Masterwork Longsword +4 (1d8/19-20) or Ranged Masterwork Composite Longbow (Str 10) (1d8/x3)
    Base Atk +3; Grp +3
    Attack Options Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, lnspire competance, Spells 4/5/3: 1st: Feather fall, Sleep, Charm Person, Comprehend Languages, Expeditious retreat, Disguise Self 2nd Enthrall, Hold Person, Invisibility, Mirror Image 3rd Charm Monster, Daylight, Dispacement
    Abilities Str 10, Dex 14, Con 12, Int 14, Wis 9, Cha 17
    Feats Alertness. Mounted Combat, Mounted Archery
    Skills Balance 5/+7, Bluff 5/+8, Climb 5/+7, Disable Device 4/+6, Gather Information 4/+7, Handle Animal 4/+5, Hide 4/+6, Listen 2/+3, Move Silently 4/+6, Perform (Harp) 5/ +8, Open Lock 4/+4, Ride 4/+4, Spot 2/+2. Swim 2/+2. Tumble 2/+4.
    Possessions amulet of natural armor +1, Masterwork composite longbow, 20 arrows, Masterwork longsword, Masterwork studded leather armor, harp, belt pouch, 0 pp (Outside: Heavy Horse, Masterwork studded leather barding, Riding saddle, bit and bridle, saddlebags, waterskin, rations (2 days), hooded lantern, 2 flasks of oil, flint and steel, thieves tools. rope silk (50 ft.)

    Kennerly
    Female civilized Human 5th level Bard
    Chaotic Good Medium humanoid
    Init +2 Senses Listen +0, Spot +2
    Languages Abanasinian, Camptalk, Common
    AC 16, touch 12. Flat-footed 14
    hp 25 (5d8+5) wounds 0
    Saves Fort +2, Ref +6, Will +3
    Speed 30 ft. (Masterwork studded leather armor); base 30 ft.
    Attack Melee Masterwork Longsword +4 (1d8/19-20) or Ranged Masterwork Composite Longbow (Str 10) (1d8/x3)
    Base Atk +3; Grp +3
    Attack Options Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, lnspire competance, Spells 4/5/3: 1st: Feather fall, Sleep, Charm Person, Comprehend Languages, Expeditious retreat, Disguise Self 2nd Enthrall, Hold Person, Invisibility, Mirror Image 3rd Charm Monster, Daylight, Dispacement
    Abilities Str 10, Dex 14, Con 12, Int 14, Wis 9, Cha 17
    Feats Alertness. Mounted Combat, Mounted Archery
    Skills Balance 5/+7, Bluff 5/+8, Climb 5/+7, Disable Device 4/+6, Gather Information 4/+7, Handle Animal 4/+5, Hide 4/+6, Listen 2/+3, Move Silently 4/+6, Perform (Harp) 5/ +8, Open Lock 4/+4, Ride 4/+4, Spot 2/+2. Swim 2/+2. Tumble 2/+4.
    Possessions amulet of natural armor +1, Masterwork composite longbow, 20 arrows, Masterwork longsword, Masterwork studded leather armor, harp, belt pouch, 0 pp (Outside: Heavy Horse, Masterwork studded leather barding, Riding saddle, bit and bridle, saddlebags, waterskin, rations (2 days), hooded lantern, 2 flasks of oil, flint and steel, thieves tools. rope silk (50 ft.)

    Retainers

    Alfred Stanwick
    Male civilized human 3rd level Fighter. Cr 3
    Lawful Good Medium humanoid
    HD:
    3d10+12 (30 hp)
    Init: +4; Senses: Listen +5, Spot +5
    Languages Common, Elvish, Goblin
    Speed: 20 ft.
    AC 16, touch 12, flat-footed 16
    Base Atk: +3 Grp: +4
    Attack: Melee Longsword +5 (1d8+1/19-20) or Melee Dagger +4 (1d4+1/19-20) or Unarmed strike +4 (1d3+1/2) or Ranged +3(1d6/3)
    Saves: Fort +6, Ref +1, Will +1
    Abilities: Str 12, Dex 10, Con 16, Int 14, Wis 10, Cha 11.
    Skills: Balance +1, Climb +2, Craft(armorsmithing) +3, Disguise +1, Handle Animal +2, Intimidate +1, Jump +2, Knowledge (arcana) +2, Knowledge (religion) +3, Listen +5, Ride +4, Spot +5, Survival +1, Swim +3
    Feats: Alertness, Improved unarmed Strike, Toughness, Improved initiative, Weapon focus (longsword)
    Possessions: Chain shirt, large steel shield, longsword, shortbow, arrows (20), dagger, backpack, bedroll, blanket, flint & steel, hooded lanturn, flask of oil (1), rations (2 days), rope silk (50 ft.), tent, waterskin, explorers outfit, belt pouch containing 6 sp, 9 gp.

    Luna Adristae
    Female civilized elven 3rd level heathen cleric
    Chaotic good Medium humanoid (elf)
    Hit Dice:
    3d8+3 (17 hp)
    Init: +7; Senses: Search +2, Spot +3
    Languages: Common, Elven, Goblin
    Speed: 20 ft.
    AC: 18, touch 14, flat-footed 15
    Base atk: +2, Grp: +4
    Attack: Melee longsword +5 (1d8+2/19-20) or Melee unarmed strike +4 (1d3+2) or Ranged heavy crossbow +5 (1d10/19-20)
    Saves: Fort +4, Ref +4, Will +5
    Abilities: Str 15, Dex 16, Con 12, Int 12, Wis 15, Cha 12
    Skills: Craft (bowmaking) +2, Heal +4, Jump +3, Knowledge (arcana), Profession (hunter) +3, Search +2, Spot +3, Swim +3, Use Magic Device +1.
    Feats Improved Initiative, Weapon Proficiency (longsword, rapier, longbow, shortbow, crossbow), elven +2 bonus on listen and spot checks, Weapon focus(longsword)
    SQ: elven +2 bonus on listen and spot checks.
    possessions: Chain shirt, light wooden shield, heavy crossbow, bolts (20), longsword, backpack, mirror, small steel, sack (empty), waterskin, rations (2 days), travelers outfit, flint & steel, common lamp, oil (1 flask), torch, belt pouch containing 9 cp, 6 sp.

    Nora Cleaborne
    Female civilized Human 3rd level Wizard
    Neutral Good Medium humanoid
    Hit Dice:
    3d4+9 (20 hp)
    Init: +8; Senses Search +6, Spot +2
    Languages: Common, Elvish, Dwarvish, Kender, Gnomish
    Speed: 20 ft.
    AC: 14/ 18* with mage armor, touch 14, flat-footed 10
    Base atk: +1, Grp: -1
    Attack: Ranged heavy crossbow +5 (1d10/19-20) or Ranged or Melee dagger +5 (1d4-1 or 1 hp whichever is greater/19-20) or Melee unarmed strike +5 (1 hp)
    Saves: Fort +2, Ref +5, Will +4.
    Abilities: Str 7, Dex 18, Con 12, Int 18, Wis 13, Cha 14.
    Skills: Concentration +2, Craft (alchemy) +5, Decipher Script +5, Diplomacy +3, Handle Animal +3, Knowledge (arcana) +5, Profession(apothecary), Search +6, Spellcraft +5, Spot +2, Survival +2, Swim+1.
    Feats: Improved Initiative, Toughness 2,
    SQ: Summon familiar, Scribe Scroll.
    Possessions: heavy crossbow, bolts (20), daggers (2), wizard's spellbook (0: detect magic, read magic, light 1st: mage armor, magic missile, sleep 2nd: melf's acid arrow, invisibility, spell components pouch, waterskin, common lamp, oil (1 pint flask), flint&steel, int (1 oz. vial), inkpen, sack (empty), scholar's outfit.
    Spells Prepared: 2nd: melf's acid arrow, invisibility 1st: mage armor, magic missile, sleep 0: detect magic, read magic, light, comprehend languages.


    Betsy
    Heavy horse
    Large Animal
    Hit Dice:
    (3d8+6)[22]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 16 (-1 size, +1 Dex, +3 armor, +3 natural), touch 10, flat-footed 12
    Base Attack: +2, Grapple: +9
    Attack: Hoof -1 melee (1d6+1*)
    Full Attack: 2 hooves -1 melee (1d6+1)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
    Skills: Listen +4, Spot +4.
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 1
    Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201 - 400 pounds,; and a heavy load, 401 - 600 pounds. A heavy horse can drag 3,000 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)

    Rupert
    Heavy warhorse
    Large Animal
    Hit Dice:
    (4d8+12)[27]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (-1 size, +2 Dex, +3 armor, +4 natural), touch 10, flat-footed 13
    Base Attack: +3; Grapple: +11
    Attack: Hoof +6 melee (1d6+4)
    Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
    Skills: Listen +5, Spot +4
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 2
    Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds, and a heavy load, 601 - 900 pounds. A heavy warhorse can drag 4,500 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)

    Claudette
    Heavy warhorse
    Large Animal
    Hit Dice:
    (4d8+12)[29]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (-1 size, +2 Dex, +3 armor, +4 natural), touch 10, flat-footed 13
    Base Attack: +3; Grapple: +11
    Attack: Hoof +6 melee (1d6+4)
    Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
    Skills: Listen +5, Spot +4
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 2
    Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds, and a heavy load, 601 - 900 pounds. A heavy warhorse can drag 4,500 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)


    Benjamin
    Heavy horse
    Large Animal
    Hit Dice:
    (3d8+6)[22]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 16 (-1 size, +1 Dex, +3 armor, +3 natural), touch 10, flat-footed 12
    Base Attack: +2, Grapple: +9
    Attack: Hoof -1 melee (1d6+1*)
    Full Attack: 2 hooves -1 melee (1d6+1)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
    Skills: Listen +4, Spot +4.
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 1
    Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201 - 400 pounds,; and a heavy load, 401 - 600 pounds. A heavy horse can drag 3,000 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)

    Diana
    Heavy warhorse
    Large Animal
    Hit Dice:
    (4d8+12)[24]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (-1 size, +2 Dex, +3 armor, +4 natural), touch 10, flat-footed 13
    Base Attack: +3; Grapple: +11
    Attack: Hoof +6 melee (1d6+4)
    Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
    Skills: Listen +5, Spot +4
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 2
    Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds, and a heavy load, 601 - 900 pounds. A heavy warhorse can drag 4,500 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)

    Bill
    Heavy horse
    Large Animal
    Hit Dice:
    (3d8+6)[25]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 16 (-1 size, +1 Dex, +3 armor, +3 natural), touch 10, flat-footed 12
    Base Attack: +2, Grapple: +9
    Attack: Hoof -1 melee (1d6+1*)
    Full Attack: 2 hooves -1 melee (1d6+1)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
    Skills: Listen +4, Spot +4.
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 1
    Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201 - 400 pounds,; and a heavy load, 401 - 600 pounds. A heavy horse can drag 3,000 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)

    Sally
    Heavy warhorse
    Large Animal
    Hit Dice:
    (4d8+12)[35]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (-1 size, +2 Dex, +3 armor, +4 natural), touch 10, flat-footed 13
    Base Attack: +3; Grapple: +11
    Attack: Hoof +6 melee (1d6+4)
    Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
    Skills: Listen +5, Spot +4
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 2
    Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds, and a heavy load, 601 - 900 pounds. A heavy warhorse can drag 4,500 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)


    Freddy
    Heavy horse
    Large Animal
    Hit Dice:
    (3d8+6)[15]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 16 (-1 size, +1 Dex, +3 armor, +3 natural), touch 10, flat-footed 12
    Base Attack: +2, Grapple: +9
    Attack: Hoof -1 melee (1d6+1*)
    Full Attack: 2 hooves -1 melee (1d6+1)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
    Skills: Listen +4, Spot +4.
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 1
    Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201 - 400 pounds,; and a heavy load, 401 - 600 pounds. A heavy horse can drag 3,000 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)

    Duke
    Heavy horse
    Large Animal
    Hit Dice:
    (3d8+6)[18]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 16 (-1 size, +1 Dex, +3 armor, +3 natural), touch 10, flat-footed 12
    Base Attack: +2, Grapple: +9
    Attack: Hoof -1 melee (1d6+1*)
    Full Attack: 2 hooves -1 melee (1d6+1)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
    Skills: Listen +4, Spot +4.
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 1
    Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201 - 400 pounds,; and a heavy load, 401 - 600 pounds. A heavy horse can drag 3,000 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)

    Dutchess
    Heavy horse
    Large Animal
    Hit Dice:
    (3d8+6)[17]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 13 (-1 size, +1 Dex, +3 armor, +3 natural), touch 10, flat-footed 12
    Base Attack: +2, Grapple: +9
    Attack: Hoof -1 melee (1d6+1*)
    Full Attack: 2 hooves -1 melee (1d6+1)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
    Skills: Listen +4, Spot +4.
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 1
    Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201 - 400 pounds,; and a heavy load, 401 - 600 pounds. A heavy horse can drag 3,000 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)

    Buster
    Heavy horse
    Large Animal
    Hit Dice:
    (3d8+6)[17]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 13 (-1 size, +1 Dex, +3 armor, +3 natural), touch 10, flat-footed 12
    Base Attack: +2, Grapple: +9
    Attack: Hoof -1 melee (1d6+1*)
    Full Attack: 2 hooves -1 melee (1d6+1)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
    Skills: Listen +4, Spot +4.
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 1
    Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201 - 400 pounds,; and a heavy load, 401 - 600 pounds. A heavy horse can drag 3,000 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)

    Percival
    Heavy horse
    Large Animal
    Hit Dice:
    (3d8+6)[17]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 13 (-1 size, +1 Dex, +3 armor, +3 natural), touch 10, flat-footed 12
    Base Attack: +2, Grapple: +9
    Attack: Hoof -1 melee (1d6+1*)
    Full Attack: 2 hooves -1 melee (1d6+1)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
    Skills: Listen +4, Spot +4.
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 1
    Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201 - 400 pounds,; and a heavy load, 401 - 600 pounds. A heavy horse can drag 3,000 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)

    Ophelia
    Heavy horse
    Large Animal
    Hit Dice:
    (3d8+6)[17]
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 13 (-1 size, +1 Dex, +3 armor, +3 natural), touch 10, flat-footed 12
    Base Attack: +2, Grapple: +9
    Attack: Hoof -1 melee (1d6+1*)
    Full Attack: 2 hooves -1 melee (1d6+1)
    Space/Reach: 10 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
    Skills: Listen +4, Spot +4.
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 1
    Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201 - 400 pounds,; and a heavy load, 401 - 600 pounds. A heavy horse can drag 3,000 pounds.
    Possessions: Studded leather barding, bit and bridle, riding saddle, saddlebags, feed (2 days)
    Last edited by Tom Kalbfus; 2019-10-11 at 11:41 AM.

  7. - Top - End - #7
    Bugbear in the Playground
     
    RedWizardGuy

    Join Date
    Nov 2013
    Location
    Australia
    Gender
    Male

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    I am sadly going to withdraw from the game. I am just having trouble in following along with things, since they are progressing without player input. I hope you are able to find more players better suited to your gaming style.

  8. - Top - End - #8
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Jul 2019

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    How long do I have to wait for player input, when you last complained that I was going too fast, you could have inputted your actions then, but you didn't, and I am going at a rate of one post a day.. it is called Dragons of Autumn Twilight, and I was hoping to complete this adventure before autumn ends. You know as far as game time goes, only one day has passed., it is 1:30 in the afternoon of day 2. Maybe I can get some people interested by the time the party arrives at the dungeon. If you look at the DM registry, it says I do one post a day. Right now, the party has an encounter with Eight baaz draconians..

    The situation: A section of ten draconians has set up an ambush, hoping to kill any travelers they encounter and search the corpses for any sign of the Blue Crystal Staff. Th3 draconians are hiding in the grass along the road. The heroes should all make Hide and Spot checks vs the draconians' Spot (+4) and Hide (-2, but they can take 20 as they've had plenty of time to set up the ambush).

    Draconian, Baaz
    Medium Dragon
    Hit Dice: 2d12+5 (18 hp)
    Initiative: +0
    Speed: 30 ft.
    Armor Class: 17 (+3 natural, +4 chain shirt), touch 10, flat-footed 17
    Base Attack/Grapple: +2/+2
    Attack: Claw +2 melee (1d4) or longsword +2 melee (1d8)
    Full Attack: 2 claws +2 melee (1d4) and bite -3 melee (1d3); or longsword +2 melee (1d8) and bite -3 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Death throes
    Special Qualities: Draconian traits, spell resistance 8
    Saves: Fort +4, Ref +3, Will +2
    Abilities: Str 11, Dex 11, Con 13, Int 8, Wis 8, Cha 10
    Skills: Bluff +5, Disguise +5, Intimidate +5, Listen +4, Spot +4
    Feats: Run, Toughness
    Envoronment: Any land
    Organization: Section (2-5), troop (20-40 plus 1 leader of 3rd-6th level), or squadron (40-60)plus 2 troop commanders of 3rd-6th level and 1 commander of 4th-10th level). Baaz draconians serve with draconians of other types, which may be included in the above organization.
    Challenge Rating: 2
    Treasure: 50% coins; 50% goods; standard items
    Alignment: Usually chaotic evil
    Advancement: By character class.
    Level Adjustment: +1
    Death Throes (Su): When a baaz dies, it turns to stone instantly. If slain by a slashing of piercing weapon, the opponent must make a DC 12 Reflex save. If he fails, his weapon is stuck in the petrified draconian and cannot be removed.
    The baaz crumbles to dust 1d4 minutes after death (releasing the weapon). While it is petrified, a stone to flesh spell restores the draconian to flesh, allowing removal of the weapon, but it is still dead.

    Draconian 1: (2d12+5) 17 hp, wounds 0
    Draconian 2: (2d12+5) 13 hp, wounds 0
    Draconian 3: (2d12+5) 13 hp, wounds 0
    Draconian 4: (2d12+5) 8 hp, wounds 0
    Draconian 5: (2d12+5) 22 hp, wounds 0
    Draconian 6: (2d12+5) 20 hp, wounds 0
    Draconian 7: (2d12+5) 17 hp, wounds 0
    Draconian 8: (2d12+5) 11 hp, wounds 0
    Draconian 9: (2d12+5) 12 hp, wounds 0
    Draconian 10: (2d12+5) 20 hp, wounds 0

    Treasure
    Draconian 1: 1 cp, 19 sp, 1 art object (357 gpv)
    Draconian 2: 2 cp, 19 sp, 1 mundane masterwork Battleaxe
    Draconian 3: 20 cp, 19 sp, 1 gem (275 gpv)
    Draconian 4: 5, cp, 19 sp, 9 gp, 11 pp
    Draconian 5: 12 sp, 9 gp, 15 pp
    Draconian 6: 6 sp, 103 gp
    Draconian 7: 8 cp, 49 sp, 1 mundane masterwork Scythe
    Draconian 8: 51 sp, 1 minor magic item Potion Eagle's splendor
    Draconian 9: 15 sp, 70 gp
    Draconian 10: 18 sp, 79 gp, 34 pp
    Last edited by Tom Kalbfus; 2019-10-15 at 03:53 PM.

  9. - Top - End - #9
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Jul 2019

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Draconian 2
    Draconian, Baaz
    Medium Dragon
    Hit Dice: 2d12+5 (18 hp)
    Initiative: +0
    Speed: 30 ft.
    Armor Class: 17 (+3 natural, +4 chain shirt), touch 10, flat-footed 17
    Base Attack/Grapple: +2/+2
    Attack: Claw +2 melee (1d4) or battleaxe +3 melee (1d8/x3)
    Full Attack: 2 claws +2 melee (1d4) and bite -3 melee (1d3); or battleaxe +3 melee (1d8/x3) and bite -3 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Death throes
    Special Qualities: Draconian traits, spell resistance 8
    Saves: Fort +4, Ref +3, Will +2
    Abilities: Str 11, Dex 11, Con 13, Int 8, Wis 8, Cha 10
    Skills: Bluff +5, Disguise +5, Intimidate +5, Listen +4, Spot +4
    Feats: Run, Toughness
    Envoronment: Any land
    Organization: Section (2-5), troop (20-40 plus 1 leader of 3rd-6th level), or squadron (40-60)plus 2 troop commanders of 3rd-6th level and 1 commander of 4th-10th level). Baaz draconians serve with draconians of other types, which may be included in the above organization.
    Challenge Rating: 2
    Treasure: 50% coins; 50% goods; standard items
    Alignment: Usually chaotic evil
    Advancement: By character class.
    Level Adjustment: +1
    Death Throes (Su): When a baaz dies, it turns to stone instantly. If slain by a slashing of piercing weapon, the opponent must make a DC 12 Reflex save. If he fails, his weapon is stuck in the petrified draconian and cannot be removed.
    The baaz crumbles to dust 1d4 minutes after death (releasing the weapon). While it is petrified, a stone to flesh spell restores the draconian to flesh, allowing removal of the weapon, but it is still dead.

    Draconian 7
    Draconian, Baaz
    Medium Dragon
    Hit Dice: 2d12+5 (18 hp)
    Initiative: +0
    Speed: 30 ft.
    Armor Class: 17 (+3 natural, +4 chain shirt), touch 10, flat-footed 17
    Base Attack/Grapple: +2/+2
    Attack: Claw +2 melee (1d4) or scythe +3 melee (2d4/x4)
    Full Attack: 2 claws +2 melee (1d4) and bite -3 melee (1d3); or scythe +3 melee (2d4/x4) and bite -3 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Death throes
    Special Qualities: Draconian traits, spell resistance 8
    Saves: Fort +4, Ref +3, Will +2
    Abilities: Str 11, Dex 11, Con 13, Int 8, Wis 8, Cha 10
    Skills: Bluff +5, Disguise +5, Intimidate +5, Listen +4, Spot +4
    Feats: Run, Toughness
    Envoronment: Any land
    Organization: Section (2-5), troop (20-40 plus 1 leader of 3rd-6th level), or squadron (40-60)plus 2 troop commanders of 3rd-6th level and 1 commander of 4th-10th level). Baaz draconians serve with draconians of other types, which may be included in the above organization.
    Challenge Rating: 2
    Treasure: 50% coins; 50% goods; standard items
    Alignment: Usually chaotic evil
    Advancement: By character class.
    Level Adjustment: +1
    Death Throes (Su): When a baaz dies, it turns to stone instantly. If slain by a slashing of piercing weapon, the opponent must make a DC 12 Reflex save. If he fails, his weapon is stuck in the petrified draconian and cannot be removed.
    The baaz crumbles to dust 1d4 minutes after death (releasing the weapon). While it is petrified, a stone to flesh spell restores the draconian to flesh, allowing removal of the weapon, but it is still dead.

    Draconians 1, 3, 4, 5, 6, 8, 9, and 10
    Draconian, Baaz
    Medium Dragon
    Hit Dice: 2d12+5 (18 hp)
    Initiative: +0
    Speed: 30 ft.
    Armor Class: 17 (+3 natural, +4 chain shirt), touch 10, flat-footed 17
    Base Attack/Grapple: +2/+2
    Attack: Claw +2 melee (1d4) or longsword +2 melee (1d8)
    Full Attack: 2 claws +2 melee (1d4) and bite -3 melee (1d3); or longsword +2 melee (1d8) and bite -3 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Death throes
    Special Qualities: Draconian traits, spell resistance 8
    Saves: Fort +4, Ref +3, Will +2
    Abilities: Str 11, Dex 11, Con 13, Int 8, Wis 8, Cha 10
    Skills: Bluff +5, Disguise +5, Intimidate +5, Listen +4, Spot +4
    Feats: Run, Toughness
    Envoronment: Any land
    Organization: Section (2-5), troop (20-40 plus 1 leader of 3rd-6th level), or squadron (40-60)plus 2 troop commanders of 3rd-6th level and 1 commander of 4th-10th level). Baaz draconians serve with draconians of other types, which may be included in the above organization.
    Challenge Rating: 2
    Treasure: 50% coins; 50% goods; standard items
    Alignment: Usually chaotic evil
    Advancement: By character class.
    Level Adjustment: +1
    Death Throes (Su): When a baaz dies, it turns to stone instantly. If slain by a slashing of piercing weapon, the opponent must make a DC 12 Reflex save. If he fails, his weapon is stuck in the petrified draconian and cannot be removed.
    The baaz crumbles to dust 1d4 minutes after death (releasing the weapon). While it is petrified, a stone to flesh spell restores the draconian to flesh, allowing removal of the weapon, but it is still dead.

    Draconian 1: (2d12+5) 17 hp, wounds 0
    Draconian 2: (2d12+5) 13 hp, wounds 0
    Draconian 3: (2d12+5) 13 hp, wounds 0
    Draconian 4: (2d12+5) 8 hp, wounds 0
    Draconian 5: (2d12+5) 22 hp, wounds 0
    Draconian 6: (2d12+5) 20 hp, wounds 0
    Draconian 7: (2d12+5) 17 hp, wounds 0
    Draconian 8: (2d12+5) 11 hp, wounds 0
    Draconian 9: (2d12+5) 12 hp, wounds 0
    Draconian 10: (2d12+5) 20 hp, wounds 0

    Treasure
    Draconian 1: 1 cp, 19 sp, 1 art object (357 gpv)
    Draconian 2: 2 cp, 19 sp, 1 mundane masterwork Battleaxe
    Draconian 3: 20 cp, 19 sp, 1 gem (275 gpv)
    Draconian 4: 5, cp, 19 sp, 9 gp, 11 pp
    Draconian 5: 12 sp, 9 gp, 15 pp
    Draconian 6: 6 sp, 103 gp
    Draconian 7: 8 cp, 49 sp, 1 mundane masterwork Scythe
    Draconian 8: 51 sp, 1 minor magic item Potion Eagle's splendor
    Draconian 9: 15 sp, 70 gp
    Draconian 10: 18 sp, 79 gp, 34 pp

    Initiative
    Draconian 1: (2d12+5) 17 hp, wounds 0 Init +0 Listen +4, Spot +4 (1d20)[10]
    Draconian 2: (2d12+5) 13 hp, wounds 0 Init +0 Listen +4, Spot +4 (1d20)[15]
    Draconian 3: (2d12+5) 13 hp, wounds 0 Init +0 Listen +4, Spot +4 (1d20)[11]
    Draconian 4: (2d12+5) 8 hp, wounds 0 Init +0 Listen +4, Spot +4 (1d20)[15]
    Draconian 5: (2d12+5) 22 hp, wounds 0 Init +0 Listen +4, Spot +4 (1d20)[15]
    Draconian 6: (2d12+5) 20 hp, wounds 0 Init +0 Listen +4, Spot +4 (1d20)[9]
    Draconian 7: (2d12+5) 17 hp, wounds 0 Init +0 Listen +4, Spot +4 (1d20)[5]
    Draconian 8: (2d12+5) 11 hp, wounds 0 Init +0 Listen +4, Spot +4 (1d20)[20]
    Draconian 9: (2d12+5) 12 hp, wounds 0 Init +0 Listen +4, Spot +4 (1d20)[9]
    Draconian 10: (2d12+5) 20 hp, wounds 0 Init +0 Listen +4, Spot +4 (1d20)[20]
    Caramon Majere: (5d10+15) 42 hp, wounds 0 Init +0 Senses Listen +0, Spot +2 (1d20)[20]
    Rupert Heavy warhorse (1d20+1)[18]
    Raistlin Majere: (5d4-5) 10 hp, wounds 0 Init +3; [/b]Senses Listen +1, Spot +1 (1d20+3)[7]
    Betsy Heavy horse (1d20+1)[10]
    Goldmoon: (5d8+5) 29 hp, wounds 0 Init +2; Senses Listen +3, Spot +3 (1d20+2)[5]
    Claudette Heavy warhorse (1d20+1)[9]
    Riverwind: (3d12+2d8+10) 37 hp. wounds 0 Init +7; Senses Listen +9, Spot +7 (1d20+7)[25]
    Benjamin Heavy horse (1d20+1)[6]
    Sturm Brightblade: (5d10+15) 40 hp, wounds 0 Init +1; Senses Listen +1, Spot +1 (1d20+1)[16]
    Diana Heavy warhorse (1d20+1)[2]
    Tanis Half-Elven: (5d10+5) 33 hp, wounds 0 Init +5; Senses elvensight (darkvision 30 ft., low-light vision); Listen +3, Spot +5 (1d20+5)[14]
    Bill Heavy horse (1d20+1)[15]
    Flint Fireforge: (4d10+1d8+20) 42 hp, wounds 0 Init +0; Senses Listen +1, Spot +3 (1d20)[1]
    Sally Heavy warhorse (1d20+1)[20]
    Tasslehoff Burrfoot: (5d8+10) 29 hp, wounds 0 Init +7; Senses Listen +7, Spot +7 (1d20+7)[22]
    Freddy Heavy horse (1d20+1)[14]
    Camille: (5d8+5) 25 hp, wounds 0 Init +2 Senses Listen +0, Spot +2 (1d20+2)[19]
    Duke Heavy horse (1d20+1)[4]
    Kennerly: (5d8+5) 25 hp wounds 0 Init +2 Senses Listen +0, Spot +2 (1d20+2)[7]
    Dutchess Heavy horse (1d20+1)[16]
    Alfred Stanwick: (3d10+12) 30 hp, wounds 0 Init: +4; Senses: Listen +5, Spot +5 (1d20+4)[12]
    Buster Heavy horse (1d20+1)[15]
    Luna Adrastea: (3d8+3) 17 hp, wounds 0 Init: +7; Senses: Search +2, Spot +3 (1d20+7)[16]
    Percival Heavy horse (1d20+1)[19]
    Nora Claiborne: (3d4+9) 20 hp, wounds 0 Init: +8; Senses Search +6, Spot +2 (1d20+8)[16]
    Ophelia Heavy horse (1d20+1)[4]

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