Best to start with a new post, I think.
Lothar, you do roll a d8 for hit points. Reroll any 1s, please. I have updated the google drive with your new sage knowledge points. All this climbing over rock and up and down hills has increased your mountaineering skill to amateur level. You must have had some sort of breakthrough when you were rigging the cage to drop.
Pandred is right. You've not plundered the statues yet. They are still in their original places.
Engelhart, the bodies are lacking any sort of clothes or equipment. These frog things seem to be wholly naked ~ though it is clear from the way they fought that they had intelligence, moved in a bipedal fashion and worked as a unit.
Embla, could you please roll a d6 for the 2nd javelin that you threw? You did cast them both, rolled for only one of them. I think the second one missed, yes?
Regarding the door, it seems secure. The creature on the other side has grown quiet, but if either Embla or Lothar puts their ear to the door and others remain quiet, they can hear it breathing.
The book has been picked up and then (I assumed at the time), dropped, as the players did not describe it in their hands. What do you wish to do with it?
The younger online campaign of my world, starting in northern Europe; campaign started in late 2016.
Showing posts with label Lothar. Show all posts
Showing posts with label Lothar. Show all posts
Monday, March 27, 2017
Sunday, January 1, 2017
The Women Hear a Story at the Greasy Cod
Date: 9pm Tuesday, April 26, 1650
Location: Stavanger, Rogaland
Weather: a gentle breeze is blowing from the northeast, from inland, with chilly weather and clear skies. Feels like 1.4 C.
Location: Stavanger, Rogaland
Weather: a gentle breeze is blowing from the northeast, from inland, with chilly weather and clear skies. Feels like 1.4 C.
This night, half the town's ships took out from the harbour, with perfect weather for making their way to England or the Low Countries.
Pandred and Embla are sitting in a tavern, the Greasy Cod, which is empty this evening of sailors or most everyone. However, they cannot help but see two men across the tavern, whom they are told came into Stavanger a week ago, covered with scars and having lost three companions in the woods. Since then they have been staying at Old Man Askjellson's house, healing so they say. To date, they've said nothing about the events that happened . . . but they is a rumour going about that these two men intend to go out again to search for their lost companions, and may be looking for others brave enough to go with them.
Thursday, December 1, 2016
Lothar Svenson Character
This post is for Shelby's male elven ranger.
Please look at the creation I made for Rowan. This will follow the same general pattern. Adjusting for age and race, Lothar gains +1 strength and +1 constitution for being mature, then +1 dexterity and -1 constitution for being an elf. This gives you:
Strength: 14
Intelligence: 13
Wisdom: 14
Constitution: 14
Dexterity: 14
Charisma: 17
Please look at the creation I made for Rowan. This will follow the same general pattern. Adjusting for age and race, Lothar gains +1 strength and +1 constitution for being mature, then +1 dexterity and -1 constitution for being an elf. This gives you:
Strength: 14
Intelligence: 13
Wisdom: 14
Constitution: 14
Dexterity: 14
Charisma: 17
As a ranger, you start with 2d8 for hit points. At first level, this is always maximum, so you start with 16 hp. You weigh 98 lbs., so that gives you a d6 for mass hit points. I rolled maximum, a 6, so adding it all together, your ranger starts with 22 hit points.
Being slight, your maximum encumbrance is 92 lbs. You do not suffer any movement penalty if you carry 37 lb. or less.
Natural armor class is 10. Your THAC0 is 20.
Sorry, Shelby. I'm getting punch drunk. When I first posted this, I assumed you were another Assassin.
Please look at the Ranger Sage Abilities on the wiki. You should pick a field and a study, then we'll roll up your knowledge points.
Sorry, Shelby. I'm getting punch drunk. When I first posted this, I assumed you were another Assassin.
Please look at the Ranger Sage Abilities on the wiki. You should pick a field and a study, then we'll roll up your knowledge points.
You should decide on three weapon proficiencies that your character will possess. Rangers can use any weapon, so pick from this list.
Your character is from the village of Sauda, about 55 miles northeast of Stavanger, on the Bokna Fjord. The credit you have is there: if you go to Sauda, there are people from whom you can borrow 500 g.p., to be paid back in 10 years, at 9% interest (they will come looking for you if you don't).
The 450 g.p. of stolen furs that you have are presently being kept hidden under the floor of a hunting lodge that one of your men-at-arms owns through his family, a small building of about 10 square feet about a mile south of Stavanger, in the dense forest. It is pretty safe there.
Do you want to keep your three men-at-arms? They're sappers and skilled miners, but they're expensive. They have their own weapons, but no armor.
A "less chance of an auspicious upbringing" came about because your parents died when soldiers arrested them both for criminal activity, particularly helping thieves fence stolen articles. For you, this was 12 years ago. You only lately learned of the cache of your father's stolen furs when an ex-associate of your father died, leaving you the furs in his will (describing them as "something not to be sold in Stavanger"). From that, you've figured out they were stolen. Assume it's clothing; we'll figure out the exact type of fur when we roll up a pricing table.
The 20% ability to pick pockets is an anachronism now that I'm working on changing the thieving skills in accordance with the sage abilities. Assume you'll have some ability to steal in some fashion, once I rewrite those rules (suspend the ability for the moment).
Your character is from the village of Sauda, about 55 miles northeast of Stavanger, on the Bokna Fjord. The credit you have is there: if you go to Sauda, there are people from whom you can borrow 500 g.p., to be paid back in 10 years, at 9% interest (they will come looking for you if you don't).
The 450 g.p. of stolen furs that you have are presently being kept hidden under the floor of a hunting lodge that one of your men-at-arms owns through his family, a small building of about 10 square feet about a mile south of Stavanger, in the dense forest. It is pretty safe there.
Do you want to keep your three men-at-arms? They're sappers and skilled miners, but they're expensive. They have their own weapons, but no armor.
A "less chance of an auspicious upbringing" came about because your parents died when soldiers arrested them both for criminal activity, particularly helping thieves fence stolen articles. For you, this was 12 years ago. You only lately learned of the cache of your father's stolen furs when an ex-associate of your father died, leaving you the furs in his will (describing them as "something not to be sold in Stavanger"). From that, you've figured out they were stolen. Assume it's clothing; we'll figure out the exact type of fur when we roll up a pricing table.
The 20% ability to pick pockets is an anachronism now that I'm working on changing the thieving skills in accordance with the sage abilities. Assume you'll have some ability to steal in some fashion, once I rewrite those rules (suspend the ability for the moment).
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