Castle Whiterock

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

Castle Whiterock

Post by Kayolan »

A thread for our C&C game. Post your characters, comments, questions etc. here.

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Re: Castle Whiterock

Post by Treebore »

Experience Points: 63,967
Male
Human
Paladin, Servant of Ormazd, God of Prophecy.
Lawful Good
5'11'

Level:9
Luck: 1D6+3
Hero Points: 12
18, 17, 16, 14, 13, 09. Primes will be DEX, CHA and CON.
Str** 17
Dex* 18
Con* 16
Int 9***
Wis** 13
Cha* 14

HP: 82
AC: 29 (31 Versus Evil)
Touch: 15 (17)
-Grapple AC:
=10 to Grapple, Grapple AC of 20. Overbear +10 BtH, AC 25
BtH: +8

Armor: Full Chain Suit 200 GP +6 AC, Plate Mail AC +7, 150 GP, on Crits, 50% chance loss of AC point. Dwarf Full Plate +10 to AC, 45 LBS. Bracers of Armor +1, Field Plate Armor +2
Amulet of Natural Armor +1
Have Full Suit paid for, being made by dwarf, 60 days, only had to pay 800 GP.
Shield: New Medium Steel Shield, Expert.
Rings: Feather Fall, Ring of Counter Spells-Magic Missile
Bag of Holding Type III (Carrying for Party, I do not own it)
Luckstone, Emerald carved with a Centaur on it, wrapped in cord.
Cape of the Montebank

Saves: Stone of Good Luck




Money 96.4 gp -7.3 GP for Clothes. +127 Silver.(Given to freed slaves), +11 GP, + 7x 5 GP Rough Quartz Crystals. +7 GP, 63 Gold, 5 Silver. 6 Cut Quartz Crystalsx50 GP each. +43 GP + 9 SP, 2 Jewelry x75 GP each, Roc Necklace, 55 Silver, 2xAmethyst-50gp, +30 gp, 110 Platinum, 2 Peridot at 80 GP each. Pewter Dragon Incense Burner-55 GP,
Stabling paid for full month. On my Riding Horse with Saddle and Bridle. +6 Platinum, +25 Platinum, +13 Gold, +15 Silver, yellow and orange gem dice set (70 gp), 158 (deducted cost of Lot A) GP, 2 SP, 5 CP. Expert Mail Shirt, +2,000 GP, share of 8K GP Vase. +488 GP, 1,200 GP, 1,020 GP, 12,000 GP Platinum Bracelet with Diamonds and 7,000 GP Star Ruby. 956 GP, 200 Platinum
Stuff
Perfumed Filter Mask, vs Troglodytes, x5
---
Long Sword, Silver, Expert
Warhammer, Expert
The Spear of Elweiss
Mace, Light 5 GP, Damage: 1D6+2
Heavy Mace, Expert, +1 hit and Damage
Axe, Piercing 17 GP, 1d6+1
Sling (Expert +1/+1), Bullets (20) 1 GP, 1d4+1, 4 lbs

Backpack 2g
3 Ever Burning Torches
1 Alchemist Fire

Potion of Barkskin
Bedroll 1s
Belt pouch large 1g
Blanket, winter 5s
Canteen ½ gallon 2g
Flint and steel 1g
Hammer small 1g
Lantern hooded 7g
Oil 5 flasks 6g
Pitons / spikes 10 1g
Rope 50’ hemp 1g
Sack large 2 1s
Torch 5 5c
Whetstone/weapon kit 1g
Candle 5 sticks 5c
Holy symbol wood 1g
Incense sticks 6 6g
Prayer beads 2g
Wolves bane 2g
Oiled Rain Cloak, 3.5 Silver
Winter Clothing set, 5 GP
Gloves, Leather 8 silver
Boots, Heavy 1 GP
Belt, Baldric 2 SP
Full Set of Tanning Tools
Bag of Air: This item is a small gray sack with flowing
patterns woven onto its outer surface. A successful Spot
check (CL 10) reveals the command word for the
device, which is always hidden in this pattern. On uttering
the command word, and opening the sack (ideally,
away from the user), a gust of wind (CL 5th) is released
in the direction of the bag opening. The bag is usable
2/day, and must be empty or else it will not function.
Earth Elemental Gem, summon 16HD Elemental, once.
Total 35 gold
Home/From: Galeron
Father: Ander

Own Lot A, 50' by 50' lot right off of Town Square. Cost me 279 GP.




---
Skills: Courtoise
Advantages: Armored Hero (Plates), Legionaires Shield, Sacrificing Riposte
Luck Points: 1d6+3 per session. (9 for session 1)
Hero Points: 9 Earned bonus Hero Point

Church sent me to Cillamar to build a shrine there and spread the faith.
My father, Ander, a Priest of Ormazd (functionary, not actually a Cleric).

KEY'S
Keys:
In Area
1-12 (to chest, found on half orc slaver)
1-12 (to door to second level, found in chest)
2-3 (to door, found on pygmy minotaur)
2-7 (to iron box, found on half orc w/trollhounds)
2-9* (to ?, found on orc taskmaster)
2-11 (to wooden chest, found on orc leader)
2-13* (to ?, found on orc leader)

* = keys found in 2-9 & 2-13 are identical

Mixed in with
the dirty pillows are four silk pillows (each worth 192
gp). Numerous silver serving pieces are scattered
about the pillows, including a platter (113 gp), three
bowls (15 gp each), and five goblets (60 gp each).
The wooden box in the secret chamber contains a
sack of 254 gp, a small metal box with 26 cut pieces
of quartz (each worth 50 gp), and a leather scroll
tube holding a divine scroll with cure light wounds
(x2) and lesser restoration.

numerous papers and logs along
with six quills, a pair of inkpots, and 16 sheets of
parchment. The logs are all sales records and manifests,
for everything from lamp oil to chalk.

Oil of Magic Weapon (Marc?)


clutched in the cradled arms of the skeleton are
filled with the same line, repeated in Common,
Elven, Draconic, and Dwarven. The passage reads,
“Knowledge is the Key.”

Magic
Amulet of Natural Armor +1 (me)
Potion
Stud. Leather Armor (Orc Chief)
Cloak of Resistance +1 (Rob)
Potion
Wand of Detect Secret Doors 22 Charges (Kurt)
Ring of Swimming (Don)


a single piece of parchment with five words inscribed in Orcish:
Ast’uet, Ron’the, Ceal’egle, Eeasg’tlaeg, Wroth’iec.

Found gnome book of automaton manufactureCodex Autonomica,
byng an Omnibus of matters Pertayning to the
Crafture and Art of Clocks-work Creation, compyled
by Headmaster Ergus Silverheel, for Study and
Elucidation of the Clock-work Academy.

giant breastplate, expert gargantuan morning star, pearl in puch, scroll
2 keys from giantess
sub level 3A-1
The mosaics on the interior walls have recently
been restored and cleaned. The first ones depict
scenes of the cloud giants assisting the orcs in the
recapture of Castle Whiterock, although the castle
itself appears smaller and of poor construction,
lacking the trademark white walls. Next they depict
the cloud giants assisting with the renovations of
Castle Whiterock, including the construction of the
impressive white outer walls and additions of massive
ballistae. The final scenes depict the cloud
giants supporting orcish raids on nearby settlements
across the countryside.

The Spear of Elweiss
Elweiss was the squire of Koborth of the Company of the Black Osprey.
The spear’s blade is a strange, pearly material (no special qualities) and it has white feathers tied by golden cord
to the blade; no amount of grime or time can dull the feathers. Written in Celestial along the shaft is, “Given unto
Elweiss for services rendered to Koborth; it is not half as faithful as you, friend.”
The weapon is always a +1 returning spear. If a good creature holds the weapon and speaks the word
“diasta,” or “faithful” in Celestial, it gains additional powers. These additional powers only last for 10 rounds, and
this power can be invoked only once per day.
• The wielder is affected by haste (without the side effect of aging).
• The wielder is protected by protection from evil.
• If the wielder has a Charisma of at least 12, he or she can lay on hands as a paladin of their level; if the
wielder already has this ability, then each point expended while the Spear of Elweiss is active actually heals
2 points of damage.
• The wielder must select an ally within 65 feet; the wielder and that ally are affected by a shield other spell,
with the ally as the subject and the wielder as the caster. If there is no available ally, this does not occur.
• The weapon’s enhancement bonus increases to +3. It is always +3 for a Paladin.
If an evil creature speaks the command word, the weapon does not activate and the creature takes 6d6 points
of holy damage. If a neutral creature speaks the command word, the weapon does not activate and the creature
takes 6d6 points of nonlethal damage. Range increment is 20'.
-On 05/19/2015 Josh said activating this Spears powers is a free action.


Spell Desciptions:

PROTECTION CHAOS, EVIL, GOOD, LAW, Level 1 cleric, 1 wizard
CT 1 R touch D 3 rd./lvl.
SV none SR no (see text) Comp V, S, M/DF
This spell creates a magical barrier around the subject at a distance of 1
foot offering protection against one axis of alignment; evil, good, chaos, or
law. Only one protection spell can be in effect at a time, even if each would
protect against a different alignment.
The barrier moves with the subject and grants a +2 bonus to AC and
saving throws against creatures of the alignment chosen. The spell
prevents bodily contact by all summoned or conjured creatures of any
alignment: the melee attacks of such creatures fail and the creatures
recoil from the protective magic. The protection against contact by
summoned or conjured creatures ends if the warded creature makes an
attack against, or tries to force the barrier against, the blocked creature.
Spell resistance can allow a summoned or conjured creature to overcome
this protection and touch the warded creature.

SHIELD OTHER
LEVEL: Cleric 2
CASTING TIME: 1
RANGE: 50 ft.
DURATION: 1 hour/level
SAVING THROW: Wisdom negates (h)
SPELL RESISTANCE: Yes (h)
COMPONENTS: V, S, F
This spell wards the subject and creates a mystic connection between you and
the subject so that some of its wounds are transferred to you. The subject gains a
+1 bonus to AC and a +1 bonus on saves. Additionally, the subject takes only
half damage from all wounds and attacks (including that dealt by special
abilities) that deal hit point damage. The amount of damage not taken by the
warded creature is taken by you. Forms of harm that do not involve hit points,
such as charm effects, temporary ability damage, level draining, and death
effects, are not affected. If the subject suffers a reduction of hit points from a
lowered Constitution score, the reduction is not split with you because it is not
hit point damage. When the spell ends, subsequent damage is no longer divided
between the subject and you, but damage already split is not reassigned to the
subject.
If you and the subject of the spell move out of range of each other, the spell
ends.
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you
and the warded creature.

HASTE*, Level 3 wizard
CT 1 R 50 ft. D 1 rd./lvl.
SV constitution (h) see text SR yes (h) Comp V, S, M
Haste is a powerful but dangerous magic that is usually cast in times
of great desperation. Haste affects one creature. Haste doubles the
affected creature’s movement rate and number of attacks per round.
Neither spell casting nor other actions are accelerated. A creature
affected by haste ages one year, and assumes the risk of permanent
bodily damage from the strain of the spell. At the end of the spell’s
duration, an affected creature must make a successful constitution
saving throw or lose 1 hit point permanently.
Slow is the reverse of haste. It reduces by 1/2 a creature’s movement and
number of attacks per round. A creature affected by slow suffers no aging or
other bodily strain. Haste dispels and counters slow, and vice-versa.

Ring of Aquil’iya (Ring of Waterbreathing)
• “Bathed in the flickering tendrils of fire most hot”
(the ring is subjected to at least 50 points of magical
fire or fiery breath weapon damage, or is swallowed
by a creature with the fire subtype for at least
10 rounds).
10:22:52 PM Josh: After its first activation, Aquil’iya grants its wielder
Aquan as a language and the following spell-like abilities:
detect magic, create water (at will); quench (1/day).
10:23:30 PM Josh: • “Buffeted by Madrah’s powerful voice” (subjected to
gale force winds for at least 5 consecutive rounds,
or the wielder falls from a distance of 100 feet or
more).
10:24:07 PM Josh: After its second activation, Aquil’iya’s wielder suffers a
–2 saving throw penalty against fire-based effects, a
+10 competence bonus to Swim checks, and the following
spell-like abilities: water walk (at will); dismissal
(against elementals only) (1/day). Aquil’iya itself gains
speech, telepathy, and the ability to read all languages
and read magic. It directly contacts the wielder at this
time.
10:25:01 PM Josh: • “Soaked in the water of the purest composition”
(this refers to water from the Elemental Plane of
Water. It can be collected from that plane, or from
the remains of a defeated water elemental of at
least Large size. Water that has been distilled with
a DC 20 Craft alchemy check and blessed as per
the spell is also considered water of the purest
form. The ring needs to be soaked for at least 10
minutes).
10:25:50 PM Josh: After its third activation, Aquil’iya grants its wielder elemental
protection (as described in the DMG) and the
following spell-like abilities: wall of ice (1/day); ice storm
(2/week).
10:26:22 PM Josh: • “Firmly embraced in a stony bond” (the wearer and
ring are turned to stone or petrified for at least 10
rounds).
10:26:56 PM Josh: After its fourth and final activation, Aquil’iya grants its
wielder the following spell-like abilities: locate object
(only functions for other Melosiran Rings, but with
unlimited range) (at will); horrid wilting (1/week); control
water (2/week). Aquil’iya itself gains a special purpose
(defend wielder) and the dedicated power elemental
swarm water.
10:28:33 PM Josh: Aquil’iya speaks with an intoxicating sultry voice that
flows like a mountain stream. Her special purpose is to
defend her wielder ... if she believes the owner’s ideals
are of neutral disposition and the cause is just (such as
defeating an absolute evil entity or organization).
10:30:21 PM Josh: This ring is a pink coral band set with three pure white
pearls arranged in a triangle. The pearl that sits at the
apex of the triangle is about twice the size of its smaller
brethren. The band bears elaborate swirling designs
that are inlaid with platinum.

40 gp, silver gravy bowl 400 gp, intricate platinum hairpin w 2 diamonds 4000 gp, golden wand (starburst symbol) divine 3rd level
Magenta toadstools (65): If applied to a wound, these
fungi provide a +4 bonus to any Heal checks.
11:08:10 PM Josh: Yellow puffballs (55): If eaten, the imbiber must make a
CL 5 Wis Save or fall into pleasant sleep (as per
the spell) for 2 hours. During this time, the imbiber
has wonderful dreams, and wakes rested as if he
slept for a full 8 hours.
11:09:07 PM Josh: Crimson shelf fungus (93 doses): The spores released by this
fungus are a debilitating poison. Vulgaris has
learned to concentrate these into a paste suitable
for applying to weapons: Injury, Con CL 5, 1d4+1
Dex/unconsciousness for 2d6 rounds.
11:10:42 PM Josh: Orange-capped toadstools with bark-like stems (55 Doses): If
imbibed, and a successful CL 5 Con Save save is
made, the imbiber gains +2 to Constitution for the
next 6 hours. Failure results in the imbiber becoming
sickened for 1 hour.

light repeating crossbow 15 bolts
9:06:47 PM k public: 5 doses poison
9:06:59 PM k public: 10 gp
9:07:02 PM k public: magic ring
9:07:10 PM k public: expert short sword
9:07:12 PM k public: potion
9:07:38 PM k public: 55 gp
9:08:34 PM k public: 4 repeating crossbows
9:08:38 PM k public: 57 bolts
9:09:01 PM k public: 17 poison doses
9:09:06 PM k public: 4 alchemist fire
9:09:16 PM k public: 4 spears
9:09:20 PM k public: 4 chain shirts

potion, 15 gp
[9:10:35 PM] k public: potion
[9:11:00 PM] k public: sorceror, bracers, small key, potion
[9:11:15 PM] k public: key=found room 7-15

box of rare incense
[9:14:31 PM] k public: 780 gp
[9:14:41 PM] k public: grey boot (magic)
[9:14:54 PM] k public: 6 gold igots x 200 gp
[9:17:00 PM] k public: 7 pillows, pewter dragon incense burner, decanter + small goblets
There are two 50-foot coils
of knotted rope, six one-gallon casks of water, four
one-gallon casks of oil, a set pitons and two hammers,
18 torches, two sets of flint and steel, six
wooden holy symbols of Justicia, four sacks and
two backpacks, three whetstones, two full sets of
traveler’s clothing, six full sets of monk’s clothing,
and 12 tabards. The camp table can be assembled
to seat six people.
[9:59:39 PM] Josh: There are also several spell components for a variety
of arcane and divine spells, including three
pearls worth 100 gp each, eight pouches with 50 gp
worth of diamond dust in each, three pouches with
50 gp of ruby dust in each, and a miniature platinum
sword with a grip and pommel of copper and zinc
worth 250 gp.

30 PP, very nice looking robe, 600 GP, Potionx2, Wand, Spellbook.

Full set of Tanning Tools.
[7:33:30 PM] Treebore Rubylord: 8,700 SP, 110 GP, Tiger Eye Turquoise 6 GP, Jade 110 GP, Master Work Scythe, Battered Scroll Case-Arcane, 2 Spells, Wand.

aranea wealth: 5,100 gp, 102,000 sp, moss agate 24 gp, smoky quartz 210 gp, zircon 150 gp, small golden diadem w pearls 4,000 gp, platinum bracelet w diamonds 12,000 gp, 2 divine scrolls, expert silver dagger 322 gp, Periapt of Health, 4 Potions.


3000 sp, ornate carved medallion 400 GP, intact spyglass, Iron Scroll case decorated with rubies, 700 gp, Blue Saphire dragon carving 800 GP, Sandalwood box inlaid with onyx, 300 GP, magic potion of Invisibility to Undead, ring of feather fall, arcane scroll-read magic, color spray, and divine scroll with Bless and Gust of Wind, magical +2 heavy mace, wand of Charm Person, magic arrow of slaying versus humans.

+1 flaming composite longbow (+2 STR damage) d8 + 1d6 fire, +2 battle axe (infernal) , Eirynnes wings (treebore), 7000 gp, 2 freshwater water pearls x 50, coral gem 600 gp, golden horn of unicorn paragon, unicorn paragon corpse

bag of holding: 100 pp, 19300 gp, 1500 sp, 75,000 cp, bloodstone 150 gp alexandrite 3500 gp, hematite 65, 2 x star ruby 7,000, 6,000, zircon 350, potion, 3 flasks of acid, arcane scroll, masterwork l crossbow, banded mail, manacles
[5/5/2015 9:10:47 PM] k public: magic bead

Red Dragon Hoard

44,360 sp, 53,100 cp, 26,550 gp, +1 dagger, scroll-flame arrow, hold person, tongues, silver scroll tube (250 gp), 5 gems (3x1250 gp, 3x 750) gem x 75

I have paid to have the shrine built to Ormaz (I know, I can't remember how to spell it, so...), and now will work to have anywhere from a 1,000 square foot to 2,000 square foot temple built with the shrine the basis (the Altar).

I have also work with Berryl's church ladies to fund their taking care of the hungry and poor. I am also working with them to establish formal schooling. So far I have given them 2,000 GP to get thing started.

8,872 Silver each. 10,620 Copper each. 5,310 Gold each. Plus the pieces parts of the young Red Dragon Plus 6K+ in Gems.

I, hopefully we, will also start making it known we wish to hire all kinds of craftsmen to rebuild Castle Whiterock. Which I think we already discussed a bit a week or two ago.
I also need to decide which part of Whiterock is best for me to dedicate to a Temple/Library to Ormazd. Probably the old Gnome area.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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

Re: Castle Whiterock

Post by Kayolan »

We are going to be using these optional rules from the CKG for generating PCs: Secondary Skills (you choose one skill from the list), Advantages (using the per class system), and Luck Points.

User avatar
Aramis
Lore Drake
Posts: 1693
Joined: Sat Apr 21, 2007 7:00 am

Re: Castle Whiterock

Post by Aramis »

Image

placeholder for character

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slimykuotoan
Greater Lore Drake
Posts: 3702
Joined: Sun Mar 11, 2007 8:00 am
Location: Nine Hells

Re: Castle Whiterock

Post by slimykuotoan »

Hey guys, I'll be very late tonight due to Parent/Teacher interviews. :(
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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

Re: Castle Whiterock

Post by Kayolan »

That's a bummer. We will keep your seat open for you. Show up when you can if you can.

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slimykuotoan
Greater Lore Drake
Posts: 3702
Joined: Sun Mar 11, 2007 8:00 am
Location: Nine Hells

Re: Castle Whiterock

Post by slimykuotoan »

Image






Kos of the Northern Slopes

Campaign: Castle Whiterock

Land of Origin: Gendram Hills in the Kingdom of Morain

Level: 8th

Race: Human

Age: 22

Class: Barbarian

Alignment: Chaotic Good

STR 17 +2 Prime

DEX 16 +2 Prime

CON 16 +2 Prime

INT 15 +1 Tertiary

WIS 14 +1 Secondary

CHAR 12 Secondary

Languages: Common

Secondary Skill: Appraisal/Bartering

Abilities: Combat sense, deerstalker, intimidate, primeval instincts, whirlwind attack, primeval will, whirlwind attack

Advantages: Cleaving Strike, Legionnaire's Shield, Power Attack

HP 98/

AC 24

Grapple +9/29

Overbear +9/27

Armour: magic +4 breastplate, magic +1 mail shirt, Expert Med steel shield +2 (+1 for advantage)

BTH: +7

To Hit/Damage:

BA +12,1d8+5

SS +10,1d6+3

Weapons:

Expert Battle Axe

Morilec Ogri Axe +3

Short Sword with Coral Fish Head Pommel +1

Short sword

Silver dagger

Expert dagger +1,+1 bearing the symbol of the order: The Sundered Scale, a knightly brotherhood dedicated to slaying evil dragons.

3/ javelins

Spear masterwork +1/+1

atlatl +2

Equipment:

Winter Wolf hooded cloak

Backpack

Bedroll

Cloak

6 torches

50' hemp rope

large belt pouch

2 large sack

2 small sacks

Waterskin

Pot

Armour Weapon Oil

Fishing Gear

Flint and Steel

Grappling Hook

10 iron spikes

troglodyte net

mallet

1 week/ 5 days iron rations

flask of alchemist’s fire

Elyr

Magic Items:

Ring of Feather Fall

Ring of Swimming

Folding Box/Boat/Galley

Short Sword with Coral Fish Head Pommel +1 (Chantris) Underwater: regular damage

Atlatl +2

Everburning torch

Potion Cure Light X3 caster lvl 3

Potion Cure Moderate

Boat, Folding

A folding boat looks like a small wooden box—about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If a command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship.

In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease.

A third word of command causes the boat or ship to fold itself into a box once again.

Treasure:

27 pp 550 gp 181 sp 15 cp 2488 4 4

Hero Points: 3

Luck Points: 3

X.P. 17,534

Background: Son of dead earl. Killed stepbrother Logi.

Sukuhn the Snake lives outside market square wants orc chieftain's head

Owed a favour by the Nixie King Ceandril's daughter Noumora

Bobugbubilz the Toad Fiend
Arnora -conact and potential henchman
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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LordSeurek
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Posts: 2879
Joined: Wed Jul 11, 2007 7:00 am
Location: Menzoberranzan

Re: Castle Whiterock

Post by LordSeurek »

Name: Barryls Diddens
Alignment: NG
Race: Human
Class: Cleric
Level: 8
XP: 36,951 (updated 3/3, session #42)
BtH: 4
Grapple Attack/AC: +4/19
Overbear Attack/AC: +4/19

HP: 54/54
AC: 23 (24 dodge)
AC: 21 (22 dodge) when using 2-handed flail (No shield)
Touch Armor Class: 12

Str** 13
Dex** 10
Con* 13
Int*** 10
Wis* 18
Cha* 14 (16 with cloak)

Languages: Common,
Secondary Skill: Farming
Advantages: Great Protector, Dodge, Signature Spell
Luck Points: 1d6+3
Hero Points: 1

Armor: dwarven full plate +10, expert small steel shield +12 mark of alrux silverheal

Weapons: war hammer (+5 to hit, 1d8+1) expert sling & bullets (+5 to hit, 1d4+3)
+3 Magical Flail (+8 to hit, 1d10+4)

Equipment: backpack, holy symbol, prayer beads, white robe, white cloth gloves, white soft boots

Money & Treasure:2,398 gp, 4 sp, and 4 cp


Magical Equipment:

scroll: augury, sending
scroll: cure moderate wounds x2
cloak of charisma +2
Ring of Protection +1
Pearl of Power (3rd level: Searing Light)
Hold Person Wand (Caster Level 7, 5 charges)
Daylight Wand (Caster level 5, 20 charges)
Bracers of Armor +1 (+1 to touch AC)

=================================================================================

Barryl's Updated Spells: 5/5/5/4/2/1

Prepared Spells

Level 0: Create Water (), Light(), Endure Elements(), First Aid (), Purify Food and Drink ()
Level 1: Detect Undead(), Sanctuary(), Shield of Faith(), Divine Favor() (CC), Deathwatch () (CC)
Level 2: Absorb Life Essence() (CC), Shield Other() (CC), Life Share() (CC), Lesser Restoration(), Rebuke () (CC)
Level 3: Prayer()(), Invisibility Purge() (CC), Dispel Magic ()
Level 4: Air/Water Walk (), Divine Power () (CC)
Level 5: Flame Strike ()

=================================================================================
HEALING DOMAIN SPELLS:

Healing: cast healing spells at +1 caster level

Level 1 Spell: Cure Light Wounds(x): Cures 1d8 damage +1/level (max +5)-
Level 2 Spell: Cure Moderate Wounds(): Cures 2d8 damage +1/level (max +10)-
Level 3 Spell: Cure Serious Wounds(x): Cures 3d8 damage +1/level (max +15)-
Level 4 Spell: Cure Critical Wounds(x): Cures 4d8 damage +1/level (max +20)
Level 5 Spell: Mass Cure Light Wounds (): Cures 1d8 damage +1/level (max 25) (1 creature/level)


Luck: gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.-

Level 1 Spell: Entropic Shield():Ranged attacks against you have 20% miss chance. (CC)
Level 2 Spell: Aid(): +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10)
Level 3 Spell: Protection from Energy(): Absorb 12 points/level of damage from one kind of energy.
Level 4 Spell: Freedom of Movement(): Subject moves normally despite impediments.
Level 5 Spell: Break Enchantment (): Frees victims from enchantments, transmutaions, and curses

*spell followed by a (x) symbol means already cast
=================================================================================
Signature Spells:

0-Level: Detect Magic
1-Level: Sound Burst
2-Level: Spiritual Weapon
3-Level: Searing Light
4-Level: Restoration
5-Level: Flame Strike
=================================================================================

SPELL DESCRIPTIONS:

LEVEL 0:

CREATE WATER, Level 0 cleric, 0 druid
CT 1 R 50 ft. D permanent
SV n/a SR n/a Comp V, S

This spell generates wholesome, drinkable water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large (possibly creating a downpour or filling many small receptacles).

The caster can create 2 gallons of water per caster level (enough to fill 4 waterskins). Water weighs about 8 pounds per gallon, and one cubic foot of water contains roughly 8 gallons and weighs about 65 pounds.


LIGHT, Level 0 wizard, 0 cleric, 0 druid, 0 illusion
CT 1 R 150 ft. D 10 min./lvl.
SV none SR no Comp V, F

This spell causes an object to shed light, clearly illuminating the area around it as much as a torch, albeit with clear, white light. Although the effect is immobile, it can be cast on a movable object. Light taken into an area of magical darkness does not function. The caster needs a piece of clear quartz crystal, natural, cut or polished worth 5 gp.


ENDURE ELEMENTS, Level 0 cleric, 0 druid, 0 wizard
CT 1 R person D 24 hrs.
SV none SR yes Comp V, S, DF

Protective magical energies merge with the caster’s body, providing protection against natural elements. The subject can withstand extreme temperatures, such as sub-zero or extremely hot temperatures, or other natural effects harmful to a normal person. For example, this spell allows the subject to travel through a snowstorm wearing normal clothing.


FIRST AID, Level 0 cleric, 0 druid
CT 1 R touch D permanent
SV n/a SR yes (h) Comp V, S

When the caster lays hands upon a living creature, this minor healing spell magically bandages any wound on the creature’s body, preventing further loss of hit points from bleeding. It prevents infection, but cures no damage.


PURIFY FOOD AND DRINK, Level 0 cleric, 0 druid
CT 1 R 10 ft. D permanent
SV none SR no Comp V, S

This spell makes spoiled, rotten, poisonous or otherwise contaminated food and water pure and suitable for eating and drinking. It does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type, nor upon magic potions. The caster can purify 1 cubic foot per level. Note: one cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
=================================================================================
DETECT UNDEAD, Level 1 cleric
CT 1 R 50 ft. x 10 ft. D 1 min./lvl.
SV none SR none Comp V, S, DF

By means of this spell, the caster can detect undead in the direction the caster is facing, along a path 150 feet long and 10 feet wide. The caster must spend one round concentrating along the path, although the caster may cast the spell and detect in the round the spell is cast. The strength of the undead will be revealed as faint (1 HD or less), moderate (2-4 HD), strong (5-10 HD), or overwhelming (11+ HD). The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt blocks it.


SANCTUARY, Level 1 cleric
CT 1 R touch D 1rd./lvl.
SV charisma negates SR no Comp V, DF

This spell prevents creatures from attacking the caster or the spell’s recipient. Any creature attempting to attack a character with sanctuary must make a charisma saving throw in order to make the attack. A failed save means that the attacker ignores the person under the spell (it does not lose its attack, but must choose another target). If the warded character attacks or casts offensive spells then the sanctuary spell is negated. This spell does not prevent the warded creature from being affected by area of effect spells.


SHIELD OF FAITH, Level 1 cleric
CT 1 R touch D 1 tn./lvl.
SV none SR yes (h) Comp V, S, M, DF

This spell creates a protective shield of divine energy around its subject granting a +2 to armor class and to saving throws. The caster must have a drop of holy/unholy water to cast the spell.


DIVINE FAVOR (CC)
LEVEL: Cleric 1
CASTING TIME: 1
RANGE: Personal
DURATION: 1 minute
COMPONENTS: V, S, DF

Calling upon the strength and wisdom of a deity, you gain a +1 bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.


DEATHWATCH (CC)
LEVEL: Cleric 1, Necromancer 1
CASTING TIME: 1
RANGE: 30 ft.
AREA OF EFFECT: Cone-shaped emanation
DURATION: 10 min./level
SAVING THROW: None
SPELL RESISTANCE: No
COMPONENTS: V, S

Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.


REBUKE
LEVEL: Cleric 2
CASTING TIME: 1
RANGE: 60 feet
DURATION: 1d4+1 rounds
SAVING THROW: N/A
SPELL RESISTANCE: Yes
COMPONENTS: V, S

This spell allows the caster to attempt to turn an evil creature that is neither undead or extraplanar in origin. The caster must make a Wisdom check with the difficulty increased by the creature's hit dice. If successful, the creature is turned for 1d4+1 rounds. This spell cannot be used to destroy a creature, however.
=================================================================================

ABSORB LIFE ESSENCE (CC)
LEVEL: Cleric 2, Necromancer 2
CASTING TIME: 1
RANGE: Touch
DURATION: 1 hour/level
SAVING THROW: None
SPELL RESISTANCE: No
COMPONENTS: V, S, M

This spell enables the caster to absorb a portion of the life essence of a recently slain individual, restoring 1d8+1 hit points and granting them a +1 bonus to all rolls for the duration of the spell. Additional castings of this spell will not stack with previous castings.


SHIELD OTHER (CC)
LEVEL: Cleric 2
CASTING TIME: 1
RANGE: 50 ft.
DURATION: 1 hour/level
SAVING THROW: Wisdom negates (h)
SPELL RESISTANCE: Yes (h)
COMPONENTS: V, S, F
CRUSADER'S COMPANION 155

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 bonus to AC and a +1 bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the
warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

If you and the subject of the spell move out of range of each other, the spell ends.
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.


LIFE SHARE
LEVEL: Cleric 2, Necromancer 2
CASTING TIME: none
RANGE: Touch
DURATION: Instantaneous
SAVING THROW: None
SPELL RESISTANCE: No
COMPONENTS: V, S

Touching a character of any alignment not opposed to their own, the caster transfers as many of their own F though the character's HP may not exceed their normal limit, nor can the character refuse the gift of HP.


LESSER RESTORATION, Level 2 cleric
CT 10 min. R touch D permanent
SV n/a SR yes (h) Comp V, S, DF

The strength-sapping touch of the ray of enfeeblement, the fiendish attacks of certain foul creatures and the insidious effects of some poisons may sap a character’s attributes, reducing strength, inhibiting constitution and so on.

Lesser restoration completely dispels any magical effects that have reduced the character’s attribute scores, but cannot reverse permanent attribute drain.
=================================================================================

PRAYER, Level 3 cleric
CT 1 R see below Dur 1 rd./lvl.
SV none SR yes Comp V, S, DF

The caster and the caster’s allies gain a +1 bonus on attack rolls, weapon damage rolls and saving throws while their foes suffer a -1 penalty on such rolls. The area of effect for this spell is 50 feet. Everyone in this area is effected.


DISPEL MAGIC, Level 3 cleric, level 3 wizard, 4 druid
CT 1 R 150 ft. D see below
SV none SR yes Comp V, S

This spell ends ongoing spells and spell-like effects that have been cast on a creature or object, temporarily suppresses the magical abilities of a magic item or counters another spellcaster’s spell within an area 30 feet x 30 feet x 30 feet. The caster must make a successful intelligence check against each spell, effect, object or creature in the area of effect to succeed. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. The effects of spells with instantaneous duration can’t be dispelled, because the magic effect is already over before dispel magic can take effect.

All magic within the area of effect is affected. The functioning of magic items is suppressed for 1d4 rounds, but artifacts are unaffected. Inter dimensional portals close for a number of rounds equal to the caster’s level. A creature or object whose presence is maintained by an ongoing spell, such as a summoned monster, is sent back to whence it came, because the spell that conjured
it ends.

If an ongoing spell’s area overlaps that of the dispel, the effect is ended only within the area of the dispel magic. The caster automatically succeeds at the dispel check against their own spells as long as the character is of the same or higher level as when the spell was cast.


INVISIBILITY PURGE (CC)
LEVEL: Cleric 3
CASTING TIME: 1
RANGE: Personal
DURATION: 1 min./level
SAVING THROW: None
SPELL RESISTANCE: No
COMPONENTS: V, S

You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility. Anything invisible becomes visible while in the area.
=================================================================================

AIR/WATER WALK, Level 4 cleric
CT 1 R touch D 10 tn./lvl.
SV wisdom negates (h) SR yes (h) Comp V, S, DF

This spell allows a single target creature to tread on air or liquid as if walking on solid ground. The caster must choose the version of the spell desired upon the initial casting of the spell.

Air Walk: The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the creature’s normal movement. A strong wind (21+ mph) can push an air walker along or hold the walker back. Each round at the end of the walker’s turn, the wind blows the walker 5 feet for each 5 miles per hour of wind speed.

Water Walk: The creature’s feet hover an inch above the surface. Any liquid may be traversed, including mud, oil, snow, quicksand, running water, ice, and even lava (although creatures crossing molten lava or other harmful surfaces still take damage from the heat or other harm). The creature can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater (or while the subject is partially submerged), the subject is borne toward the surface at 60 feet per round until they can stand on it.


DIVINE POWER (CC)
LEVEL: Cleric 4
CASTING TIME: 1
RANGE: Personal
DURATION: 1 round/level
COMPONENTS: V, S, DF

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your BtH becomes equal to your character level, you gain a +6 bonus to Strength, and you gain 1 temporary hit point per caster level.
=================================================================================

FLAME STRIKE, Level 5 cleric
CT 1 R 150 ft. D instant
SV dexterity half SR yes Comp V, S, DF

The caster calls down a roaring, vertical column of divine fire, in an area 10 feet in diameter and 40 feet high, inflicting 1d6 damage per caster level, to anyone caught within it. Half the damage is fire damage; the other half results from divine power and is therefore not subject to being reduced by magic or powers that confer protection from fire.
=================================================================================
SIGNATURE SPELLS:

LEVEL 0:

DETECT MAGIC, Level 0 cleric, 0 wizard, 2 illusion
CT 1 R 50 ft. x 10 ft. D 1 tn./lvl.
Sv none SR none Comp V, S

By means of this spell, the caster can detect the presence of magical auras in the direction the caster is facing, along a path 50 feet long and 10 feet wide. The caster must spend one round concentrating along the path to detect magic, although the caster may both cast the spell and begin detecting in the same round that the spell is cast. The strength of the magic detected will be revealed as lingering, faint, moderate, strong or overwhelming.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt blocks it. Outsiders and elementals are not inherently magical, but if they have been conjured, the conjuration spell will be detected. Magical areas, multiple types of magic or strong local magical emanations may confuse or conceal weaker auras, although the Castle Keeper may allow the caster to spend additional rounds concentrating to decipher the confusion or reveal weaker auras. The Castle Keeper may require a intelligence check to do so.


LEVEL 1:

SOUND BURST, Level 1 cleric
CT 1 R 50 ft. D n/a
SV see text SR yes Comp V, S, DF

The caster evokes a thunderclap of sound, emanating from any point up to 50 feet away and in a 20 foot diameter circle. Any creature within the area of effect takes 1d8 damage and must make a successful wisdom saving throw to avoid being stunned for 1 round.


LEVEL 2:

SPIRITUAL WEAPON, Level 2 cleric
CT 1 R 50 ft. D 1 rd./lvl.
SV none SR no Comp V, S, DF

By invoking a prayer, the caster creates a magical weapon out of divine energy which moves by telepathic command. It will move to attack foes in melee with or at a distance from the caster. The weapon will usually take the form of the favored weapon of the caster’s patron deity or that of the caster’s chosen weapon if the deity has no preferred weapon. The weapon is guided by the caster, and strikes as if the caster were wielding it in melee (at caster’s level with strength bonuses). It does not have any special bonus to hit, and it deals 1d8 damage. The weapon can strike creatures only hit by magic weapons (+1 for every 3 caster levels) as well as incorporeal creatures.


LEVEL 3:

SEARING LIGHT (CC)
LEVEL: Cleric 3
CASTING TIME: 1
RANGE: 150 ft.
DURATION: Instantaneous
SAVING THROW: None
SPELL RESISTANCE: Yes
COMPONENTS: V, S

Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable
to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).


LEVEL 4:

RESTORATION*, Level 4 cleric
CT 1 hour R touch D permanent
SV see text SR yes (h) Comp V, S, DF

The caster repairs the life energy of a single creature. Restoration dispels any magical effects that reduce the subject’s attribute scores temporarily. Restoration will not restore permanent attribute score loss. The spell also restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than 1 day per caster level.

It does not restore levels or Con points lost as a result of death. The evil reverse of this spell, life drain, sucks one level from a creature. The effects are the same as any level loss. This version allows a Con saving throw to avoid the spell’s effect.


LEVEL 5:

RAISE DEAD, Level 5 cleric
CT 1 tn. R touch D permanent
SV none SR no Comp V, S, DF

This spell restores life to a deceased human or humanoid. This includes all of the player character races, monstrous humanoid creatures like orcs or giants, or creatures that are partially human, such as centaurs or sphinxes. The spell can raise creatures who have been dead longer than 1 day per caster level. The subject loses 1 point of constitution permanently when raised. If constitution is reduced to zero by this loss, the creature is permanently dead and cannot be brought back to life.

Creatures that are raised from the dead are considerably weakened by the process, and require 12 hours of complete rest for each day the creature was dead. During this time the creature is considered to have 1 HP and no mortal wounds. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. Missing appendages
and parts are not regenerated upon return from the dead. Raise dead will not work on creatures that died from old age.
=================================================================================


Cleric Advancement:

2-- 1,083
3-- 3,476
4-- 6,093
5-- 9,779
6-- 14,460
7-- 20,373
8-- 26,878
9-- 38,870
10-- 42,140
11-- 53,266
12-- 66,569
13-- 81,688

:lol: :lol: :lol: :lol: :lol:

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Kayolan
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Location: Ohio

Re: Castle Whiterock

Post by Kayolan »

(updated 2/23/16, session #58)

Merrith Gloomstalker
Class/Level: wizard/9, assassin/11
Total XP: 705,434 (352,717/352,717)
Needed for Next Level: 500,001/500,001

Kos of the Northern Slopes
Class/Level: barbarian/10
Total XP: 706,573
Needed for Next Level: 800,001

Raulyn Silvermane
Class/Level: paladin/10
Total XP: 710,863
Needed for Next Level: 1,000,001

Barryls Diddens
Class/Level: cleric/11
Total XP: 702,985
Needed for Next Level: 900,001

Gharangruff Grimsmelter
Class/Level: fighter/10
Total XP: 702,054
Needed for Next Level: 750,001


Party's list of loot (updated 2/23/16):

26,550 gp
44,360 sp
53,100 cp
silver scroll tube worth 250 gp
3 gems worth 1,250 gp each
3 gems worth 750 gp each
1 gem worth 85 gp
+1 dagger
scroll: flame arrow, hold person, tongues

magenta toadstool x65
yellow puffball x55
crimson fungus x93
orange toadstool x55
small box holding 6 sticks of a rare incense - 110 gp
3 flasks of alchemical acid
book: On the Creation of Green Slimes (Fey)
full set of tanning tools
spyglass - 1,000 gp

All the remaining treasure has been divided among the party members and accounted for.

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Re: Castle Whiterock

Post by Treebore »

FYI, I shut down my Facebook again.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

Treebore
Mogrl
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Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Re: Castle Whiterock

Post by Treebore »

Hey, Kayolan, what happened to you last night? You OK?
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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

Re: Castle Whiterock

Post by Kayolan »

Everything is fine now, wasn't able to get online for a while there but I got things working again.

Treebore
Mogrl
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Re: Castle Whiterock

Post by Treebore »

Just a head up I am going to the "Big City" today for a Doctors appointment, which means I also need to do a lot of shopping, since its cheaper there than our middle of no where stores. I SHOULD be home in time, but if not, you have an idea as to why, and I'll sign on ASAP.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

BoomerET
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Contact:

Re: Castle Whiterock

Post by BoomerET »

I'm trying to create characters with my Hero Lab plugin, so went about creating:
Kos of the Northern Slopes by slimykuotoan

Under abilities he lists Whirlwind Attack, Primeval Will and Ancestral Calling.

I left those off because he was only 1st level.

Take a look please! (The Zipped file contains the Hero Lab .por file, it's not a text file)


BoomerET
Attachments
Kos of the Northern Slopes.zip
Hero Lab file for Kos of the Northern Slopes by slimykuotoan
(8.84 KiB) Downloaded 373 times

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LordSeurek
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Joined: Wed Jul 11, 2007 7:00 am
Location: Menzoberranzan

Re: Castle Whiterock

Post by LordSeurek »

Sorry, realized FB is not where everyone is anymore.

Here was my message in case its not seen on FB:

Im out for tonight guys. Catch up with you all next week. Happy Easter.

Neck deep in boxes here Josh. Too much packing / cleaning to spend a night gaming. Hopefully Ill be good for next week.

LS

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Kayolan
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Re: Castle Whiterock

Post by Kayolan »

Rigon worked out a nice way of using specialization in C&C. I decided to import this into our game. Here is the list (the player of a fighter class chooses one category and gains the bonuses of specialization for all the weapons under that category):

Bows: longbow, short bow, composite long bow, composite short bow
Axes: battle axe, bearded axe, hand/throwing axe, piercing axe, 2-handed axe, hatchet
Small Blades: knife, cleaver, dagger, dirk, main gauche, poniard
Short Blades: short sword, rapier, tulwar, hook sword, flatchet
Long Blades: broad sword, long sword, scimitar, nine ring broad sword
Large Blades: 2-handed sword, bastard sword, falchion, great scimitar, flamberge
Clubs: club, light mace, heavy mace, morningstar, godentag
Hammers: light hammer, warhammer, maul
Flails: sap, light flail, heavy flail
Crossbows: light crossbow, heavy crossbow, hand crossbow
Spears: spear, long spear, wolf spear, staff, trident, man catcher, sleeve tangler
Picks: light pick, heavy pick, crowbill
Polearms: bardiche, bec de corbin, bill or billhook, fauchard, fauchard fork, Lucerne hammer, military fork, glaive, glaive guisarme, guisarme, halberd, partisan, pike, ranseur, voulge
Slings: sling, bola
Lances: light lance, heavy lance
Whips: cat-o-nine-tails, whip
Thrown Weapons: harpoon, javelin, aclis, dart
Punching Weapons: brass knuckles, cestus, katar
Reaping Weapons: scythe, sickle

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Aramis
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Re: Castle Whiterock

Post by Aramis »

Another fun session, Kayolan

You almost got us in a nifty little pincer move. Luckily Kos was able to get out from under the net and we were able to beat a hasty retreat to more defensible ground

Hopefully when we get the cleric and dwarf back we can take the fight to the enemy. And by take the fight to the enemy, I of course mean I will hide somewhere at the back and lob in a sleep spell or two :lol:

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Kayolan
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Re: Castle Whiterock

Post by Kayolan »

Aramis wrote:Another fun session, Kayolan

You almost got us in a nifty little pincer move. Luckily Kos was able to get out from under the net and we were able to beat a hasty retreat to more defensible ground

Hopefully when we get the cleric and dwarf back we can take the fight to the enemy. And by take the fight to the enemy, I of course mean I will hide somewhere at the back and lob in a sleep spell or two :lol:
I'm hoping that by the end of the Summer, Rob is able to join us again and we can continue this campaign, so far it's been a lot of fun.

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Kayolan
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Re: Castle Whiterock

Post by Kayolan »

So, we left off last session with the party in a (desperate?) battle with the troglodytes beneath Castle Whiterock.
Marc, I'd like to know what your intentions for Ghary are, as he is in the middle of this battle and we cannot just push him into the background.

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Aramis
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Re: Castle Whiterock

Post by Aramis »

Kayolan wrote:So, we left off last session with the party in a (desperate?) battle with the troglodytes beneath Castle Whiterock.
Marc, I'd like to know what your intentions for Ghary are, as he is in the middle of this battle and we cannot just push him into the background.
Can we push him into the foreground? :lol:

Desperate is the right word. We did smartly bottle neck them a bit, but even then, I think our rate of hp attrition was a bit alarming. Danger in front of them, the unknown behind them. What will happen to our brave heroes (and Merrith)? Stay tuned for our next exciting episode of : Kayolan's Subterranean Slaughterhouse...er, ahem...I mean Castle Whiterock :D

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Aramis
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Re: Castle Whiterock

Post by Aramis »

Well, you almost bagged yourself a somewhat bedraggled scout, Kayolan, but for once the dice were with me! :lol:

Seeing how these areas are all connected to each other (e.g. the flute we found in level 2 seems connected to an air elemental in level 3) going through this module is actually going to be a bit tricky for both us and the DM. Unless we do everything in order, we are going to be in sections later on that we can't solve because we skipped over the subsection where the clue is 3 levels ago.

Maybe we should go back and do the areas above we skipped, and then use my wand of secret door locations on every level as we complete it to ensure we complete every level in order? Even that may not be enough. We may need the DM to drop some subtle hints for areas we miss :D

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Kayolan
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Re: Castle Whiterock

Post by Kayolan »

Aramis wrote:Well, you almost bagged yourself a somewhat bedraggled scout, Kayolan, but for once the dice were with me! :lol:

Seeing how these areas are all connected to each other (e.g. the flute we found in level 2 seems connected to an air elemental in level 3) going through this module is actually going to be a bit tricky for both us and the DM. Unless we do everything in order, we are going to be in sections later on that we can't solve because we skipped over the subsection where the clue is 3 levels ago.

Maybe we should go back and do the areas above we skipped, and then use my wand of secret door locations on every level as we complete it to ensure we complete every level in order? Even that may not be enough. We may need the DM to drop some subtle hints for areas we miss :D
I'll list the things that you guys have discovered so that you have it all in one place, it wont be all the treasure (I am sure you guys got all that down on your record sheets) but things that may be clues or keys to other areas of the dungeon that you may not have noted. After that, you guys are on your own. :o

My advice to the party is to keep a record of ALL items that you come across and to make a note of any events that you may have trouble recalling later.

Treebore
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Re: Castle Whiterock

Post by Treebore »

Kayolan wrote:
Aramis wrote:Well, you almost bagged yourself a somewhat bedraggled scout, Kayolan, but for once the dice were with me! :lol:

Seeing how these areas are all connected to each other (e.g. the flute we found in level 2 seems connected to an air elemental in level 3) going through this module is actually going to be a bit tricky for both us and the DM. Unless we do everything in order, we are going to be in sections later on that we can't solve because we skipped over the subsection where the clue is 3 levels ago.

Maybe we should go back and do the areas above we skipped, and then use my wand of secret door locations on every level as we complete it to ensure we complete every level in order? Even that may not be enough. We may need the DM to drop some subtle hints for areas we miss :D
I'll list the things that you guys have discovered so that you have it all in one place, it wont be all the treasure (I am sure you guys got all that down on your record sheets) but things that may be clues or keys to other areas of the dungeon that you may not have noted. After that, you guys are on your own. :o

My advice to the party is to keep a record of ALL items that you come across and to make a note of any events that you may have trouble recalling later.

My character sheet above is updated, so you can see what I have without having to open Roll 20 and get my character sheet there. BTW, are you going to get the new Character sheet set up in Roll 20?
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Aramis
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Re: Castle Whiterock

Post by Aramis »

It was a busy evening in the Slumbering Drake Inn and a young ranger was trying his best to impress the blonde barmaid

"...and as the ogre charged me, I pulled out that sword I found in the elven tomb and chopped off his head with but one swing", said the ranger, flexing his bicep.

"That's nothing", called out the husky paladin seated at the adjacent table with a priest, barbarian, dwarf warrior and half orc. "I once saw a mad half dragon priest killed with nothing but a coil of rope and the power of gravity"

"Oooh really?" asked the interested barmaid. The ranger grimaced

"Yep. Our scout lassoed him like a calf and then decided to jump right off the damned cliff where the priest was making his last stand, hoping to pull the priest down along with him"

"Craziest #$%!@ thing I ever saw", muttered the dwarf

Kos the barbarian thought for a minute, then nodded

"So that killed the priest?" the barmaid asked

"No. He was a monstrously strong one, so he managed to remain standing, even with a 200 pound half orc dangling from a rope attached to him. The priest just stood there breathing hard and grinned at me, waiting for my sword swing, knowing that his immensely strong hide and his armour would probably protect him. So instead I dropped my shoulder and ran at him, knocking him clean off the cliff. His mouth turned from a feral grin to a surprised "O" as he went over

"Daft buggers", muttered the dwarf. "Dae ye nae ken th' value ay strang steel. it isnae reit tae kill a foe wi' only th' power ay a law ay physics"

"it got the job done, did it not?", asked the priest brightly

Kos the barbarian thought for a minute, then nodded

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Kayolan
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Re: Castle Whiterock

Post by Kayolan »

Fun game guys. I just did up the XP and... Raulyn is now level 5... Merrith is now level 4 in the Wizard class...

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slimykuotoan
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Re: Castle Whiterock

Post by slimykuotoan »

Hay Kayolan, I've offered an xp award for players who post game related stuff in our game thread each week. Any chance for that here?
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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slimykuotoan
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Re: Castle Whiterock

Post by slimykuotoan »

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

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Kayolan
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Re: Castle Whiterock

Post by Kayolan »

slimykuotoan wrote:Hay Kayolan, I've offered an xp award for players who post game related stuff in our game thread each week. Any chance for that here?
Nope :P I only reward xp based on game play. I don't award (or penalize) players' characters based on out of game activities. Some players like to post things about the game, others do not, and I'm fine with that.

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slimykuotoan
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Re: Castle Whiterock

Post by slimykuotoan »

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

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Kayolan
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Re: Castle Whiterock

Post by Kayolan »

slimykuotoan wrote:Kayolan is evil.
:twisted:

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