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Character

Quickness | Ranged
1. Michael:
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2. Kat:
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3. Gandaulf:
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4. Pepe:
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st
5. Timothy:
1
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6. Darr:
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A.
Nightrunner:
B.
Sharak:
C.
Strider:
D.
Tiny:
7. Sabal:
1st |
8. Sinbad: BS
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9. Sir Reginald:
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st
10. Omega:
1
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11. Talice:
1st |
12. Ryo:
1st |
13. Sasha:
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14. Crom:
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A.
Kada:
1st
15. Thorn:
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16. Silver:
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17. Draqull Brovkahn:
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18. Valshea:
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19. Ana:
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| Melee
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| NA
| NA
| NA
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I:
AC: , ATT: , THAC0: (+), Dam: SA: , SD: ,
HD: , Size: , XP: each, TT:
Str: , Dex: , Con: , Int: , Wis: , Cha: , Com:
I:
AC: , ATT: , THAC0: , Dam:, SA: , SD: ,
HD: , Size: , XP: each, TT:
Treasure: Coinage XP: each
CP: :
SP: :
EP: :
GP: :
PP: :
Gems:
Art:
1.
Items:
Potions: :
1.
Scrolls: :
1.
Rings:
1.
Rods: :

| Spells
| NA
| +()
| +()
| NA
| NA
| +()
NA
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| NA
| +()
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| +()
| +()
| NA
| NA
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| +()
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| +()

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NA
NA
NA

+()

NA

1.
Staves:
1.
Wands: :
1.
Books & Tomes:
1.
Jewels & Jewelry:
1.
Cloaks & Robes:
1.
Boots & Gloves:
1.
Girdles & Helms:
1.
Bags & Bottles:
1.
Dusts & Stones: :
1.
Household Items & Tools: :
1.
Musical Instruments: :
1.
Oriental: :
Space: :
Weird Stuff: :
1.
Armor & Shield: :
1.
Weapons: :
1.

Party Treasure
Gems:
1.
Art:
1. Complete Chess Set (16 Marble & 16 Obsidian pieces worth 800 GP ea. & Jade/Alabaster board
worth 8,000 GP total value: 84,000 GP as a set)
2. Complete dining room set (total value: 120,000 GP as a set).
A. 20 gold trimmed plates & bowls
B. 20 platinum tankards trimmed with gold inlaid with white jade
C. 20 fork/knife/spoon silver with green jade handles
D. 20 small; 10 medium & 5 large silver serving platters
E. 3 silver serving bowls (10 gallon)
F. 2 silver & 2 gold kettles (2 gallon)
G. 1 storage cabinet made of Rosewood and Teak
3. Ornate Electrum Ring w/ 2 Obsidian Chips: 2,100 GP
4. Cork Bottle Stopper fastened by ornate wire twisting to a topaz: 1,000 GP
5. Golden quill pen case carved with the scene of a scribe writing in a tome: 1,000 GP
6. Golden Comb w/ Dragon Head w/ ruby eyes handle carving: 1,100 GP
7. Worn & battered silver boot heel: 1 GP
8. 6 x 12 tapestry: 3 maidens in skirts in moonlit garden under 7 stars: 400 GP
9. Giant Scallop Shell tray w/ golden mock claw base: 80 GP
10. mask of black velvet & leather trimmed with teardrop citrines: 1,200 GP
11. Bodkin w/ wire holding a crown shaped carnelian: 25 GP
12. 20 H x 15 W wall hanging of dyed wool: gold-colored entwining snake border enclose a crowned
bearded, noble king spearing a boar from horseback surrounded by his courtiers with 9 black doves
flying in a circle overhead. Dirty and stained: 20 GP (700 to 5,000 GP cleaned)
13. A cup of thinnest beaten gold set with a lip-ring of 12 tiny emeralds: 6,250 GP
14. Harp w/ ivory inlaid bridge & 2 zircons for the eyes of a carved head at the peak, the name Aurelin
is carved down the spine: 500-6,000 GP
15. Crown of yellow gold w/ 6 slim spires, large zircons are set at the base of 5 & 1 gigantic amethyst at
the base of the center spire: 1,700 GP
16. Flagon of clear crystal polished glass smooth, holds 1 pint: 120 GP
17. Harp w/ ivory inlaid bridge & 2 zircons for the eyes of a carved head at the peak, the name Saunim
is carved down the spine: 500-6,000 GP
18. 1 tile of baked & glazed clay painted with a swimming fish w/ pearls for eyes: 100 GP
19. Gorget, crescent-shaped sans strap made of steel plated with mirror smooth silver: 3 GP
20. A monocle of polished glass framed in gold: 30 GP
21. A sarcophagus of bronze sheathed with electrum: 900 GP
22. A ring of ornate electrum set with 2 obsidian chips forming eyes of a laughing imp: 25 GP
Potions:
1. Extra Healing (3D8+3) x56
2. Treasure Finding
3. Philter of Beauty
4. Storm Giant Strength
5. Starellas Aphrodisiac
6. Water Breathing x6
7. Oil of Timelessness x4
8. Ventriloquism
9. Philter of Glibness
10. Super-Heroism x2

11. Elixir of Life (revives the dead) x18


12. Speed, Fire Giant Strength
13. Healing (2D4+2) x53
14. Fire Resistance
15. Oil of Fiery Burning x2
16. Heroism
17. Polymorph Self x2
18. Fire Giant Control
19. Sweet Water x10
20. Oil of Acid Resistance x12
21. Healing Salve (1D3) x170
22. Anti-Toxin (2nd save vs poison) x51
23. Elixir of Health (cures disease) x51
24. Growth
25. Diminution x2
26. Treasure Finding
27. Oil of Preservation
28. ESP
29. Levitation
30. Gaseous Form
31. Elixir of Youth x2
Scrolls:
1. Prot. Poison x6
2. Prot. Dragon Breath x53
3. Prot. Electricity x53
4. Prot. Elementals x54
5. Prot. Gas x53
6. Prot. Lycanthropes x53
7. Prot. Undead x51
8. Prot. Water x51
9. Prot. Acid x5
10. Prot. Cold x4
11. Prot. Fire x5
12. Prot. Magic x5
13. Prot. Petrification x4
14. Prot. Plants x4
15. Prot. Possession x5
Mage
1. Lv 2: Pyrotechnics, Lv 4: Otilukes Resilient Sphere, Lv 5: Magic Jar
2. Lvl 9: Meteor Swarm, Lvl 9: Bigbys Crushing Hand
3. ESP, Infravision, Ice Storm, Dig, False Vision, Transmute Water to Dust, Simulacrum, Glassteel,
Succor.
4. Audible Glamer, Hypnotic Pattern, Fire Trap, Wall of Stone, Move Earth, Shadow Walk, Bigbys
Clenched Fist
5. Hold Portal, Delude, Drawmijs Instant Summons, Monster Summoning VI
6. Lv 5, Lv 8
7. Lv 1, Lv 2, Lv 3
8. Lv 2, Lv 9, Lv 9
9. Lv 2, Lv 3, Lv 4
10. Lv 1, Lv 1, Lv 3, Lv 6
11. Lv 2, Lv 2, Lv 3, Lv 3, Lv 7, Lv 7, Lv 8

12. Lv 2, Lv 2, Lv 2, Lv 3, Lv 6, Lv 6, Lv 7
13. Lv 4, Lv 5, Lv 7, Lv 7, Lv 8, Lv 9, Lv 9
Priest
1. Lv 4, Lv 5, Lv 7
2. Lv 4, Lv 4, Lv 5, Lv 6, Lv 6, Lv 7, Lv 7
3. Lv 5, Lv 5, Lv 5, Lv 6, Lv 6, Lv 7, Lv 7
Rings:
1.
Rods:
1. Alertness (7,000 xp)
Staves:
1. Staff of Power (25) 12,000 xp
2.
Wands:
1. (91)Metal & Mineral Det. 1,500 XP
2. (99)Flame Extinguishing 1,500 XP
3. Wand of Size Alteration (99) XP: 3,000
Books & Tomes:
1.
Jewels & Jewelry:
1.
Cloaks & Robes:
1.
Boots & Gloves:
1. Armband of Swimming & Climbing 1,000 xp
Girdles & Helms:
1.
Bags & Bottles:
1. Portable Hole
2. Decanter of Endless Water (1,000 xp)
3. Decanter of Endless Water XP: 1,000
4. Hewards Handy Haversack 10,000 xp x5
5. Quiver of Ehlonna 1,500 xp x4 (60 arrows, +18 javelins & +6 spears or staves)
6.
Dusts & Stones:
1. Ioun Stones x3 (300 xp each):
A. +1 level
B. Sustain w/o food & water
C. Sustain w/o air
2. Sovereign Glue: 10 oz. (1,000 xp)
3. Universal Solvent: 27 oz. (1,000 xp)

Household Items & Tools:


1. Broom of Flying (2,000 xp)
2. Murlynds Spoon (750 xp) x4
3. Everbountiful Soup Kettle (1,000 xp) x3
4. Pick of Earth Parting (5,000 xp)
5. Mattock of the Titans (3,500 xp)
6. High Anvil of the Dwarves (5,000 xp)
7. High Anvil of the Dwarves (5,000 xp)
8. High Anvil of the Dwarves (5,000 xp)
Musical Instruments:
1. Chime of Opening 3,500 xp
2.
Oriental:
Space:
1. Lantern of Continual Light (30 xp)
2. Never Ending Barrel of Salt Pork (1,800 xp)
Weird Stuff:
1. Mist Tent 2,000 xp
Armor & Shield:
1. Dwarven Craft Full Plate (+10 AC) of Flight +2 (2,800 xp)
2. Elven Craft Studded Leather (+4 AC) of Comfort +5 (4,500 xp)
3. Phoenix Hide Armor (+9 AC) +5 (12,500 xp)
A. Fly 18 MC: C
B. Fire Resistance
C. Never Surprised
4. Dwarven craft Full Plate +5 (9,500 xp) x13
A. Comfort
B. Survival
5. Aurumvorax Hide Armor (AC 4) +4 XP: 17,000
A. Desert Evening
B. Survival
C. Magic Resistance: 85%
6. Full Plate +5 XP: 3,000
7. Elven craft Bronze Plate Mail (AC 3) +1 XP: 1,400
8. Padded +2 XP: 800
9. Studded Leather of Survival +2 XP: 5,800
10. Elven craft Mithral Chain Mail Barding (AC 2) +3 XP: 7,900
A. Survival
B. Comfort
11. Adamantite Chain Mail (AC 2) +6 XP: 22,500
A. The Storm
B. Comfort
12.
Weapons:
1. Dwarven Footmans Flail (+2 hit & dam) +2 (1,800 xp)

2. Hand Axe +4 (13,000 xp)


A. Giant Slayer: x2 damage vs giants
B. Dwarven Thrower: 180 ft range, x2 damage when thrown, returns
C. Sharpness: Nat 17+ will cut through anything
D. 9 Lives Stealer: Nat 20 kills target, save vs spell to avoid
3. Elven craft Brandistock +3 (3,000 xp)
A. Extra +1 vs. Larger Creatures
B. Impaling
4. War Claws of Vampiric Touch +4 (8,000 xp)
5. Horsemans Mace +3 (3,600 xp)
A. Extra +1 vs. Larger creatures
B. Giant Slayer
C. Warning
6. Morning Star +2 (2,300 xp)
A. Extra +1 vs. Magic Using or Enchanted beings
B. Dragon Slayer
7. Dwarven craft Wrist Razors +4 (13,300 xp)
A. Storm
B. Extra +2 vs. Regenerating creatures
C. Sharpness: cuts on a natural 15+
D. Revealing
8. Dwarven craft Warhammer Dwarven Thrower +3 (3,900 xp)
9. Bastard Sword of Energy: Electricity +3 (3,400 xp)
10. Paired Khopesh +3 (4,900 xp each)
A. Quickness
B. Storm
11. Paired Scimitar +5 (9,200 xp each)
A. Flame Tongue
B. Phlogiston
C. Freezing
D. The Planes
12. Elven craft Paired Saber of Thunderbolts +5 (5,500 xp each)
13. Mace +3 XP: 7,000
A. Luck: 3 wishes
B. Frost Brand
14. Elven craft Composite Long Bow +3 XP: 4,900
A. Self Loading (Sheaf Arrows)
B. Accuracy
15. Footmans Pick 9 Lives Stealer +2 XP: 2,400
16. Naginata +4 XP: 5,800
A. Extra +3 vs. Reptiles
B. Defender
17. Bastard Sword +2 XP: 10,050
A. Throwing
B. Sharpness
C. Storm
18. 2-Handed Sword +2 XP: 3,000
A. Freezing
B. Extra +2 vs. Lycanthropes
19. Divine craft Adamantite Bards Dancing Saber of Venom +6 (w/extra +6 hit/damage non magical),
15,250 xp.
A. Bards: Gives a +2 to all saves, neutralize poison by touch 3/day, has 1 each: Dimension Door,

Limited Wish, Remove Curse & Time Stop. Will only accept those spells to recharge with & only
holds 1 of each.
B. Dancing: After 1 round can be loosed to fight on its own with the same THAC0 & attacks as its
wielder for 6 rounds before returning to it wielder.
C. Venom: Type I: 9D10 save for 1/2, creates its own venom.
20. Dwarven craft Sharpness Great Scimitar of Throwing +6 (w/extra +2 hit/damage non magical), 12,750
xp.
A. Sharpness: On a natural roll of 15+ will cut through anything EXCEPT the targets neck/head at
the wielders choice.
B. Throwing: Range 180 feet does x2 damage.
21. Composite Long Bow +4 Distance
22. Flame Tongue Great Club of Throwing +3, 3,050 xp.
23.
Special
1. Throne of Rulership: More than a gem encrusted golden throne this is also a very potent magic item
that borders on being an artifact. Until placed within a central ruling area such as a castles throne
room it is merely an ornate chair worth 150,000 GP. Once within a throne room however its true
power becomes known when the lord of the land seats him or herself upon it.
A. Sight: There is very little that can escape the notice of the lord while sitting in the throne within
the borders of his/her domain. The chance of something going unnoticed depends on the size of the
domain.
I.
The castle out to the curtain wall: 0% chance of missing something.
II.
Outside the curtain wall to the border of the town/capitol city around the castle: 1% chance
(Note: A town must be present for this to function).
III.
Up to 10 miles out from the capitol city: 2% chance of missing something. (Note: The domain
must actually be this large for this to function).
IV. 10.01 to 50 miles out: 3% chance of missing something. (Note: The domain must actually be
this large for this to function).
V. 50.01 to 100 miles out: 4% chance of missing something. (Note: The domain must actually be
this large for this to function).
VI.
100.01 out to the frontier borders: 5% chance of missing something. (Note: The domain must
actually be this large for this to function).
(1) Limitation: Something small (a pick pocket to a murder) will ALWAYS be overshadowed
by something large (an entire crop suddenly failing, a dragon attacking, an army attacking
etc.) if happening at the same time UNLESS happening within the castle proper.
B. Command: When holding official court functions the lord while sitting on the throne may issue 1
edict or law per level of experience. These laws will be obeyed within the confines of the domain as
though written by a Quill of Law unless the individual makes a save vs. spells with a +/- the
difference in level of them vs. the lord.
I.
Limitation: This power only functions for one that is Lawful or Good or Lawful Good in
alignment.
II.
Limitation 2: If a LG character makes a law that goes against the LG alignment the throne
instantly loses its power and turns to lead permanently anchoring itself to the spot where it was
placed and all that see it instantly know the lord has done something terribly wrong only if
that lord or an heir of that lord committing an act of self-sacrifice in the preservation of Law &
Order (an act that WILL result in their death) will the chair regain its former glory.
C. Feast: The domain will never know a natural famine, the rivers and rains will always run clean
and pure and on time to provide the best possible size and yield of crops and herds. Outside
influences of a magical or even mundane (ie. a river being dammed outside the domain area of
influence) nature can alter this however on a case by case basis.
D. Longevity: The lord and those of his/her line will see their natural lifespan increase by a factor of
100, ageing only 1 year for every 100 years that pass AND retaining/regaining their youthful vigor

losing any age related penalties they might have gained until the time of their demise.
I.
Note: This is the 1 power that remains even if the chair turns to lead or passes on/is stolen to
another lord. Though the power will not pass beyond the 3rd generation if the throne is no
longer in the lords possession.
2. Pool of Power:
A. It acts similar to a crystal ball, the owner can communicate with
friends/allies/hirelings/henchmen/followers via a form of telepathy
B. It empowers the spells of its owner increasing their effective level by 10 and allows the casting of
those spells to affect whatever is looked at through the pool
C. The pool must be filled with a liquid for the above powers to function. The liquid can be anything
from water to acid to milk to blood and depending on the liquid used other special effects may
result determined by the DM.
3. Special Holds of Holding x2(or 4).
A. The command words for their operation are inscribed upon them, but they have been mounted
such that the words are only visible if the vault is open. The doors were crafted as a part of a set
(20 doors in all) if connected to the same base structure the doors enhance each other AND can be
made to connect to each other as well. Each extra door in the set when attached to the same
structure doubles the capacity of all these doors that are attached. Each door in the set is worth
20,000 xp. Each operates as follows:
I.
1 command attaches/detaches the door: the door can be made to anchor on 1 to 4 sides with
each anchor opening to its own room.
II.
The 2nd command word designates which room has which size/capacity from the following
selection: 10x10x10 & 1 ton, 30x30x10 & 10 tons, 50x50x10 & 50 tons or 200x200x10
& 200 tons.
III.
The 3rd command word then designates how each room can be accessed: Free & Unlocked,
Locked (key hole appears insert any key to set the key/lock combo), On command (speak the
word or phrase to open/close the door).
IV. The 4th command word links the doors to share a selected room. Must be spoken for each room
to be shared.
Misc. Stuff
Dragon: 6,300 lbs(-300 lbs): Special Value: 10D10x10 GP per pound at a Mages Guild (5,400,000 GP)
1,000 ingots of each Gold, Silver & Platinum stored here along with 20,000 lbs of unrefined gemstones
Adamantite Ingots enough to craft weapons & armor for an army of 100,000
Flawless Dwarf Craft Adamantite Gear
o 2,000 of each melee weapon
o 3,000 suits of each scale mail, plate mail, field plate & full plate
o 10,000 medium shields
o 5,000 bucklers
o 1,000 barrels of sheaf arrows (120 each)
Flawless Dwarf Craft Gear
o 1,000 composite long bows
26 of each masterwork Blacksmith and Weapon Smith sets
1 masterwork jewelers kit
16 2,000 lbs wagons
40 wagon wheels
40 wagon axels
20 wagon tongues
4 sets of masterwork wainwright tools
1000 weapon racks

50 armor racks
11 tables
18 lg tables
20 benches
252 chairs
16 lounge type comfy chair
16 end table
4 round tables
16 stools
8 fresh water basins (command words to empty or fill)
8 pitchers (command words to empty, fill with cool drinking water, turn water to mead)
1,767 mess kits
4 dartboards w/ darts
1 crap table
Door Instructions & Formulae x2: Study of these writings which will take many months will provide
the following bonuses: a 1 time +4 to the skill level of all smithing and armorer skills known or the
acquisition of any 2 smithing type skills at base level. If the instructions are put into actual practice,
this will need a total skill ability of 30+, than any item crafted by this character will always be of
Remarkable quality unless a natural 1 is rolled for the skill check even then it will still be average
quality.
16 Sarcophagi sold for 450,000-700,000 each
All the components of an alchemical and enchanting workshop combined and is stocked with
1,000,000 gold worth of supplies
Reptilian grooming eq.

Followers
1. *Gael: Human: Female, offers her services as a tailor to the party
2. *Ludmila Milly: Human: Female, former whore, offers her services as well as acting as a spy for
the group
3. *Thorin Fabamalk: Dwarf: Male, offers his services as a master smith and engineer
4. *Cora: Wood Elf: Female, retired Ranger 6th level & professional animal handler from a traveling
circus. She pledges her life to her rescuers
5. Aileen: Halfling: Female, former cook of a professional grade, she offers to join the group if they
dont have a cook in their employ already
6. Nephele: Medusa: blinded and tortured, swears eternal loyalty to 1 party member.
A. DM Note: For future reference should the player accept the oath this Medusa WILL
metamorphose into a Greater Medusa. This metamorphosis will restore all the damage that had
been done to her. Depending on how the character has treated her she will do 1 of the following:
I.
Keep her oath of loyalty (best possible treatment)
II.
Leave peacefully seeking her own way (good treatment)
III.
Leave secretly stealing as much as she can carry in the process (poor treatment)
IV. Attempt to kill or at least stone her rescuer and any who try to stop her before stealing what
she can carry and leaving (worst possible treatment)
7. Odd: Halfling: Male: Assistant of Aileen
8. Preston: Half-Elf: Male, member of Aileens cooking staff.
9. Halcyon: Half-Elf: Male, member of Aileens cooking staff.
10. Frida: Half-Elf: Female, member of Aileens cooking staff.

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