ADQ table 1 (Inactive)

Game Master chillblame

Sterich and Keoland
Raiding and destruction in Sterich. Heros are needed.
greyhawk gods


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Female Orc

boom


Female Orc

I'll sort out roll20 soonish. Have to go to work, after that


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

So, does anyone want a servant? Would it make sense for anyone's background?


HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)

For a monk? Sadly, no.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

I could see Elnaril with a servant maybe! Horek is far too uncivilized to even consider having a servant. :)


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Seltyn doesn't want a servant.

That said, Jeeves could serve a cause. We're all doing that.


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

I guess I could be everyone's servant, even those that don't want one. That might make for some fun RP, unless Elnaril takes me up on it. I could very easily change my background to have him have served the half-elf's family for some time.

Although I could also rethink my concept a bit. Servant doesn't have to mean butler in the traditional English upper class sense. Servant could also mean someone who is bound to another by something other than payment. For instance, I could be duty-bound to another person because of a previous debt (kine of like the Wookie life debt from Star Wars).

Another idea is that I could have been ordered to act as someone's servant by a PC's protective parent. ("That way I'll always know that you're well taken care of and are taking your vitamins." "Mom!")


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Jeeves's role is ultimately his participation as a co-equal contributor.

He's conditioned to think he needs a master to tell him what to do, and when he sees that he doesn't need to, he might grow as a person.

I can see him taking orders, but when we're all just fighting monsters, and no one's telling him what to do, he might see his own agency.


Female Orc

An idle roll: 6d8 ⇒ (5, 4, 5, 3, 6, 8) = 31


HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)

Quick rules question. Eldric has cold resist 7. Does this protect him from cold environments, and if so, to what degree?

Quote:


Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.

By my reading of this, cold resist 7 means that he can’t take any damage due to it being 1d6, and thus he is immune to cold weather. But I’d like to get a GM ruling on it before I rely on my interpretation.


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

Character creation question for the GM:

How do you want to handle spells (or in my case formulae) in spell/formulae books? After all, certain spells come copied from others, etc, while others have to be bought. What percentage should I have to "buy" versus scribed from others (either for free or for the scribing fee).


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Here is a list of survival/outdoors stuff that might be good to have. I'm thinking we should try to get the kingdom to foot the bill, or a portion of it at least! Tables don't do well in this forum, so the top list is the item names, second list is the gp value for each item (in order) and the third is the weight of each item (again in order). I'm thinking a mule can carry 300lb of weight, correct?

Wish List for Survival/Outdoor Supplies

Two Large tents (each shelters 4 people)
6 Cold Weather Outfits
6 Blankets
60 Days of Trail Rations (10 days each)
12 Waterskins (2 each)
30 Torches
10 Flasks of Oil
Bullseye Lantern
Climber's Kit (collection of crampons, pitons and ropes - grants +2 to Climb checks)
200' Silk Rope
Grappling Hook
Pack Mule with saddlebags

30
48
3
30
12
0.3
1
12
80
40
1
13
269.3 gp total

40
42
18
60
48
30
10
3
5
20
4
15
295.0 lb total


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Thanks for that, Horek. I vote we do that.


HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)

Minus, hopefully, one cold weather outfit. As I’d rather rock the same monastic robes.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

That works! So long as we confirm you're immune to cold weather? I know Endurance gives Horek bonuses to his CON saves, but he'll still take damage if things get too cold.


HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)

Yup! I also already have a fighter’s kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)

Only with a Masterwork Backpack. This means for carrying purposes my Strength goes from 11 up to 14 (due to trait). So I can carry up to 116 pounds. And while I haven’t calculated weight...Eldric has no weapons or armor. So I think that he can carry about 100lbs-ish worth of gear for the party if needed.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

We all probably have some basic gear, but if they're giving us some, let's at least take some tents and blankets and food and cold weather gear.


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33

Some gear would be nice and I'm willing to contribute my leftover cash. And Eldric I've always played in my games that cold resistance does protect against most natural forms of cold weather.

Horek does your wolf have any magical enhancement on it's bite? If not I have greater magic fang I could cast on it every day.

Oh and Elnaril was an orphan peasant that got kicked out in his teens when his powers manifested. But if you think I could have picked up a servant when I was adventuring i am fine with it.


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
Horek Varshot wrote:
I could see Elnaril with a servant maybe!

How about it, Elnaril. Want a servant? It would mainly be for RP purposes.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Sounds like Elanaril is game for a servant!

Elanaril, the magical enhancement to bite would be GREAT!! Thank you!


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33

Jeeves I am fine with it but I think it would probably be a relatively new thing. Elnaril would still be slightly uncomfortable with it and we would need to decide on some reason why you joined me.

That's no problem Horek I can cast Extended Greater Magic Fang on Whisper every morning but at the moment it is still only +1. And speaking of which if Seltyn or Mavrak needs to extend something I carry 2 rods of Lesser Extend. I auto use 2 in the morning for Magic Fangs but otherwise...


Female Orc
Jeeves the Inimitable wrote:

Character creation question for the GM:

How do you want to handle spells (or in my case formulae) in spell/formulae books? After all, certain spells come copied from others, etc, while others have to be bought. What percentage should I have to "buy" versus scribed from others (either for free or for the scribing fee).

I think the alchemy class feature covers that. you get two for free (including scribing costs) per level increase, and you can scribe any wizard spell you find (provided it is on your spell list) you can find, steal or buy. A formula book is the same as a spellbook in this case. Scribing costs are the same as a wizards scribing into a spellbook.

The ink is an expense.


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33

He means whether he has to pay scroll costs for them, just scribing costs or if he has to pay the 1 1/2 scribing costs to do it from a mages spellbook.


Female Orc

BTW, little house rule for knowledge skills, so as to stop crazy rolls, maximum buff on a skill roll is +10. This is in addition to skill ranks, and stat/class bonus

Thanks


Female Orc
Elnaril Ilikas wrote:
He means whether he has to pay scroll costs for them, just scribing costs or if he has to pay the 1 1/2 scribing costs to do it from a mages spellbook.

? As per a wizard. If a wizard has to pay that, so does he. I'm not seeing the problem


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

So if we use magical mounts, will there be enough for all six of us? We could use saddlebags for the extra gear and spread them out if so, that'll save us from taking an overburdened mule that would otherwise slow us down. I rather like that idea myself.


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33

That's all good however don't forget we will be going into the mountains. Normal mounts wouldn't be that useful once we get there.


HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)

I’ll donate 300 gold to party funds for a wand of CLW. Anyone else able to add to it?


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

I can. 750 divided by 6 is 125. I suggest we buy 2, even if some of you already have one.


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33

I have 280gp left. Oh and I have a campfire bead for nights.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Don't spend it. I'll spend 375. We need 1500 for 2, or 750, if we can only get 1.

We have 675 so far.


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Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

I already have a fully charged CLW wand, FYI, which I am happy to use on anyone.

Chillblame wrote:
As per a wizard. If a wizard has to pay that, so does he. I'm not seeing the problem

It's not a problem. I was referring to the following line from p. 219 of the Core Rulebook:

Core Rulebook wrote:
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.

What you are telling me is that all I have to pay for is the scribing cost (listed on that same page), correct, not the "fee" mentioned above?


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

I am also able to craft alchemical items for us, if anyone wants them. I'm planning on crafting some tanglefoot bags for myself.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Sounds like we're getting the mundane gear we need from the list from the Crown? If so, Horek will donate 50gp, which is pretty much all he has left of his funds. I spent that starting gold down to just about nothing!

I'm thinking we should go with the magical mount idea (and saddlebags for the gear) instead of bringing a pony. That way we won't have to worry about what happens to our pack animal when we inevitably leave it behind.


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33

The spell doesn't come with saddle-bags, so we either buy the or rig the backpacks.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Seltyn can store 120 lbs. of food, gear, etc., in his haversack. He'll give the 2 scrolls of Endure Elements to whichever divine casters can use them, and keep the rest safe in his bag until we need them.

They gave us: scroll of endure elements x2 (divine), Two potions of cure moderate wounds, two potions of lesser restoration, scroll of mount (10th level cast).


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

I figured we could buy the saddlebags ourselves, I think they're 8gp each? GM, are we supplied with everything else on that list I created?

When and if we reach a point where taking summoned horses is no longer viable, we can figure out what outdoor stuff is left and how to distribute it. Heck, maybe Horek can convince Whisper to carry most of it! Might require a 'Push' check on the Handle Animal skill though... :)


HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)

We have 1 handy haversack (Seltyn) in the party and 1 wand of CLW (Jeeves).

I think that with some Masterwork backpacks (always a good buy) we should be able to carry everything.

My problem with saddlebags is that we are relying on summoned mounts. Carrying said saddlebags would be awkward when the mounts are not there.

Except Horek, of course. Who has a loyal mount that won’t vanish in a puff of smoke.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

I've got a MW backpack, but can only manage a few more pounds of personal gear since I don't want to hit Medium Load. I'm thinking the stuff in saddlebags will only be for outdoor stuff anyway - so if we don't have the mounts (say when we enter the 'dungeon' for instance), we just stash the saddlebags somewhere relatively safe for when we come back to claim them. We won't need tents or blankets for sure at least, most of the rest we could probably divvy up among those strong enough to carry them or stash in the haversack if we feel like we might need it.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

We could probably just ride bareback with some bits and bridles. It's 90 miles, but too hilly for mounts when we get there.

Unless, of course, you want to charge the giants with a lance...


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

What? The Mount spell doesn't equip the horse with saddle, bit and bridle? That's outrageous!! :)

Hadn't thought about the saddles and such, though I suppose we could just take the ones off the horses we've been using? Heck, they probably had saddlebags as well so maybe we don't have to buy anything for our magical mounts? GM call, I suppose!


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

The Mount spell does. Not sure what Elnaril can summon.

All I have is one scroll. I'll probably just copy it into my spellbook when I get the chance.


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

I don't have a huge amount to spend, as I still have to spend the money on scribing formulae in my formula book, but I can carry another 65 pounds before I become encumbered.

I'd also like to craft a few things, GM. Would you allow me to "Take 10" on my crafting checks?


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Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Oh, they really do? I've never used that spell... Now I'm wondering where those horses come from in a 'real' sense? I'm imagining some poor rancher just getting his horse all saddled up and climbing aboard when it suddenly disappears from under him! He probably stands up, dusts himself off and starts shouting "Those @%$!#& wizards and their summoning spells!"


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

If Elnaril has Communal Mount, we're set! No saddlebags, but we don't really need them.

Mount, Communal Mount


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Just a note.

I describe my character as 6'3". In PF, and other settings, elves are slightly taller than humans.

In Greyhawk, elves are generally shorter than humans. I'd like to reduce his height to around 5'10" (tall, for an elf), just to fit the milieu.

Izzat cool?

Not the tall, skinny rabbit-eared elves, but the LOTR elves.

Also, I checked out all your characters, and they are fantastic. We'll get our groove on.


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33

Yes they do have saddles, lol but no it's normal mount. It was only meant to be a hold-over spell until my dragon was big enough to ride. :) But I have enough 1st and 2nd level spells until we reach the mountains. That's where most of the fighting will be anyway.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

OK. When he has an hour, Seltyn will try to copy the spell from the scroll, so he can summon a few mounts, too.
Then he'll start looking for that communal spell.


Female Orc

Sorry for the delay, net issues. onwards.

As a side note, I will post the roll20 invites near the first encounter. Busy setting things up


Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield

Chillblame, if you are looking for a more detailed map of Sterich (albeit one without hexes), there's the following one from the "sequel" to these adventures from Dragon Magazine: Map of Sterich

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