Tablark Hammergrind

Aggrammar Deepdelver's page

992 posts. Alias of Edeldhur.


Full Name

Aggrammar Deepdelver

Race

AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

About Aggrammar Deepdelver

Aggrammar, from the House of Asad (Children of the Lion)
Dwarf Con +1, Cha –1
Fighter/Cleric (Champion of Hajama) 4/5
16 16 16 15 13 11

STR 16
DEX 11
CON 15+1 = 16
INT 13
WIS 16
CHA 16-1 = 15

Saves
Paralyzation, Poison, or Death Magic 9
Rod, Staff, or Wand 13
Petrification or Polymorph* 12
Breath Weapon** 15
Spell 14

THAC0 17 (15 with Scimitar)

Hit points
9+5+2+2+8+9+5 = 40

Level 1
- Bless
- CLW
- CLW
B Light
B Command

Level 2
- Cure Moderate Wounds
- Hold Person
B Flame Blade
B Silence 15' radius

Level 3
Summon Insects

(Bonus Spells 1st, 1st, 2nd, 2nd)

AC -2?
Bracers AC3
Shield +3
Ring of Protection +2
(do all these accumulate?)

Weapon Proficiencies = Total 5
Scimitar weapon specialist 2
Weapon and Shield Style 1
Shield Proficiency 1
Hammer Proficiency 1

Nonweapon Proficiencies = 5
Endurance B
Intimidation B
Religion B
Healing 2
Reading/Writing 1
Riding, Land based 1
Survival (Desert) 1

In melee, dwarves add 1 to their dice rolls to hit orcs, half-orcs, goblins, and hobgoblins. When ogres, trolls, ogre magi, giants, or titans attack dwarves, these monsters must subtract 4 from their attack rolls because of the dwarves' small size and combat ability against these much bigger creatures.

Dwarven infravision enables them to see up to 60 feet in the dark.

Dwarves are miners of great skill. While underground, they can detect the following information when within 10 feet of the particular phenomenon (but they can determine their approximate depth below the surface at any time).

Detect grade or slope in passage 1-5 on 1d6
Detect new tunnel/passage construction 1-5 on 1d6
Detect sliding/shifting walls or rooms 1-4 on 1d6
Detect stonework traps, pits, and deadfalls 1-3 on 1d6
Determine approximate depth underground 1-3 on 1d6

Loot:
197.4 gold
Rod of Smiting
Scroll of protection from possession
Also the scroll that Zairiah pulled off the corpse is Protection from Dao
+3 Electrum pieces

XP:

Here: 7600XP+1248=8848, which puts him in Fighter3/Cleric3 land.
Here: 16209 /5 = 3241.8 rounded up to 3242 xp each
Total current XP: 12090 = Warr3/Clr4
4556+3628+8544
Current Total (23 Sep 2024) = 28818 = Warr4/Clr5

EQ considerations:

Money: 3d6 ⇒ (5, 5, 1) = 11

110gp starting money
Level 4 = 440gp

Armor:
Chain Mail 75gp
Shield --

So my regular AC should be 4 (9 if with Shield only) I believe. Should I go for the Banded Mail at 200gp?

Ok, then I will go with studded leather or ring mail. Don't want any penalties.

Why is ring mail so much more expensive?

Gear: 1 × Holy symbol, silver; 2 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 2 × Case (map or scroll); 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Signal whistle; 1 × Garlic, charmed; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll

The story so far

Notes and quests:

From Zairiah:

Okay, this is what I have in my notes about our current goal:

Hanoushin smiles warmly at Zairiah and says, "Recently, a clay tablet bearing the seal of Al-Anwahr was uncovered by nomads and sold for a princely sum in Muluk to me. Due to the information garnered from the tablet, I sent a large expedition to excavate the site and search for the scroll called "The Eleven Baneful Gates." No news had been heard from them for months, and soon my divinations revealed that they were
all slain at the ruins. I would like your group to travel to Al-Anwahr see what happened to the first expedition and also bring back any historical research and artifacts from the site. As you probably know, Al-Anwahr was the original capitol of Muluk and where the Calipha's, may she reign for One thousand and one years!, family originated. The information there could shed light upon many a historical occurrence and bring much glory to Zann! The scroll is extremely important but any other artifacts are also beneficial."

Also, Hanzala is the other bad guy that was working with Yodfah and she is a member of the brotherhood of the true flame which is around here somewhere... hopefully we already passed it, but just in case we run into her again.

Quests elsewhere:
--We have two waterskins full of healing water and we know that there is a ruler that needs one of them, but don't remember where that is.
--Take Glass Man (Qasim) back to Muluk.
--Uh, is Siti (Yodfah lookalike) still with us? Just noticed that we were talking and then just moved on. If he is, then we need to take him to find Yodfah as well (maybe... that could be interesting, but could also get us killed).

Do we still have any other NPCs with us? What happened to that guy that was with us when we got the healing water?

Anyone else remember any other quests/goals/potential leads that I am not recalling?

From GMEDWIN:

NPCs with the party.

1) Rashid = He is honor bound to the party for originally a year and one day, lets say about four months in. He is in Muluk minding your ship.

2) Silverthroat= He is the water guy. He is with the party's caravan. The Grand Caliph in Huzuz is where the water should go. Or you could sell it.

3) Mahara is the old mystic you saved from the Dao. He is accompanying you until the heat has cooled down from the Dao.

4) Siti is with you. He would like to meet his doppelganger, whom you would probably want to kill.

5) Qasim yup.

I have been consistently moving the party along on the map in the campaign info window. You are about two to three days from Al-Anwahr depending on the Sea of Salt.