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230 posts. Alias of P0L.


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I recommend Fantasy Grounds II. It's what me and my group use since I moved to another country.

FG already has pathfinder rules so you can keep all the PC Sheets (and monsters) on the program. It has a very good mapping function with fog of war. I use maps from paizos AP pdfs and they look GREAT

You can design your own tokens. I take some time to get minature-looking images, it looks fantastic specially for bigger creatures (dragons).

You can have a combat manager and have it run initiative and list the order of init and have a summary of the stats.

In short, a really cool program, well worth it. Even after I moved back we continued using it. With one PC plugged in to the TV and another laptop for the DM, you will not need a table anymore!!!

(It's a little more difficult to improvise maps on the computer, but it can be done)


My experience with this is limited. I directed a few sessions for my group but had to drop it for lack of time. I tend to study new RPG systems as a hobby, even though I've only played significant campaigns with Pathfinder, D&D 3.x and some GURPS

SYSTEM:
I think the system looks like a mix of GURPS point based advancement with D&D classes.

Basically, your class tells you how much your different options cost.

You want to be a fighter that can cast? No problem, it will cost you more...

The combat system is not that complicated. Even with the rolls.. I found it pretty original.

The chart is only necessary for a few sessions. Then you learn the formula behind it and don't have to look at it anymore.

If I remember correctly, it goes something like this>

you roll a d100 and add your combat skill, you oponent rolls defense and substracts. If positive, you hit, if negative, you are open to a counterattack. If your enemy counterattacks, he has the roll difference as a bonus.

If you hit, you have to substract the armor from the difference. If there is something remaining, that's damage, expressed as a percentage of your base damage.

The chart is useful to get this numbers quick, but it not only unnecessary but also on 10pts increment, so you usually end up rounding. Better to learn the math.

I don't remember how critical hits worked.

Another thing is that it has SEVERAL subsystems. One for invocations, one for Magic, one for Ki powers, one for Psionics.

Each one different and interesting.

I think that the system gives you too many options and can be a little overwhelming, but it's worth looking at it.

FEELING AND SETTING
The game plays like a high fantasy cinematic anime. It is obiously infulenced by eastern concepts of honor, of fighting styles and by medieval fantasy seen through an eastern point of view.

More Saint-Seya than Tolkien.

The inclusion of christian mythos as campaing elements is a bold move, I like it.

I say that Anima is well worth a try, and may pick it up in the future.


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I started playing online using Fantasygrounds during an extended stay away from my group.

It worked so well that we kept using it at home.

You don't need an overhead projector, we just put it on the TV.

- Foxit PDF tools to extract maps and pics from Paizo pdf's
- Corel Photopaint to edit maps and make the miniatures.

At first I started building miniatures as a round token with the appropiate pic but lately I've been making them as whole figures. I look for an appropriate image of a painted minature, trim all the bacground, put it over an oval shaped "base" and use it in my encounters.

That, along with paizo's superb maps makes for GREAT experience.

(we are currently running Curse of the Crimson Throne, one of the best AP IMHO)


I add this inside to prevent from spoiling ANYTHING about this excellent campaign. I'm rerunning CoCT using Pathfinder, and in the second adventure I'm thinking that adding a little ALCHEMIST to Davalus and his creepy doctors would make MUCH more sense than Rogue/Bards. Here's my first attempt, comments are welcome:

Queen's Physician

CR 2
XP 600
Human Alchemist 3
NE Medium humanoid
Init +7; Senses Perception +6
DEFENSE
AC 15, touch, flat footed ( +3 Armor, +2 Dex )
hp 29 (3d8+6)
Fort +4, Ref +5, Will +1
Defensive Abilities
OFFENSE
Speed 30 ft.
Melee masterwork shortsword +6 (1d6+1)
Special Attacks
5 bombs, +5 ranged touch, 2d6+2
Poison: Large scorpion venom injury DC17 — 1/rd. for 6 rds. 1d2 STR , 1 save
Giant wasp poison injury DC18 — 1/rd. for 6 rds. 1d2 DEX, 1 save

Tactics: Queens physicians try to avoid battle. They cast Shield, drink their mutagen and throw explosive bombs. In close quarters they use their poisoned short swords.

STATISTICS
Str 12 Dex 16, Con 12, Int 16, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats Improved Initiative, weapon finesse, Toughness
Skills: Craft(Alchemy) +8, Heal +7, Disable Device +5, Perception +7, Spellcraft +8, Use Magic Device+4, Intimidate+1, Bluff +0, Stealth +5

Languages Common, Varisian
SQ Alchemy, bomb, brew potion, throw anything, poison resistance +2, poison use, swift alchemy
mutagen: +4 DEX, +2 natural armor -2 WIS
discovery: Explosive bombs

Extracts:
Lvl1: Shield, Cure Light Wounds, Expeditious retreat

Combat Gear Mwk Studded Leather armor, masterwork shortsword, healer's kit, plaguebringer's mask, alchemist kit, Large scorpion venom (2), Giant Wasp poison(2), Cure Moderate wounds.


I'm actually running an Anima adventure.

It looks like a cross of D&D with GURPS.

Point based system, but with points handed out at discrete intervals (levels). Ability costs are determined by your "class" (ie. it's cheaper for the fighter to up his attack than it is for the mage)

Combat wise, I liked it. Once you get the hang of the attack formula you don't need the cumbersome table. Each attack pits an offense ability against a defensive one.

(1d100+Attack) - (1d100+Defense+Armor*10) gives you a percentual number of the base damage dealt. So, if you score a 70 on your d%, with an Attack of 90 it totals 160. If the defender rolls a 56 with a defense of 60 it adds up to 116. The difference is 44. His leather armor (AT 2) helps reduce this to a final 24. That means that your 60pt slash dealt a 24% of it's total power.

Well, it's an interesting system.

There are also KI powers that let you customize sets of fantastic techniques, activated and paid by your KI pool.

A magic system based on spells costing magic points from your reserve.

A summoning system allowing you to summon and bind creatures or powers.

A Psi system that's based on powers that can vary in effect according to your psi power roll.

All in all, a crunchy system, with an anime feel (think Naruto, Full Metal Alchemist, Bleach), takes a while to get into it but worth it.

The other problem is that the best and newest books are still only in Spanish (Core Exxet, Dominus Exxet and Arcana Exxet)


I understand if you are upset with the decrease in my posting ratio. Real life issues are preventing me from regular posting. I'll strive to get this game back in gear this week.

If anyone wants to leave it, please let me know.

Regards,

Pablo


The pit fight
---------------
Rodrik wounds seems superficial, but the man is scared witless. He throws up as soon as you help him stand and then runs off for the stairs.


St Caspierans
--------------
Calinders admonitions don't seem to make much of an impression on the haggish woman. But when he talks about the dispossesed she's taking care of, a sad smile crosses her wart ridden face. It seems to Calinder that she really cares about her chargees.

Mumsy´s hooch is what buy the porridge for the morning and some old vegetables for the soup. We aint get too much help here. And if some ppor sod wants a drink to stave off the cold, Mumsy will provide.

Still you can see that you've managed to shame her a little, because she start's to wake up the priest conforting him and almost carrying the thin man upstairs to her bedroom.

Lecian meanwhile open one of the side doors of the entrance. He sees a rickety stair up, and hears the barking again. Upstairs, two mean looking vagrants and a mangy dog are trying to listen behind a closed door, probably leading to the priest's quarters where you were before.

map later


FoamRunner:
-----------
Old K: 19
Urza: 4
Ushari: 6

Recovered from Urza's initial spell, the big fighter fends off all attacks while he retrieves his sword. Nevertheless, Ushari´s small dagger slashes through the inside of his arm under his armor.

He swings at the pesky rogue.

Longsword: 1d20 + 6 ⇒ (13) + 6 = 19 damage 1d8 + 5 ⇒ (1) + 5 = 6


St Caspieran
--------------
You don't see the priest anywhere near the pulpit. After walking through the first floor you find the old man in the kitchen. He seems unconsious, drooling in on of the tables. A strong smell of alcohol reeks from what can only be a makeshift distillery, mixing with the greasy odor coming from a huge pot on the stove. A large woman, with curled mouse gray hair and a warty face is stirring the pot. When you enter the kitchen she grabs a BIG rolling pin and shakes it at you.

It ain't ready yet! You wait your turn for food like everyone else! If you wanna some of Mumsy's catblind hooch, grab a tankard


The pit fight:
--------------
Kicking aside the carcass of the huge vermin, Nalia knees on the arena floor. Right in the middle of it, buried under the bloodied and dirty sand, she finds what she stumbled upon. A heavy metal ring, bolted to a sturdy metallic trapdoor. It is locked tough, a big keyhole stands out, it seems to fit a big and weird shaped key.


Foamrunner:
-----------------
OldK: 15
Urza: 4

The fighter looks very battered, bleeding from several stabs and a big claw slash across his face. Still he reaches for his sword on the floor.

you can both take Aoo


Foamrunner
-------------
Urza's bolt hits the Thug on one eye and he falls immediately.
The big fighter, bleeding from several cuts recovers his sight enough to block Ushari's blade with his arm, but he's still stunned.


The Foamrunner
------------

Old K: 13 Blinded, stunned 1 rounds
Thug1: 4
Urza: 4

While the fighter staggers stunned and blind around the crates, Ushari darts in and out of his reach, her dagger flashing red with blood.

Urza's bolt finds its target on the crossbow thug. The Foamrunner captain is prone behind a crate trembling

your turn again


St Caspierans:
--------------
The wooden door is bolted from the inside of the room. As soon as Lecian approaches it he hears a dogs furious barking on the other side.

The pit fight:
--------------------
The poison on Nalia's wound makes her feel numb and dizzy, but she still advances on the wounded beast. When she steps forward for the killing blow her foot gets stuck in something that seems to be a metal ring hidden under the sand.

Still, her mace swing connects to the creature head, crushing it with a splash of ichor. The twitching body falls back and the crowd roars.

poison: 1d3 ⇒ 3dex

Fight is over, make 5 more poison saves until you make Fort DC14


St Caspieran.
-------------------
[URL=http://i2.photobucket.com/albums/y12/pab3925/Second%20Darkness/StCaspieran02.jpgMAP[/URL]

The old priest agrees obsequiously. Of course brother! The Dawn be with you, please check wherever you want. Maybe you'll help with this humble shelter . He unlocks the double doors and gestures for you to climb the wide stairs to the first floor.

You reach a big room separated by a makeshift wooden wall into two bedrooms. One of them hasn't been used in a while, while the other seems to be a mess, with empty liquor bottles strewn all over the floor. There's a door leading south bolted from the inside.


Pit fight:
-----------------

Rodrik: 6
Centipede: 10
Nalia: 17, (14 nonlethal)

The mace connects with a satisfying sound of broken chitine plates, smashing the side of the centipede. The creature fails wildly and sinks its mandibles on Nalia's shoulder before retreating 5ft. The crowd cheers for the girl!

1d20 + 2 ⇒ (18) + 2 = 20 damage 1d6 ⇒ 3
Save Fort DC14 vs poison...

Your turn


Foamrunner:
------------

Old K: 4 blinded, stunned 2 rounds
Thug1:
Urza: 4

Ushari stabs the fighter between the bands of his armor. He barely seems to notice.

your turn again


Pitfight
-------------
The mace hits the wall of the tunnel, splintering chips of stone. The centipede whirls around and snaps at the armored girl. But Nalia easily fends it off with her shield

1d20 + 3 ⇒ (1) + 3 = 4


The Foamrunner
--------------
Right, I forgot Urza's delayed action.

Save Will DC14: 1d20 + 2 ⇒ (10) + 2 = 12
Blinded and stunned for 1d4 ⇒ 3

Urza's spell washes over the fighter in a fan of colors. The big man weapon clatters to the floor and he grabs at his eyes screaming that he's been blinded.

That was urza's delayed action. Now it's Ushari's turn. Then the Thug, the Fighter and Urza again. (sorry for the mess up)


Foamrunner:
---------------
MAP
Old K:
Thug1:
Urza: 4 dmg
Ushari: full defense

The thug with the crossbow lets loose at Urza, seeing a clear shot while
the big fighter steps forward and slashes at Ushari.
The crossbow bolt seems to be barely deflected by the arcane armor protecting the sorcerer and the nimble rogue dances back, avoiding the lethal slash.

Heavy crossbow 1d20 + 4 ⇒ (14) + 4 = 18 damage 1d10 ⇒ 6
Longsword 1d20 + 4 ⇒ (7) + 4 = 11 damage 1d6 + 2 ⇒ (3) + 2 = 5

Your turn guys, sorry for the delay. I've been down with the flu.


Pit Fight
-------------------
MAP

Nalia rushes into the pit's corridors, stepping on the sand covering the floor and brandishing the spiked mace (did you grab the shield also?).

You see Rodrik, with a hooked pole, barely holding back a monstrous centipede. The giant vermin is rearing on his back legs, as tall as an human.

The crowd watching through the hole in the ceiling roars, thinking all part of the show.


Splithog alley
------------------

The old priest stumbles forward, grabbing Cal to steady himself, he seems on the verge of tears and his breath stinks of alcohol. I'm sorry brother, I do what I can. Only with some anonymous donations we can manage to keep this shelter open. I know nothing of those you say, everyone is welcome here.


FoamRunner:
--------------
MAP

ROUND 3:
Old K: Full defense
Thug1:
Thug2: dying
Urza: 4

As Urza positions himself to cover a wider arc with his spell Ushari finally manages to slid her blade between the unprotected side of the thug's armor and he drops to the floor bleeding.

The big fighter is almost within reach.


Splithog alley
----------------
MAP
Some of the crowd seem afraid of Cal's display, some seem hopeful. All seem impressed. The ragged bunch of beggars, drunks, children and cripples make way, leting the cleric go to the end of the church. Coming down from the pulpit comes an old man, dressed in a brown stained and patched robe, leaning heavily on a wooden staff and clutching what seems to be a wooden holy symbol. A hacking cough wracks trhough him as he tries to talk to you and you can smell cheap liquor on his breath.

*Cough* *Cough*. The peace of Sarenrae be with you brother... what brings you to our humble shelter.

Pit Fight.
------------
MAP

Punches, kicks and headbutts are exchanged. The scruffy man and the armored girl brawl and after the interchange, the drunk Bojask is lying on the floor. His nose broken and one of his eyes starting to puff.

A hurried looking Saul enters the wine cellar, he looks at the mess and then at the unconcious lout with an eye of disapproval that turns to worry when he sees the state of Nalia. He hands her a CLW potion.

Girl! You look beaten up! I think I'll fire that stupid drunkard for this! But we have no time, the match was supposed to start and the people were getting upset, everybody want's to see today's attraction. I asked Rodrik to try and handle the beasts. Please go see if he needs some help

Nalia is at 14hp not 19, as she manages to bring down Bojask before he can land his last punch.

Down the corridor, some stairs lead to the arena. You see a poorly lit corridor. Some animal handling equipement is hanging from the wall. Nets, hooks, spiked collars. You even seen some weapons meant for intelligent beigns. A mace, a wooden shield and a spiked chain. But their state indicates that it's been long since that kind of fight took place.

The door to the cages, tough (37) is open, and you hear Rodrik desperate cries for help coming from the arena.


Real life VERY complicated. Sorry for the reduced posting frecuency. Tomorrow morning (6am CST) will post.


Frustrated by the fight and panting with exertion, Bojask launches a series of punches

Unless Nalia has other idea, we'll expedite the fight. Just throw several punches at once and we'll interleave them

1d20 + 3 ⇒ (13) + 3 = 16 damage 1d3 + 4 ⇒ (3) + 4 = 7 (nonlethal)
1d20 + 3 ⇒ (17) + 3 = 20 damage 1d3 + 4 ⇒ (1) + 4 = 5 (nonlethal)
1d20 + 3 ⇒ (10) + 3 = 13 damage 1d3 + 4 ⇒ (1) + 4 = 5 (nonlethal)
1d20 + 3 ⇒ (10) + 3 = 13 damage 1d3 + 4 ⇒ (3) + 4 = 7 (nonlethal)
1d20 + 3 ⇒ (14) + 3 = 17 damage 1d3 + 4 ⇒ (1) + 4 = 5 (nonlethal)


Ooops, wrong map! Well here's the correct link. Ushari and Urza can take their actions again as they didn't have the map to plan them

MAP

The zone with the barrels is considered difficult terrain and gives partial cover. The crates are 6ft high.


Sorry for the delays, very busy week. Posted at last. Now with map goodness!

Splithog alley
----------------
MAP
The cripple keeps on, disregarding Lecian until he sees the glint of Cal's silver. Then he grabs it and gestures at you to look at the room.
The modest chapel has a high-arched ceiling, a plain wooden pulpit, and less than a dozen worn-out pews. Some wooden tables are set at this end of the chapel. At the rear of the chapel, high on the wall, hangs a large wooden holy symbol of Sarenrae studded with yellow and orange fecks of glass.

At least 30 people in rags shuffle through the room, kids, women, men, old men.. everybody with eyes vacant and desperate. They seem to be waiting for salvation, or for the sermon to start. Or for some food to be distributed.

Some are set up against the walls, trying to sleep.

This is the closest we have to a home, masters says the cripple. If I still had my legs, I'd still be called Fierce Ukkar and would be a rich adventurer. But this is all I have. Father Padrick feeds us, teaches the goodnes of Sarenrae and gives us a roof. Whenever he's not too drunk at least... Yeah, I've seen some violent looking individuals from time to time. They mostly keep to the top floor and I pay no mind. If I had my legs I would kick them out on their butts! But I'm a cripple and a beggar, and I can do nothing.

Fight pit.
------------
MAP
The big room is the wine cellar, the small is Bojasks room. Down and to the right leads to the fighting pit where you have to take the drunkard to work

ROUND 3:
Bojask
Nalia

Still not able to injure each other, the brawling pair exchange several blows.

1d20 + 3 ⇒ (10) + 3 = 13 damage 1d3 + 4 ⇒ (1) + 4 = 5(nonlethal)

Nalia's move

The Foamrunner:
--------------
MAP

ROUND 1:
Old K: Full defense
Thug1:
Thug2: 4dmg
Urza: 4dmg
Ushari:

The thug manages to avoid Urzas fiercer slashes, fencing them off with his shortsword. and Ushari's knife misses him by inches. The big fighter is almos upon you and the crossbowman takes aim at the girl and shoots. The bolt thunks dangerously close to where her head was.

Xbow 1d20 + 4 ⇒ (3) + 4 = 7 damage 1d10 ⇒ 5
Stab 1d20 + 4 ⇒ (8) + 4 = 12 damage 1d6 + 2 ⇒ (1) + 2 = 3


Splithog alley
----------------
The cippled man grunts at you and pays you no mind. You open the door to the small chapel after him. Two smaller doors fank the main
entrance, both covered with grafti. The southern door has a sign
that reads “Flophouse: upstairs and take a lef.” The word “lef” is
crossed out, and scrawled next to it is the word “hike.” The other
door has a homemade sign that reads, “All rooms taken.”. The crippled beggar just went through the main door.

Fight pit.
------------

ROUND 2:
Bojask
Nalia

Nalia's blow thumps Bojask on the side but his leather armor pads the impact. The man curses and swings again.
1d20 + 3 ⇒ (3) + 3 = 6 damage 1d3 + 4 ⇒ (1) + 4 = 5(nonlethal)
Nalia's move

The Foamrunner:
--------------

ROUND 1:
Old K: Full defense
Thug1: Ready crossbow
Thug2: 4dmg
Urza
Ushari

Urza jumps from behind the crates. Trying to keep the thug between him and the crossbow man and deals two rapid slashes with his draconic claws. His claws tear clothes and draw bloow, across his face and chest.
Ushari, quick as a cat jumps from the shadows behind. She swings the heavy sap with all her might and.. missess by far the thugs head. The momentum carrying the weapon off her hands. She sees it splash on the dirty waters behind the pier.

The man with the crossbow aims at the girl and shoots, the heavy crossbow bolt lodging into the crate besides her head with a thump. The other thug stabs at Urza

Xbow 1d20 + 4 ⇒ (1) + 4 = 5 damage 1d10 ⇒ 3

Stab 1d20 + 4 ⇒ (15) + 4 = 19 damage 1d6 + 2 ⇒ (2) + 2 = 4


Splithog alley
----------------
The Saint's name is not familiar. Probably a small patron or benefactor long forgotten, not a major religious icon.

The sun is about to set, you see someone coming to the small chapel. A man with wide shoulders and muscled arms, but oviously lacking legs. Moving around dragging himself in a low cart. He reaches the stairs and laboriously climbs the steps one at a time to enter the chapel.

Fight pit.
------------

ROUND 1:
Bojask
Nalia

Bojask charges at -Nalia, intent on slamming her with his shoulder (or maybe head) but her heavy armor protects the girl from his blow.

1d20 + 4 ⇒ (8) + 4 = 12 damage 1d3 + 4 ⇒ (1) + 4 = 5(nonlethal)
Nalia's move

The Foamrunner:
--------------

ROUND 1:
Old K: Full defense
Thug1: Ready crossbow
Thug2:
Urza
Ushari

The fighter raises his shield at the alarm. One of the thugs remains by his side and pulls a heavy crossbow. The other one unsheathes a shortsword and advances towards the crates behind which Urza hides. They don't seem to have noticed Ushari.

Urza, Ushari. Either of you could reach the closing thug if you break cover. He's at about 10ft distance. The others remain at 40ft. Your moves.


Foamrunner
-----------
Perception to hear Urza casting:

Old Korvosa: 1d20 + 2 ⇒ (8) + 2 = 10
Thugs: 1d20 + 2 ⇒ (18) + 2 = 20

As soon as Urza begins casting, one of the thugs hears him.
Boss! We've got company

You are 40ft from the thugs, Urza was spotted, Ushari not. Roll init


Foamrunner
--------------
Ushari hides against the wall, the dirty stones of a warehouse foundations allow her to hide in te shadow. No other guards seem on sight.

Fightpit:
---------------
Bojask looks for a second at his empty hand where he held a flaggon and then roars and charges Nalia.

Init: 1d20 + 2 ⇒ (17) + 2 = 19


Foamrunner:
--------------
Ushari and Urza cautiously advance to where the dock worker said the Foamrunner was anchored. The pair walk through the old pier (about 20ft wide) until they spot the described vessel. Two men of doubious appearance are finishing loading a dozen oak casks into a hand drawn cart. A fat bearded man dressed with the flowing robes characteristic of Urza´s people is counting coins from a fat purse while a big guy, dressed in a battered Korvosan army issue banded mail and a wide steel shield oversees the operation. They don't appear to have noticed you yet.

Pitfight:
--------------
A third and final blow finally bashes the door in, bending the lock. Inside the smell of alcohol invades Nalia's nostrils. On the other side of the room, an badly shaven and unkempt man, tall with wide shoulders and a mean scarred face is propped against a casc and serving himself alcohol from a half broken cask. The remains puddle in the floor. He shakes the flaggon menacingly and stammers with a thik tongue.Tell that slime Saul that I'm not going anywhere! If you come any closer you b!#%$ I'll bash you like I did this cask

Splithog alley:
-----------------
None of you remember hearing about this Beggar King character.

With a couple of hours still remaining, Lecian and Calinder stroll down splithog alley. The rats know not to antagonize the pair, even in one of the most downtrodden and crime ridden part of a lawless town.

Squatting halfway down this muck-smeared alley, sandwiched
between a derelict wainwright’s shop and a bakery, stands a
dilapidated tenement. A crooked belltower rises from the
building’s rear, and a half-dozen grease-smeared, cracked, and
boarded-over windows gaze out from walls that might have
once been white. A small sign hangs over the building’s battered
oak front doors: “St. Caspieran’s Salvation—All Welcome.”


The Foamrunner:
Urza and Ushari arrive at the docks, there still are a couple of hours of daylight.

The Fighting pit:
The stubborn door creacks but holds. Nalia's only response are some shouted curses from inside.


The Foamrunner:

After a few inquires Urza and Ushari find out what happened to the exotic liquor that Saul was expecting for the Golden Goblin. It got delayed at the harbor by a corrupt oficial. Word is that Boss Corat sent one of his closest enforcers, a mean tempered fighter they call "Old Korvosa" with some thugs to bribe the captain of the Foamrunner and retrieve the cargo.

Fighting pit:

Nalia kicks the door, but the creacking wood stands, Sault built it strong to protect his liquor stores. From inside you hear a crashing sound and then some drunken curses.

Splithog Alley:

The kids tell Lecian and Calinder about a mean man that hits them and steals their pay. He is based on an old church of Sarenrae at the end of Splithog alley, shelter to drunkards and dispossesed. He dresses like a beggar and several of his thugs frequent the temple, the elderly priest none the wiser.


Calinder and Lecian:
When you go see your street rats on the poorer district, you find out that someone has been beating them. They have blackened eyes and bruises all over. They seem realy scared, but they heard stories about how you and your group are defying every crime boss on Riddleport and they summon enough courage to tell you about it. Apparently someone new took residence at the derelict church they use as a refuge and is collecting money from them. All the money you pay is being kept by the self appointed "Beggar King" and any kid who stands up to him gets a beating by him and his cronies.

Urza and Ushari:
When you pay a visit to your rats on the Dock district you find that word on the street is that you are helping to clean Riddleport. The wildest stories are told about you. They say that you killed Smeed because he was extorting the poor with his loans and that you had to fight a Demon to get to him and you killed all of his five bodyguards before doing him in.

You also learn that Boss Croat got his hands on a shipment of exotic liquor that Saul was expecting for the goblin!

Nalia:
Wednesday is fight night at the underground pit. Saul is expecting a great turnout, it appears that the house's beastmaster, a brute named Bojask got hold of a giant centipede and its pitting him against a couple of mean fighting dogs. But saul's seems troubled as he cames to Nalia on her guard post.
Girl! I need your help! The fight starts in a couple of hours, customers are arriving and that beast Bojask is not ready. Apparently he's got hold of the cellar's keys and he's locked in there drinking all my stock! Please, you have to put him to work again, I need your persuassion skills.

Everyone it's separate assignments today! Hope you are not getting bored.


Saul seems pretty shocked to hear that Smeed is not the killer
Oh!, if nor Smeed then it must have been one of Zincher's thugs. I promise you I didn't know he was a front from Zincher, that's why I took the loan. No, I didn't borrow from anyone else either.

As for the casino, Urza and Ushari share the floor manager spot, they both do an excellent role. Urzas polite but menacing presence keeps all the troublemakers in line, the new no-weapons policy is strictly enforced, but Ushari appears to be some kind of a finance whiz and that week she helps straighten all the books and employe payroll. She also does some pretty decent singing, but more patrons are there to look at her big blue eyes than to hear her voice.

Lecian is as creative as ever, this week he comes with a masked ball theme that is the talk of the town and the Goblin is at full capacity.

Calinder is at his most charming and does an excellent job recieving the customers.


Ok! Sorry for the blackout over the weekend, had lot of stuff happened with my real life (yeah, the one that usually sucks and I can't contro like here. Hehe. Hope you all had a great Easter

While Cal checks the papers, Vancasckerkin brings out a bottle of really expensive Chellaxian Firewhiskey and pours everyone a glass.

To the memory of my partner and friend Larus, may he rest in peace now that his death was avenged!

He thanks you for finding out what happened to the dwarf.

There are a couple of things I want to discuss with you boys.. First I want to raise your base salary to 25gp a week. I know is not much but if we keep doing so great, there will be a bonus, I couldn't have gotten here without you!. Second, we need a new floor manager. Since Zincher's rat Smeed had our Larus killed.. I would like one of you to take the position, who would like to?.
And finally, I wanted to thank you all for being my partners, and tell you that this is my finall year in the business. I think I have enough to live my final years and if we keep doing this god I'll retire and leave the Goblin to you boys

Calinder goes several times through the papers. He finds notes of debts and payments among the stained pages in Smeed's scrawled handwriting. Nothing about Larus, but it comes to your atention that Saul Vancaskerkin borrowed about 2500gp several months ago and never made any payment. In the last couple of months his name appears circled in red.

[ooc]Well, you have to elect a floor manager amongst you. Also state any weekly activities you plan or investigations you want to do and roll any check you can make for improving the Goblin's performance. The one you select as manager will earn 1 rank in Profession Manager and will have to do a profession check. Ah, we will also use the fast xp progression, everyone will level up at 1300xp[ooc]


Good work everybody, you get 250xp each

You return to the Goblin to tend to your wounds.
The girls at the casino help you with bandages and rub soothing oil for your bruises. A worried looking Vancaskerkin asks for his floor manager Larus.


He was seriously wounded but stable when you left him. Your precise analysis determines the cause of death as massive coronary failure in reaction to the extreme anxiety of everyone crowdig and threatening him. He was overweight and his cholesterum was probaly over the roof.


Note: Arus the Stern, grand maester of he Korvosan magical college has written extensive treaties on physiology and he determined that there is a value he called "cholesterum" that measures how happy your food makes you. If your cholesterum is too high, you need to go for a month eating only steamed vegetables and green leafs until you are miserable enough that your cholesterum returns to normal levels.


The appartment is very modest, not what you'd think of someone who lends thousands of gp. But then, Lymas was only a front for the Crime Boss who had the real money.

All in all you find 120gp in assorted coins and small gems, and a cigar box half full with rare chelaxian cigars, apparently Smeed only luxury. The rest are personal items and documents stating several debts and payments.


The fat man's eyes bulges at all the people balking at him, the strange looking foreigner with the claws, the angry looking armored woman with his ape's head. He stammers No.. no.. please... it wasn't me, I did nothing to Larus, I just lend moneeey.....

With that last effort, all blood seems to drain from his face and his eyes glaze in death.


While Calinder tends to Lecian, Urza steps over the moneylender into the upper room. It takes little time for the sorcerer to check that there is no one else on the dirty and unkempt apartment. A small bedroom, a study and an overflowing privy are all he finds.

Ushari is guarding the moneylender, suddenly he stirs, groans and tries to get up. He gives up and falls back, coughing blood. Wh-what d-do you want.?


Lecian runs up the stairs until he's standing in front of a fat and greasy man.

Lecian staggers for cover while nalia, even severely wounded as she is, covers them both with her shield.

The man screams with bulging eyes I know you! You are Vancaskerkin's thugs! I'll show you to mess with Lymas Smeed! while he drops the heavy crossbow and reaches for another one that's standing ready.

Calinder's sword flashes tearing cloth and moneylender with the same ease. Smeed staggers up the stairs until a bolt shot from Ushari's crossbow strikes him in the side. He stumbles and falls back, lying sprawled on the top floor.

No more enemies in sight. State your actions


Confused by the many foes around him, the gorilla swings wildly without connecting a single punch. Almost at the same time, two slashes from Nalia and Calinder open deep wounds in its sides. The beast dying roar is cut short by an exploding magic missile. The concussion jus enough to topple it on its back. The ape lies still, a leg still twitching.

From the second floor you hear a high pitched scream.
Dont hurt Lucy yo bastards!

And the "twang" of a crossbow as someone half hidden by the stairs lets loose a bolt at Lecian.

The bolt flies true, embedding on the wizards left shoulder.

Attack vs Lecian: 1d20 + 2 ⇒ (13) + 2 = 15 Damage: 1d10 ⇒ 7 1d5 ⇒ 2

Lecian, you are at 0 hp! Everybody can act. The gorilla is dead, the new foe is standing on the stairs, halfway up. He has partial cover. Map tomorrow.


Spitting blood from some heinous internal wound, Nalia slashes fiercely but with little effect.

Lecian aims his crossbow, but that leaves him open to the gorilla's attack. The big ape clouts him on the side of the head even reaching behind Calinder. The bolt flies true but seems to get stuck on the black and bloodstained fur, only making the creature angrier.

Ushari is holding back in a defensive posture but she tries bravely to distract the ape to give Cal an opening. The cleric's scimitar slash is also deflected to little effect and he gets pounded by the ape's attacks, sidestepping one and blocking the other with his shield, pain shooting up his arm.

Urza seems to realize that if he had cast his last spell correctly, the tables would have been turned now. Taking advantage of the beast's distraction he casts a powerful ward to protect the hurting Nalia.

-----------------------------------------------

AoO vs Lecian1d20 + 3 ⇒ (18) + 3 = 21 1d6 + 2 ⇒ (4) + 2 = 6
Attack Cal: 1d20 + 3 ⇒ (14) + 3 = 17 1d6 + 2 ⇒ (1) + 2 = 3
Attack Cal: 1d20 + 3 ⇒ (4) + 3 = 7 1d6 + 2 ⇒ (6) + 2 = 8

CLICK HERE FOR MAP

Turn 03:
Lecian: 6dmg - shoots crossbow
Ushari: - assists Cal - fighting defensively
Urza: - Casts SHIELD on Nalia
Nalia: 16dmg - Attacks - SHIELD
Calinder 3dmg - Attacks
Gorilla: 13dmg - Attacks Cal

Everybody, third round

Notes: There is an hyperlink to a map image on the place where it says CLICK HERE FOR MAP

Special Notes for Calinder: MOUSE OVER AND RIGHT CLICK ON IT


The angry creature shrugs off the effects of the spell and Nalia gets interrupted by a long muscled arm driving a fist to her midsection.

Immediately, the animal follows up with another devastating punch at the girl and advances towards the intruders, giving calinder the opportunity for a slash before the ape swings at him. Calinder's blade flashes, everybody hears the sound of sliced flesh and the gorilla roars in angry. His badly wounded arm misses the cleric by a wide margin.

AoO vs Nalia:1d20 + 3 ⇒ (15) + 3 = 18 Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Attack Nalia: 1d20 + 3 ⇒ (16) + 3 = 19 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Attack Calinder:1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Calinder Ready attack: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d6 + 3 ⇒ (3) + 3 = 6 Misses on 1: 1d5 ⇒ 5
Critical Confirm: 1d20 + 5 ⇒ (11) + 5 = 16

MAP


Turn 02:
Lecian
Ushari
Urza
Nalia: 16dmg
Calinder
Gorilla: 12dmg

Everybody, second round


Urza casts his trustful Color Spray and a shower of colors spew forth envolving the ape. Even before the colors dissipate, Nalia is jumping at the creature with a vicious sword slash.

Will DC 13:1d20 + 3 ⇒ (10) + 3 = 13



Turn 01:
Calinder: Moves ready to attack
Lecian: Moves and casts true strike
Nalia
Urza
Ushari
Gorilla

Calinder and Lecian move cautiously into the shadowy room. Lecian mumbles some arcane words to grant him supernatural precision. The ape stops pounding his chest, it seems read to lunge at the humans intruding on its territory

Everybody that delayed, time to act. You can take action before the gorilla. No time for map, so just imagine it :). Lecian and rest of the humans, remember the light is very poor and gives the giant ape concealment.

Full Name

Keaton Larroquette

Race

Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,

Classes/Levels

Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Size

Medium

Age

18

Alignment

Chaotic Neutral

Languages

Common, Draconic

Occupation

Sailor

Strength 11
Dexterity 14
Constitution 15
Intelligence 16
Wisdom 10
Charisma 12

About Keaton Larroquette

Keaton Larroquette, Human Sailor Wizard
XP 1,400
HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12

Attacks:

Dagger: 1d20+4, 1d4+2 Piercing (finesse, light, thrown range 20/60) +2 attack evil for one hit via blessed weapon from all faith shrine.

Proficiencies:

Saving Throws: Intelligence (+5), Wisdom (+2)
Skills: Arcana (+5), Athletics (+2), Insight (+2), Perception (+2)
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbow
Armor: none
Tools: Navigators Tools, Vehicles (water)
Languages: Common, Draconic

Spellcasting:

Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 1st 4/4, 2nd 2/2
Cantrips Known: Minor Illusion, Light, Ray of Frost
1st-Level Spells Known: Absorb Elements, Comprehend Languages (Ritual), Find Familiar, Grease, Mage Armor, Magic Missile, Sleep, Tenser’s Floating Disk (Ritual)
2nd-Level Spells Known: Shatter, Suggestion
Prepared Spells: 6 total, Absorb Elements, Grease, Mage Armor, Magic Missile, Sleep, Suggestion

Other Class, Race and Background Features:

Spellcasting: See Spellcastin Spoiler Button Below
Arcane Recovery See Arcane Recovery Spoiler Button Below
Arcane Tradition Conjuration
Minor ConjurationSee Minor Conjuration Spoiler Button Below
Background Features: See Ship’s Passage Spoiler Button Below

Inventory:

Total Inventory Slots:
Unencumbered: Strength (11) x 1.5 (Round Down) = 16 max.
Encumbered: Strength (11) x 3 (Round Down) = 33 max.
Heavily Encumbered: Strength (11) x 4.5 (Round Down) = 49 max.

Slots Used: 10
Status: Unencumbered
Penalty: --

Coins & Gems: 1 Slots Used (in Belt Pouch)
Coins and Gems List
gp
36 sp
18 cp

Armor Slots: 0 Slots Used
Armor List

Weapon Slots: 1
(Maximum of 6)
Dagger (1)
Wand of Magic Missiles 6/7 charges

Readied Item Slots: 2 Slots Used
(Maximum of four.)
Readied Items List
Spell component Pouch (1)
•summon familiar spell components
Lucky Charm (A frost-covered silver locket that's frozen shut) --
Scrollcase (empty)(1)

Stored Item Slots: 6
Stored Items List
Spellbook (1)*
Book of Lore (1)*
Bottle of Ink --*
Inkpen --*
10 Sheets of Parchment --*
Little Bag of Sand --*
Small Knife –*
50 feet of silk rope (1)*
Water Skin (1)*
5 days rations (1)*
Tinder Box (1)*
thurible --*
Dwarf book

Containers
Backpack -- (Has 6/6 slots Used)(contains * items)
Belt Pouch (Has 1/2 Slots Used)
Scrollcase

Background:

Sailor
Grants proficiency in Athletics and Perception
Also grants Ships Passage see spoiler button below.

Spell Descriptions

Light:

Light
Cantrip
Evocation
Casting Time: 1 action
Duration: 1 hour
Range:
Touch Components: V, M

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Material Component: A firefly or phosphorescent moss.

Minor Illusion:

Minor Illusion
Cantrip
Illusion
Casting Time: 1 action
Duration: 1 minute
Range: 30 feet
Components: S, M

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object; such as a chair, muddy footprints, or a small chest; it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Material Component: A bit of fleece.

Ray of Frost:

Ray of Frost
Cantrip
Evocation
Casting Time: 1 action
Duration: Instantaneous
Range: 60 feet
Components: V, S

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Absorb Elements:

Absorb Elements
1st-Level spell
Abjuration
Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 Round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Comprehend Languages:

Comprehend Languages (Ritual)
Casting Time: 1 action
Range self
Components: V,S,M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface the words are written. It takes about 1 minute to read one page of text.

This spell does not decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Find Familiar:

Find Familiar (Ritual)
Casting Time: 1 hour
Range: 10 Feet
Components: V, S, M
Duration: Instantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Grease:

Grease
Casting Time: 1 Action
Range: 60 Feet
Components: V, S, M
Duration: 1 Minute

a bit of pork rind or butter

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Mage Armor:

Mage Armor
1st Level Spell
Abjuration
Casting Time: 1 action
Duration: 8 hours
Range: Touch
Components: V, S, M

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Material Component: A piece of cured leather

Magic Missile:

Magic Missile
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each spell slot level above 1st.

Shatter:

Shatter
2nd Level Spell
Casting Time: 1 Action
Range: 60 Feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point you choose within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Sleep:

Sleep
1st Level Spell
Enchantment
Casting Time: 1 action
Duration: 1 minute
Range: 90 feet
Components: V, S, M

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Material Component: A pinch of fine sand, rose petals, or a cricket.

Suggestion:

Suggestion
2nd Level Spell
Casting Time: 1 Action
Range: 30 Feet
Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking a creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

Tenser's Floating Disk:

Tenser's Floating Disk (Ritual)
Casting Time: 1 Action
Range: 30 Feet
Components: V, S, M
Duration: 1 Hour

a drop of mercury

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Lemmy, Fey Hawk Familiar:

AC 13
HP 1 (1d4-1)
Speed 10 feet, fly 60 feet
Str 5 (-3) Dex 16 (+3) Con 8 (-1) Int 2 (-4) Wis 14 (+2) Cha 6 (-2)
Skills Perception +4
Senses Passive Perception +14
Languages
Keen Sight The hawk has advantage on wisdom (Perception) checks that rely on sight.
Actions Talons, Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 1 slashing damage.

Harpers Faction Information:

Harpers
Rank 1

Spellcasting:

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of
your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.

Arcane Recovery:

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Conjuration Savant:

The gold and time to copy a Conjuration spell to my spellbook is halved.

Minor Conjuration:

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating out dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

Ship’s Passage:

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you are calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your dungeon master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Personal Characteristics:

Alignment: Chaotic Neutral

Personality: Personality trait: My friends know they can rely on me no matter what. Keaton hates redundancy, he finds it painful, almost as painful as having to do his own physical labor. He is not lazy, just not interested in doing heavy lifting, of any sort. Keaton is the posterchild of unchained freedom, he goes where he likes, and does the things he likes. Often times he is seen as harmless as the things he likes most others enjoy; but he can be seen as cold and unapologetic if he does something that someone else has a problem with. This is do to the fact that for the most part Keaton almost never apologizes, he has a rule to never do anything you would regret or apologize for. A saving grace that he has is how open minded he is, he generally feeds off those around him and likes to watch and learn what others do. He has no problems fitting in with a bawdy group of sailors, intellectuals debating, or charitable church goers. Since he usually absorbs some of the mannerisms of the people he is around he has a great reputation in many circles.

Another good quality about Keaton is he is not greedy; he believes in fair wages and enjoys a good challenging game of chance for some coin at times, but he does not try to cheat others out of their share or steal from friends. It became a practice when he would go tavern crawling with his sailor crew that everyone give their money to Keaton and he would pay the bill; he offered this responsibility to the crew because he knows math and the tavern owners were taking advantage of the groups lack of math skills. The crew was able to get twice as blackout drunk every night and wake to find they only paid a third of what they normally would of paid for the night out, Keaton never stole a copper from his friends.

Appearance: Keaton is average height, skinny to some scrawny to others, he is very tan from the last almost four years working on a merchant ship top side. He has chin length black curly hair, that if was pulled to be straight doubles in length and can easily be pulled back and tied. He has a very youthful appearance due to his baby face and inability to grow any notable facial hair. He has blue eyes, all of his teeth are still in good shape, and for the most part straight enough. Keaton dresses for comfort and likes wearing blues and bright browns, he just likes the colors.

He has been to many ports and has taken a liking to some exotic wares and clothing found in some far off ports. He is fond of a set of broken in soft leather shoes with a stiched sole, the most comfortable shoes ever owned, bought several years ago in Waterdeep. He also has a knit blue and tan wool scarf imported in from the Highlands of Rhasiman given to him by a gypsy that took passage on his ship.

His favorite possesion he wears is an exotic dagger he won in a game of bones in Claimsport. The scabbard is leather with interacted arabica designs embossed into it with golden thread. The Dagger has a curve to it and a slightly longer than normal blade with chiseled foreign language writing that translates to some warrior code. The hilt is darkwood-driftwood and the cross section and butt end are steel covered brass with intraecate design.

Ideal Ideal: Freedom the sea is freedom- freedom to go anywhere and do anything. This is his life story, when he feels chained down he usually packs up shop and hits the road. He likes to go where he wants and do what he wants to do.

Bond Bond: I will always remember my first ship. He likes to think back at the journey that got him to where he is. Old friends, family, adventuring group, and crew mates. He has many friends from his travels to many ports and once you make him a friend he without question gives you respect and will bend over backwards for you.

Flaw Flaw: I’ll say anything to avoid doing extra work. He has been known to exploit others to get out of work, or embellish the truth at times to make others do his heavy lifting.

Trinket A frost-covered silver locket that's frozen shut, he often uses this to cool off his beverages by dipping in the mug and letting it sit for a minute. After the minute the drink is usually ice cold.

Back Story:

I cannot take my eyes off of you; your skin is flawless porcelain under this gibbous moon. Your eyes are so enchanting they have put me into a spell. Do you believe in fate? I did not until meeting you tonight. Yatta, Yatta, Yatta, well that was how I got lucky last night. Keaton Larroquette strikes again!

The table of sailors that is sitting around the scrawny weathered looking young fellow bursts into laughter with their tale teller. He stands up makes a lude gesture that accompanies his story that involves much thrusting of the hips and imaginary slaps to an invisible woman’s back side.

Tuck she said she had a sister, and Gil she also said she has some sheep.

More laughter erupts from the crowd of sailors, ale spills to the floor leaving a tiny flood around the table. The night goes on like this for many hours until the tavern kicks them out to shut down. The crew makes it back to the “Salty Siren”, their ship, and stumble to the bunk room down below. As the sailors all turned in Tuck, the sailor that sleeps below Keaton and best friend on the ship, asked him. Keat, is this really it? You giving up the life?

Keaton stretched, pulled off the blue bandana from his head and let his black curly hair be free.

Afraid so Tuck, when we make port at Baldur’s Gate I will be parting your fine company. I did not think I would of fallen in love with this line of work for as long as I did, what has it been, three going on four years looking at your ugly mug. I think it is time to find something new, don’t think I gotta run no more. Besides, do you know how low on the list I am to get command of this ship! No thank you!

In the dark Keaton smiles to himself and thinks of some of the great times he had with the crew, his new family. The pirates they fought off, how it became his job to keep the beer cold with his spells, the pranks of putting floating disks with sleeping drunk sailors on it following behind the ship and watching them wake in utter confusion as they tried to figure out what had happened. They were great times, the best time of his life. But things were starting to get ordinary and in Keaton’s eyes this was boring. The expected was boring, the same shipping schedule was boring, the same ports are boring, the same problems every day, all of this boring. But he knew it was more than just hoping on a new ship, he knew there would be no replacing what he has had. It was time to put his land legs on and find something new.

Tuck broke Keaton’s reminiscing. Whatta ya mean ya don’t gotta run no more?

There was a pause, Keaton had not thought about it for a long time, never brought it up, and generally if someone in the crew did not offer a background it was common law not to ask, but he opened up the bag and now the cat was out.

Tuck, I have been running these last almost four years. Understand I do not come from big money, but my family is well off. My father set up a marriage for me to a girl from a very very rich well to do noble. I told him I did not want any part of it, he smacked me around a bit and told me to smarten up. I left that night with a bag of stuff to sell off and a pouch of coin. Heard through some neighborhood friends that my father and that girl’s noble father were trying to track me down, so I took off on the road. I mean, I never met this girl, and it is not like I left her at the altar or anything, just checked out when I was told what they wanted me to do.

You are so effing stupid! You left the good life, to live like this, are you daft and damaged?! Tuck exclaimed.

Keaton dropped his head and rolled his eyes, he knew he should of just kept his mouth shut.

I have no regrets not living as a well-financed slave. Matter of fact, it was leaving the way I did that introduced me to the mage that taught me the few tricks I know; the same tricks that have saved your bacon time and time again. Like I said, I took off, never was one for travel, never had left my home town, and the next town over looked so close on the map. It was not close at all, on the second day out I had no food, I was cold, attacked by a raccoon that gave me a festering leg wound, and was ready to admit defeat. I was lucky a group of travelers stumbled on to me; they fixed that raccoon bite let me take a saddle of a spare horse and accompany them to the town I was heading to, they warned of this area being especially dense with goblins and wolves. I must have been good company, making them laugh and whatnot, because Harrit, that is the mage, he offered to let me tag along for a bit more and offered to show me some things. I traveled with them the better part of two weeks, and let me tell you they were not lying about the goblin and wolf problems, every night the horses started acting funny and like a repeating nightmare goblins or wolves or goblins riding wolves. The short of it is I followed them to Baldur’s gate, Harrit helped me start my spellbook. I parted ways from them because they were planning attacking an orc encampment; remember I was fourteen, fourteen and not ready to be on the front lines verses orcs. So they left, I bummed around the Gate a few weeks and looked for work, that is when I stumbled onto you guys. Ha ha, sold myself as a practiced mage to the captain, he doubled my pay on the spot, said I did not need to do any lifting just help out with magic. I practiced that spellbook nonstop until the day we set sail, and I think I was half ready, practiced it every night on the ship. Remember all those excuses I kept making, ‘gotta get the magic out or it goes bad, if you do not use it you lose it, this salty air causes magic to fizzle some time’; ha ha, I had no clue what I was doing.

Another pause before Tuck broke the silence again. You are some damaged goods, I love you like a brother, but I never knew how strange you was.

Keaton smiled.

Tuck you too. I hope your sails are ever full and whatever nonsense people wish each other when they part.

May your sails be ever full, your waters peaceful, and your skies ever clear. Tuck corrected.

With that there was silence and the two finally fell to sleep. They made Baldur’s gate five days later, Keaton received a huge going away party from his crew, that ended in a bar fight, several arrests, and Gil actually bedding a sheep. Keaton was in the same port he was lost in four short years ago. With a chipper spring in his step and a full coin purse at his side he let out a big smile and whistled to himself as he started forward from the dock. It was time for something new, something exciting.