|
Post by waysoftheearth on Apr 25, 2011 6:58:03 GMT -6
POST YOUR REQUEST TO JOIN HERE!
I will reply to your post with your PC generation rolls and we will work through the details of your PC's backstory and game statistics together. Once that is sorted out you can post your PC on the Player Character Sheets thread. I will then add you to The Fellowship thread and get you started in game...
|
|
|
Post by crusssdaddy on May 8, 2011 7:09:52 GMT -6
I dare to tread the dark-shrouded halls.
|
|
|
Post by danhem on May 8, 2011 7:30:50 GMT -6
I am definitely in for this one.
|
|
|
Post by Mushgnome on May 8, 2011 7:57:43 GMT -6
this is WIN! roll me a dwarf please...
|
|
|
Post by ragnorakk on May 8, 2011 14:01:03 GMT -6
I believe myself ready to tread the dark ways
|
|
|
Post by tombowings on May 8, 2011 15:04:46 GMT -6
Sounds like fun, Ways. Count me in.
|
|
|
Post by doctorx on May 8, 2011 15:11:26 GMT -6
"Drums. Drums in the Deep." I want to meet the beater! Count me in, please!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 8, 2011 16:29:52 GMT -6
in.
|
|
|
Post by waysoftheearth on May 8, 2011 16:46:02 GMT -6
Thanks for your interest folks I will roll up your numbers after work tonight...
|
|
|
Post by ehiker133 on May 8, 2011 19:05:56 GMT -6
I'd be up for joining if there's still room, WOTE.
|
|
|
Post by waysoftheearth on May 8, 2011 19:56:40 GMT -6
There's always room for one more Ehiker
|
|
|
Post by ehiker133 on May 8, 2011 21:13:35 GMT -6
Woot, WOTE!
(man, I've waited a while to get to type that...)
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 8, 2011 21:33:21 GMT -6
I'd love to join the group. Moria here I come!
|
|
|
Post by waysoftheearth on May 9, 2011 4:59:38 GMT -6
Welcome to the boards Boddynock, and also to Moria!
|
|
|
Post by waysoftheearth on May 9, 2011 5:04:26 GMT -6
Gentlemen.
To simplify the rolling of numbers I have adjusted to process slightly.
I will roll 3d6 eight times.
These will be, in the order they fall, XP (x1,000), Silver Pennies (x100), Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
You can replace any one die with a 6 except that you cannot make an 18.
May the dice be with you...
|
|
|
Post by waysoftheearth on May 9, 2011 5:17:55 GMT -6
Crusssdaddy, your numbers are: XP: 6 + 2 + 6 = 14 SP: 2 + 1 + 1 = 4 Str: 3 + 4 + 4 = 11 Int: 2 + 6 + 5 = 13 Wis: 2 + 1 + 6 = 9 Dex: 1 + 6 + 1 = 8 Con: 6 + 2 + 3 = 11 Cha: 5 + 6 + 2 = 13 sum: 83, average: 10.37 --- Danhem, the dice have spoken: XP: 5 + 3 + 3 = 11 SP: 1 + 6 + 5 = 12 Str: 3 + 6 + 5 = 14 Int: 1 + 4 + 1 = 6 Wis: 4 + 5 + 4 = 13 Dex: 1 + 3 + 4 = 8 Con: 5 + 2 + 1 = 8 Cha: 4 + 6 + 1 = 11 sum: 83, average: 10.37 --- Mushgnome, your numbers: XP: 3 + 6 + 1 = 10 SP: 6 + 3 + 3 = 12 Str: 2 + 3 + 6 = 11 Int: 4 + 3 + 1 = 8 Wis: 4 + 3 + 6 = 13 Dex: 4 + 2 + 5 = 11 Con: 6 + 4 + 6 = 16 Cha: 4 + 1 + 5 = 10 sum: 91, average: 11.37 You can make a Dwarf, as ordered --- Ragnorakk, you tread with these numbers: XP: 2 + 4 + 1 = 7 SP: 1 + 1 + 4 = 6 Str: 2 + 5 + 3 = 10 Int: 6 + 6 + 2 = 14 Wis: 6 + 1 + 4 = 11 Dex: 4 + 4 + 6 = 14 Con: 1 + 2 + 4 = 7 Cha: 2 + 6 + 5 = 13 sum: 82, average: 10.25 --- Tombowings, your numbers be: XP: 4 + 3 + 2 = 9 SP: 1 + 1 + 3 = 5 Str: 4 + 4 + 3 = 11 Int: 3 + 2 + 4 = 9 Wis: 5 + 3 + 5 = 13 Dex: 4 + 6 + 5 = 15 Con: 2 + 1 + 3 = 6 Cha: 3 + 4 + 2 = 9 sum: 77, average: 9.62 --- DoctorX, doom, doom, doom! Your numbers are: XP: 6 + 6 + 6 = 18 SP: 6 + 5 + 3 = 14 Str: 4 + 2 + 1 = 7 Int: 2 + 5 + 1 = 8 Wis: 5 + 5 + 5 = 15 Dex: 4 + 3 + 5 = 12 Con: 4 + 1 + 1 = 6 Cha: 6 + 4 + 4 = 14 sum: 94, average: 11.75 (An 18! And you can make an Elf if you bump int) --- Tonneau, the dice fall thus: XP: 3 + 4 + 4 = 11 SP: 2 + 4 + 1 = 7 Str: 3 + 5 + 6 = 14 Int: 5 + 6 + 2 = 13 Wis: 4 + 5 + 4 = 13 Dex: 6 + 2 + 3 = 11 Con: 4 + 3 + 4 = 11 Cha: 2 + 6 + 1 = 9 sum: 89, average: 11.12 --- Ehiker, these be your numbers: XP: 3 + 3 + 2 = 8 SP: 1 + 4 + 2 = 7 Str: 6 + 1 + 5 = 12 Int: 1 + 4 + 4 = 9 Wis: 1 + 4 + 1 = 6 Dex: 4 + 6 + 4 = 14 Con: 2 + 5 + 5 = 12 Cha: 3 + 6 + 4 = 13 sum: 81, average: 10.12 --- Boddynock, there are your numbers: XP: 5 + 6 + 2 = 13 SP: 5 + 3 + 3 = 11 Str: 6 + 2 + 4 = 12 Int: 4 + 2 + 4 = 10 Wis: 1 + 3 + 6 = 10 Dex: 3 + 6 + 3 = 12 Con: 1 + 4 + 6 = 11 Cha: 2 + 3 + 4 = 9 sum: 88, average: 11.00
|
|
|
Post by waysoftheearth on May 9, 2011 5:27:19 GMT -6
All, There are many good (and otherwise) Tolkien and Middle Earth name generators on the web which should enable you to pick a decent Middle Earth-esque name (e.g., www.dragonsmark.com/names.php). A short paragraph of back story explaining your place of origin and previous experience would be great too. Flex those quills! Then it's time to spend some of those silver pennies. See The Cost of Goods thread, and remember that every 350 pennies are equivalent to one bulk unit for the purpose of encumbrance. You probably won't want to carry huge sacks of coin around with you... With regard to the employment of hirelings, the number available to you is limited by your charisma score and your experience level, as follows: Number of Hirelings & LoyaltyCharisma | Number of | Loyalty | Score | Hirelings* | Check | 3 | 0 | 12(2d6) | 4 to 5 | 0 | 10+(2d6) | 6 to 7 | 1 | 6 | 8 | 1 | 6 | 9 to 12 | 2 | 5+ | 13 | 3 | 4+ | 14 to 15 | 4 | 4+ | 16 to 17 | 5 | 3+ | 18 | 6 | 2+ |
* Plus your experience level. Rangers must adjust the number of allowable hirelings by -4. Demi-human hirelings are only available to PCs of their own kind. These each count as two hirelings and cost triple. You must pay your hirelings at least week in advance, and should expect to feed them and equip them with anything beyond the basic tools of their trade.
|
|
|
Post by Professor P on May 9, 2011 7:44:54 GMT -6
I'd like to join.
|
|
|
Post by waysoftheearth on May 9, 2011 7:54:37 GMT -6
And so you shall: XP: 2 + 4 + 1 = 7 SP: 6 + 1 + 4 = 11 Str: 5 + 3 + 6 = 14 Int: 4 + 5 + 4 = 13 Wis: 2 + 3 + 6 = 11 Dex: 5 + 4 + 3 = 12 Con: 5 + 1 + 5 = 11 Cha: 2 + 2 + 1 = 5 sum: 84, average: 10.50
|
|
|
Post by tombowings on May 9, 2011 8:45:04 GMT -6
.~-= Enlârdin =-~. of Rivendell
Story In youth, Enlârdin was scared with the curse of frailty. There he learned much herb lore and leechcraft from the healers that tended to him. But like childhood innocence, all that once was is now lost. The great peace, crumbled into pile of half-standing stones. Evil once again seeps from the deep places of the world. And the ancestors of the ancients will heed its call.
Biology : Half-Elf Alignment : Fair Languages : Westron, Sindarin
Class & Levels : Bard 3 Experience Points : 9,000 XP Bonus : 5% Hit Dice : 3d6+1 Hit Points : (ref will roll my hp)
Armour Class : 3/6 (Elven Mail, Shield, 15 Dex, 3 HD) Saving Throw : 13 (+4 vs. poison; +2 vs. disease, paralysis, petrifaction, sickness)
Abilities STR : 11 (--) (2 in 2d6) INT : 09 (--) (2 in 6) WIS : 16 (+1) (4 in 6) DEX : 15 (+1) (3 in 6) CON : 6 (-1) (1 in 6) CHA : 09 (--) (2 in 6)
Gear Elven Mail Large Elven Shield Elven Sword Elven Bow Quiver on Belt -20 Elven Arrows Backpack - Elven Healer’s Herbs - Elven Bedroll - Trail Rations
Wealth 0 silver pennies 0 copper pennies
Encumbrance Capacity = 11 Load = ?
|
|
|
Post by Professor P on May 9, 2011 9:00:04 GMT -6
And so you shall: XP: 2 + 4 + 1 = 7 SP: 6 + 1 + 4 = 11 Str: 5 + 3 + 6 = 14 Int: 4 + 5 + 4 = 13 Wis: 2 + 3 + 6 = 11 Dex: 5 + 4 + 3 = 12 Con: 5 + 1 + 5 = 11 Cha: 2 + 2 + 1 = 5 sum: 84, average: 10.50 Changing Dex to 15 To start: .~-= Brombur, son of Bumbur, son of Bombur =-~. of of the Lonely MountainStoryA Middle Earth-worthy piece of back-story that reflects your race, origin and experience level. Bring it on!! Biology : Dwarf Man Alignment : Selfish Class & Levels : Sneak 3 Experience Points : 7,000 XP Bonus : 0% Hit Dice : 2d6 Hit Points : (ref will roll my hp) Armour Class : Saving Throw : 15 AbilitiesSTR : 14 (+1) (3 in 6) INT : 13 (--) (3 in 6) WIS : 11 (--) (2 in 6) DEX : 15 (+1) (3 in 6) CON : 11 (--) (2 in 6) CHA : 5 (-1) (1/2 in 6; needs 10+ on 2d6) GearWealth1100 silver pennies 0 copper pennies EncumbranceCapacity = 14 Load = (sum up the bulk of everything carried)
|
|
|
Post by ehiker133 on May 9, 2011 9:27:43 GMT -6
.~-= Norin, Son of Nain, Son of Narin, Son of Nar =-~. of the Lonely Mountain
Story Norin is one of the great grandchildren of Nar, Thror's lone companion when he went on the fool's errand to reclaim Moria by himself.
After delivering his solemn message to Thrain, Son of Thror, Nar quietly passed into obscurity and out of the historical records. But his lineage did not.
Norin has fond and vivid memories of sitting on the floor in front of grandpa Narin when he was but a child, listening to stories of the great warriors of his time. On very special occasions - large family gatherings and the like - Grandfather Narin would tell the tale of Great-Grandfather Nar, friend and companion of Thror.
To most of the grandchildren, this was nothing more than a story, full of the embelishments, fibs and white lies that so often pepper grandfather's stories. But to Norin, it was so much more. It was a mark of shame against their family that Nar couldn't convince Thror of the futility of his idea, that Nar didn't accompany his king into Moria with him (never mind that it would have meant he'd never been born), or that he should have at least retrieved his king's head to return to Thrain.
One day these thoughts weighed more heavily on Norin's mind than ever. He slammed his fist on the dinner table, stood up and, eerily echoing the words of Thrain so many years ago, bellowed, "This cannot be borne!" He gathered his battle gear and left for Moria the next day.
He isn't really quite sure yet what he seeks in Moria. Answers, revenge, retribution, reclaimed honor - it might be some or all of these. And who would complain if a little bit of treasure made its way into his hands in the process?
Biology : Dwarf Alignment : Fair Languages : Khuzdul, Westron
Class & Levels : Fighter 3 Experience Points : 8,000 XP Bonus : -10% Hit Dice : 3d6+2 Hit Points : (ref will roll my hp)
Armour Class : 3 Saving Throw : 13 (+2 vs Poison, Wands, Staves, Spells - Dwarf Bonus) (+2 vs Poison, Paralysis, Petrification, Death - Fighter Bonus)
Abilities STR : 17 (+1)(4 in 6) INT : 09 (2 in 6) WIS : 06 (1 in 6) DEX : 14 (+1) (3 in 6) CON : 12 (2 in 6) CHA : 13 (3 in 6)
Gear Dwarven War Hammer (3 DD, 60sp, 2 blk) Dagger (1 DD, 2sp, - blk)
Dwarven Mail (AC 5, 300sp, 4 blk) Dwarven Helmet (AC -1, 150sp, 1 blk)
Backpack (2sp, 1 blk) - Trail Rations (1 wk) (14sp, 1 blk) Bedroll (3sp, 1 blk) (2) Water Skin, 1 Qt (2sp, 2 blk)
Hirelings Ymir, Dwarven Physician Companion (30sp/week, 1 wk paid upfront; equip cost = 51sp; Load = 12) Backpack - Trail Rations (1 week) (2) Water Skin Sack - (3) Healing Herbs Sack - (1) Healing Herbs
Burmon, Dwarven Laborer (6 sp/week, 1 wk paid upfront; equip cost = 83sp; Load = 14) Porter's Rackpack - (2) Water Skins - (2) Flasks, Lantern Oil - Trail Rations (4 weeks) Sack - (4) Flasks, Lantern Oil Lantern
Wealth 06 silver pennies 06 copper pennies
Encumbrance Capacity = 17 Load = 12
|
|
|
Post by crusssdaddy on May 9, 2011 11:51:55 GMT -6
.~-= Arbenbard or Arben Candle-burner =-~. of the shores of Lake Evendim
Story Arbenbard is driven by the pursuit of knowledge & antiquities, and late nights poring through old tomes earned him his nickname 'Candle-burner'. Annuminas is a thriving capital now and dominates the region, but he comes from among the small villages west of Lake Evendim. He has explored further west into former Elven lands, learning much of the languages of that race. His greatest hope is to find some great artifact or participate in great deeds that earn him an invitation to sail west into the blessed lands.
Biology : North-Man Alignment : Fair Languages : Westron, Northern Tongue, Adunaic, Sindarin, Quenya, the Black Speech
Class & Levels : Seer 4 Experience Points : 14,000 XP Bonus : +10% Hit Dice : 2d6+2 Hit Points : (ref will roll my hp)
Armour Class : 8 Saving Throw : 12+ (+2 save vs. wands, staves, and spells)
Abilities STR : 11 (-) 2 in 6 INT : 13 (-) 3 in 6 WIS : 14 (+1) 3 in 6 DEX : 8 (-) 1 in 6 CON : 11 (-) 2 in 6 CHA : 13 (-) 3 in 6
Gear porterspack bedroll trail rations waterskin wineskin journal 3 x steel quill 10 x ink 12 x chalk 6 x copper scroll case hooded lantern 2 x oil tinderbox 12 x candle
Nat Pickthorn - Breelander Mercenary hireling (Load = 14) brigandine hand axe flail large shield helmet backpack bedroll waterskin wineskin trail rations tinderbox
Wealth 113 silver pennies
Encumbrance Capacity = 11 Load = 8
|
|
|
Post by Mushgnome on May 9, 2011 12:54:34 GMT -6
Mushgnome, your numbers: XP: 3 + 6 + 1 = 10 SP: 6 + 3 + 3 = 12 Str: 2 + 3 + 6 = 11 Int: 4 + 3 + 1 = 8 Wis: 4 + 3 + 6 = 13 Dex: 4 + 2 + 5 = 11 Con: 6 + 4 + 6 = 16 Cha: 4 + 1 + 5 = 10 sum: 91, average: 11.37 You can make a Dwarf, as ordered .~-= Síli son of Víli =-~. of Lonely MountainStorySíli son of Víli was destined to follow in his father's footsteps as a master Cheesemaker, however due to his dyslexia he was unable to graduate from the Academy and became a rogue adventurer instead. Selfish and bitter, he roamed the land alone, slaughtering Goblins and hardening his skill in battle. After a series of improbable adventures he was able to raise just enough capital to finance a meager expedition to the fabled Mines of Moria. He dreams of someday retiring as a wealthy and respected Dwarf and starting a family of his own, that his children may sit on his knee and read stories to him. Biology : Dwarf Alignment : Selfish Languages: Khuzdul and Westron (illiterate) Class & Levels : Fighter 4 Experience Points : 10,000 XP Bonus : 5% Hit Dice : 4d6+5 Hit Points : (ref will roll my hp) Armour Class : 1 (dwarf mail+helm+large shield+2 for experience); -1 vs. trolls, giants, etc. Saving Throw : 12 (+2 versus poison, wands, staves, spells,poison, paralysation or petrification, and death) AbilitiesSTR : 15 (+1) (3 in 6) INT : 08 (--) (1 in 6) WIS : 13 (--) (3 in 6) DEX : 11 (--) (2 in 6) CON : 16 (+1) (4 in 6) CHA : 10 (--) (2 in 6) GearSili's personal gear (all of Dwarven make): mail, large shield, helm, flail, crossbow w/case, 20 bolts w/case, spare crossbow string (cost 747.5, bulk 10) Cart and donkey "Frosti" (cost 30, capacity 120, used 97, remaining 23) Gear on cart (note: due to the expedition's shoestring budget, all equipment is of Mannish origin) Sili's "daypack" backpack, 6 torches, tinderbox, waterskin, 2 empty sacks (cost 19, bulk 3, remaining capacity 2) 4 porter's rackpacks each containing: bedroll, 1 week trail rations, hemp rope, grappling hook, 2 empty sacks, lantern, 1 flask oil, 6 torches, tinderbox, waterskin, dagger (cost 41 each/164 total, bulk 9 each, capacity=full) 2 barrels Long Lake beer 8 days fresh rations (buttermilk, fruit, vegetables) 21 days trail rations (bacon, salted fish, pickled eggs, jerky, cheese, flour, vinegar, salt, molasses, coffee, dried mushrooms, etc.) cheesemaker's supplies cook stove 2 buckets pick hammer 12 iron spikes shovel crowbar whetstone Wealth18 silver pennies 0 copper pennies EncumbranceCapacity = 15 Load = 14 (with day pack), 10 (without pack) HirelingsMiödvitnir the animal handler: staff (shepherd's crook), guard dog "Alf", 2 nanny goats, 2 ewes, 6 chickens Hepti and Vestri, labourers with axes All Dwarfish 3 hirelings have been paid 1 week in advance and are equipped with "the basic tools of their trade" (basic farm implements for Ai; basic tools for carpentry/masonry/mining/etc for An and Anar).
|
|
|
Post by Mushgnome on May 9, 2011 13:10:39 GMT -6
A few questions on equipment...
1st to my fellow players: do any of the other Dwarves of Lonely Mountain want to pool resources to purchase a cart or wagon? If it is OK with our DM, we could say we traveled here as a group.
2nd to WaysOfTheEarth, can you clarify the carrying capacity of cart vs. wagon and the number and type of animals required to pull each?
3rd, also to WotE, can you give me prices for the following items: Beer/Wine/Rum/etc by the barrel (and how many days will 1 barrel supply 1 dwarf) Goat, sheep, chicken, dog Cheesemaking supplies (cheesecloth, rennet, sealing wax, circular molds, etc.) Bucket Cast-iron cook stove with diner-style griddle Small ballista or catapult that will fit on a cart/wagon if disassembled
4th What season is it; if it's winter I need to know cost and weight of animal feed (otherwise I assume they can graze)
THANKS!
|
|
|
Post by ehiker133 on May 9, 2011 13:30:13 GMT -6
Yep, I'm good with that, Mush... except that I don't have a whole lot of shiny silver pennies left after the two hirelings. But I'd certainly be willing to donate most of the remaining coinage I have to food/light source supplies.
We could even come up with a "gathering" story that brings us all into the picture at the same time - a quest by the elders to retrieve such-and-such item or something like that.
|
|
|
Post by waysoftheearth on May 9, 2011 17:23:50 GMT -6
A few questions on equipment... 1st to my fellow players: do any of the other Dwarves of Lonely Mountain want to pool resources to purchase a cart or wagon? If it is OK with our DM, we could say we traveled here as a group. 2nd to WaysOfTheEarth, can you clarify the carrying capacity of cart vs. wagon and the number and type of animals required to pull each? 3rd, also to WotE, can you give me prices for the following items: Beer/Wine/Rum/etc by the barrel (and how many days will 1 barrel supply 1 dwarf) Goat, sheep, chicken, dog Cheesemaking supplies (cheesecloth, rennet, sealing wax, circular molds, etc.) Bucket Cast-iron cook stove with diner-style griddle Small ballista or catapult that will fit on a cart/wagon if disassembled 4th What season is it; if it's winter I need to know cost and weight of animal feed (otherwise I assume they can graze) THANKS! 1st: I don't mind if PCs of FAIR alignment and of the same origin give/lend resources to others. Selfish or FELL PCs wouldn't do so, however. 2nd: The carrying capacities listed are arbitrary "bulk units", the same as the bulk units listed for equipment. A cart requires a single draft animal (i.e. a pony or donkey). A wagon requires two draft animals (i.e., horses -- sumpters). 3rd: For prices of obscure gear I'll likely consult the AD&D PHB and/or DMG, converting 1gp into 1 silver penny. I'll figure out your stove and mobile artillery costs after work tonight. Of course, you'll need an engineer and artillery crew to operate it. 4th: The season is late spring/early summer. There won't be much grazing for animals in the mines, in any case.
|
|
|
Post by Mushgnome on May 9, 2011 17:38:57 GMT -6
1st: I don't mind if PCs of FAIR alignment and of the same origin give/lend resources to others. Selfish or FELL PCs wouldn't do so, however. Can I rent space on my wagon to others for profit? 3rd: For prices of obscure gear I'll likely consult the AD&D PHB and/or DMG, converting 1gp into 1 silver penny. I'll figure out your stove and mobile artillery costs after work tonight. Of course, you'll need an engineer and artillery crew to operate it. Is this something PCs can figure out how to do, or would I need to hire an engineer NPC? I'm picturing a Balrog with a ballista bolt through his chest... 4th: The season is late spring/early summer. There won't be much grazing for animals in the mines, in any case. Are we starting play inside the mines, or do we have to get there first?
|
|
|
Post by waysoftheearth on May 9, 2011 20:59:59 GMT -6
Can I rent space on my wagon to others for profit? Entirely up to you to arrange, but there's no reason why not. Is this something PCs can figure out how to do, or would I need to hire an engineer NPC? I'm picturing a Balrog with a ballista bolt through his chest... A PC can "figure it out". But it will still take a number of crew to move, maintain and operate any such artillery. I'd say you should hire a Captain and several mercenaries to crew your thing. I'm picturing a baggage train 40 yards long with wagons, crew and draft animals hauling heavy equipment through the Mines of Moria. Quietly. Are we starting play inside the mines, or do we have to get there first? You will begin en-route to Hollin's Gate. You will have an opportunity to establish a camp before entering the mines, if desired.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 9, 2011 21:54:01 GMT -6
.~-= Legándir Urbrinduil =-~. of Rivendell
Story Legándir, Ranger of Rivendell grew up during the era of leaving, when many he knew, who were his teachers, family and friends, disappeared forever into the west. Not a loner by wont, he became one through necessity, making friends with the earth when there were none to be had among kin. It was left to him and his dwindling cohort to protect the lands of Middle-Earth from incursions from the north and uprisings within, and he took on this duty with a fierce determination and pride, as a brother might protect his family. In his wide wanderings he has fought alongside men, as well as hobbits and stranger folk, as he scoured the borders of the Shire. Yet a growing restlessness finally lead him east, and at last, to the gates of Moria, an unexplored frontier. What might a ranger find in its depths? Perhaps a glorious death…
Biology : Half-Elf. Alignment : Fair
Class & Levels : Ranger 3 Experience Points : 11,000 XP Bonus : 5% Hit Dice : 3d6 +2 Hit Points : (ref will roll my hp)
Armour Class : 3/6 (Elvish mail, Dex, Shield) Saving Throw : 13 (+2 versus poison, wands and rays)
Abilities STR : 14 (+1) (3 in 6) INT : 13 (--) (3 in 6) (Languages: Sindarin, Westron, Northern Tongue) WIS : 13 (--) (3 in 6) DEX : 15 (+1) (3 in 6) CON : 11 (--) (2 in 6) CHA : 9 (--) (2 in 6)
Gear Elvish Greatcloak Elvish Mail Elvish Long Bow of Rivendell "Morfil", a Noldor Elvish blade lost by Lómebrildor of Lorien in the 2nd age, recovered by Lethelas, grandfather of Legándir, and bequeathed him upon the voyage of the former to the havens. Elvish light shield bearing mark of Rivendell 40 Elvish Arrows in 2 Elvish shoulder cases Elvish backpack Elvish Belt pouch Elvish Silk Rope [worn] Elvish Trail rations (1 week)[backpack] Elvish Healer’s herbs [backpack] Elvish Tinder box [belt pouch] Elvish Waterskin [backpack] Elvish Bowstring (x2)
Wealth 103 silver pennies 0 copper pennies
Encumbrance Capacity = (14) Load = (11)
Special rules: Move silently and invisibly (3+ on a d6) Chance of locating hidden doors or secret passages +1 damage in missile and melee combat against Man-like (and -sized) enemy. In any wilderness environment surprise enemy 4 times in 6, is surprised himself only 1 time in 6. 4 chances in 6 of performing any feat of tracking, wilderness prowess or wilderness lore. Lay on hands once per day for 1d6 +3 hit points.
|
|