(NSFW - Page 3/topless pics)

Sunday 16 October 2022

Swords & Wizardry White Box House Rules

 White Box (revised presentation) here

ATTRIBUTES

1. Roll Attributes best 3 of 4d6 in order STR DEX CON INT WIS CHA. May reroll if attribute modifiers total sum is +0 or lower.

2. Human PCs get +1 to any three attributes.

3. All PCs may add +1 to one attribute every even level, to a maximum of 18.

4. Attribute Modifiers

3: -2

4-6: -1

7-14: 0

15-17: +1

18: +2

Attribute Modifiers affect d20 Save checks and d6 ability checks such as Thievery (INT, DEX), breaking doors (STR), etc. STR and DEX affect attack rolls. INT affects number of spells known by a Magic-User.

Race & Class 

All races may advance to 10th level in any permitted class. 

The Permitted classes are:

Dwarf: (1) Fighter (2) Magic-User (3) Thief 

Elf: (1) Fighter (2) Magic-User (3) Fighter-Mage 

Halfling: (1) Fighter (2) Thief 

Human: (1) Cleric (2) Fighter (3) Magic-User (4) Thief

Human Magic-Users (only) may potentially advance to 12th level at the following XP costs:

11th: 1,280,000 XP

12th: 2,560,000 XP

Hit Points

PCs receive 6 hp on their first hit die, and 4 hp on each subsequent hit die.

Weapons

Melee weapons wielded two-handed receive +1 to-hit.

Shields

Shields (not bucklers) receive an additional +2 AC bonus vs missile attacks from the front.

Spells Known

A Magic-User normally knows and has mastered a number of spells equal to their Level + INT modifier.  One spell known may be swapped out on each level-up. Spellcasters gain spells from study of their Spell Book. Many Magic-Users are religious 'Wise Men' or 'Wise Women' such as Priests, Shamans et al. Thus, Magic-Users may potentially learn spells from the Cleric spell list (but not vice-versa). They may learn additional spells from Scrolls, destroying the Scroll in the process.


Wednesday 29 December 2021

Kyre of the Order

 Mulmaster, 1360 DR - Roxy game





Kyre's Beast

Kyre's Laurel





Kyre, Paladin of the Black Order

Saturday 25 December 2021

5e D&D: Achtung! Cthulu

All PCs are Human (standard or variant), standard attribute rules. Point Buy or roll best 3 of 4d6 assigned in order SDCIWC and optionally replace any one roll with a 15.

Multiclassing (see below) and Feats are permitted.

Start level: 3, 900 XP.

Armour Proficiency  Unarmoured Base AC

NONE                            10+DEX

LIGHT                           11+DEX

MEDIUM                      12+DEX

HEAVY                          13+DEX

Helmet: light armour, when worn gives +2 to DEX saves vs area attacks.

Steel Jack: heavy armour, AC 17, STR 15, +2 to DEX saves vs area attacks.

Soldaten: AC 14 HP 13 (2d8+4) STR 13 DEX 12 CON 14 INT 10 WIS 10 CH 10 Weapon: M98 Mauser ATT +3 Dam 2d10+1

Leutnant: AC 14 HP 13 (2d8+4) STR 13 DEX 13 CON 14 INT 12 WI 12 CH 13 Weapon: Luger ATT +3 Dam 2d6+1. Intimidate +3 Survival +3 History +3

Sonnenrad Sturmsoldaten: AC 17 (Steel jack, helmet, gas mask) HP 16 (3d8+3) STR 15 DEX 14 CON 13 IN 10 WIS 12 CH 11 SKILLS: PERCEPTION +3 WEAPON: mp-41 SMG att +4 dam 2d6+2, or sturmgewehr-44 assault rifle att+4 dam 2d8+2. Intimidate +2

Starting Classes Available

Rogue (any)

Fighter (any)

Monk (any)

Warlock (Great Old One)

Wizard (any) - 1 level only for starting PC.

Weapons

Modern weapons ignore AC bonuses from archaic armours.

Machine pistol: 2d6 damage, automatic.

Assault rifle: 2d8 damage, automatic.

Heavy rifle: 2d10 damage

LMG: 2d10 damage, automatic.

Carbine: 2d8 damage

Grenade: 60' range, to hit AC 10, BLAST 20' radius, DEX save DC 15 or take 5d6 piercing damage. On a successful save either fall prone or take half damage.

Heavy pistol. eg .45: 2d8 damage

9mm or .38 pistol: 2d6 damage

Automatic weapon 3 round burst: Attack action, 1 target. If an attack hits, roll 1d3 for the number of bullets that hit. DEX mod applies only once. For a longer burst eg d6 or d10 the same rule applies, to a maximum of the weapon's fire rate - typically d10 for hand weapons, or d20 for the famous MG34 and MG42.

Automatic weapon area burst: As an attack, the firer shoots a 10+ round burst at a group of targets all within 15' (hand weapon) or 30' (mounted weapon). Up to 1 target per round fired. Roll a d6 for each target, on a roll of 4-6, roll a weapon attack vs that target. Cover bonuses apply normally.  No DEX mod applies to damage. After 3 long bursts a hand weapon must be reloaded.



Mini Six: Achtung! Cthulu

Characters: standard Mini Six, 12 dice on Attributes min 2D max 4D. 7 skill dice. Standard and Exotic perks are permitted.

Advancement: Attributes may be raised in play to the standard maximum of 4D. Skills may be raised up to 6D above the controlling Attribute. So the highest possible skill is 4D+6D = 10D.

Extra Damage: every 10 over attack target number increases damage by +1 die.

Armour

Helmet: +3 Might vs explosion damage.

Steel Jack: -2D Dodge, +6 Might vs damage.



Thursday 23 December 2021

BX style chargen.

 Attributes 3d6 in order.

Dungeon Fantasy: Can reroll if sum total attributes are under 70, or net attribute mods are below +1. Start with 0 XP.

Every unsuccessful stat line is a zero level associate of the PC - retainer, henchman, friend or family, who the player may detail as desired. Each starts with 1d6x10 gp and base hp equal to 1/3 their STR, rounded to nearest integer.

STR HP

3-4    1

5-7    2

8-10  3

11-13 4

14-16 5

17-18 6


PC hp are maximum at 1st level and high average thereafter.

0 hp = unconscious. -10 hp = dead.

A character reduced to -1 hp by a sharp weapon or -3 hp by a blunt weapon is dying, losing 1 hp/round until death.

A dying character may be stabilised by a successful healing (Wisdom) check. This takes 1 round.

House Rules

BFRPG with S&W single save/task resolution number.

Cleric: 16-level, minimum 4. +2 vs paralysis and poison.

Fighter: 15-level, minimum 4.

Magic-User: 16-level, +2 vs spell effects, minimum 4.

Thief: 16-level, +2 vs devices inc traps and rod/staff/wand, minimum 4.

Fighter multi attack

Level 4-7: 2

Level 8+: 3

Haste etc give +1 attack.

Two weapon fighting: a character using two weapons makes 1 attack (either weapon) at +1 to hit.

Shield wall: a shield wall of 2+ characters, or using a shield in narrow doorway, gives an additional +1 AC, +3 vs missiles.

Critical hits: a 20 always hits and does maximum damage.

Thief Backstab may be by melee or missile attack.

Thief Backstab multiplier by Level

1-4 x2

5-8 ×3

9+  x4

Fireball Maximum damage dice is 10d6.


Saga of the Shadow Lord

https://www.google.com/url?sa=t&source=web&rct=j&url=http://gobbi.free.fr/scenarii/X11%2520-%2520Saga%2520of%2520the%2520Shadow%2520Lord.pdf&ved=2ahUKEwjU29WKq_z0AhUhnVwKHUOBCMcQFnoECFIQAQ&usg=AOvVaw2r3KtyvcMfkPKEzsD9HOnm

High Fantasy: best 3 of 4d6 in order, can reroll if under 75 or net mods below +3. Start with 10,000 XP.


Friday 8 October 2021

5e Pregenerated PCs

 Pregenerated Characters


Race: human  
Class: Fighter
Level:  1st    Background: Soldier
Proficiency Bonus: +2    Experience Points: 0/300
Armour Class:  16, AC 18 with shield         Hit Points: 12
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 15 (+2)
Intelligence: 9 (-1)
Wisdom: 13 (+1)
Charisma: 11 (+0)
Proficient Saves: Strength (+5), Constitution (+4)
Proficient Skills: all armour & shields, simple & martial weapons, STR Athletics +5, CHA Intimidation +2, WIS Perception +3, WIS Survival +3; vehicles (land), gaming set - dice
Weapons: 
longsword ATTACK +5 damage 1d8+5
light crossbow ATTACK +4 damage 1d8+2
Other Equipment: dice set, dagger, clothes, chainmail, shield, 20 crossbow bolts, explorers' pack (backpack, bedroll, mess kit, tinderbox, 10 small torches, 10 days of rations, waterskin, 50' hemp rope).
Money: 10gp
Special Abilities:Second Wind - Recover 1d10+Level hit points, once per Short Rest.
Feature: military rank (army of Damara), Fighting Style - Dueling (+2 damage with single 1-handed melee weapon)

Official - Human 

Thursday 9 September 2021

Iarila

Iarila, Captain of the Stargazer, Aasimar Priestess of Mytros

Iarila, Aasimar Captain of the astral ship Stargazer
Iarila is Protector Aasimar Priestess (WIS 17, CHA 15) of the dawn goddess Mytros, and a citizen of the Queen's Crown, the ring of astral island dominions that shine in the light of Hestavar, the goddess' own Bright City. She is captain of the famous astral explorer ship Stargazer, and was said to be seeking for the long-lost Treasures of the Dragonlords in preparation for the soon-coming dark times, when the Oath of Peace finally ends. However not long ago the Stargazer was lost during a terrible storm in the Cerulean Gulf; it is unknown if there were any survivors.

 IARILA 

Medium humanoid (AASIMAR), neutral good
  • Armor Class 20 (breast plate +1, shield +1, DEX +2)/AC 17 without shield (the Book of Mytros)
  • Hit Points 36 (5d8 + 10)
  • Speed 30 ft.
STR
10 (+0)
 
DEX
14 (+2)
 
CON
14 (+2)
 
INT
12 (+1)
 
WIS
17 (+3)
 
CHA
15 (+2)
  • Skills Medicine +7, Persuasion +4, Religion +5, History +3
  • Senses passive Perception 13
  • Languages Common, Celestial
  • Challenge 4 (1100 XP)
  • Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
  • Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: • Cantrips (at will): guidance, sacred flame (2d8), word of radiance (2d6) • 1st level (4 slots): cure wounds, guiding bolt (4d6), sanctuary • 2nd level (3 slots): lesser restoration, spiritual weapon (d8+3) • 3rd level (2 slots): dispel magic, spirit guardians (3d8)
  • Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Celestial Resistance. You have resistance to necrotic damage and radiant damage.

  • Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level (5). Once you use this trait, you can't use it again until you finish a long rest.
  • Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
  • Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level (5). Once you use this trait, you can't use it again until you finish a long rest.

Actions


  • Iarila's Sceptre. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6+1) bludgeoning damage.
  • Guiding Bolt. Ranged Spell Attack: +6 to hit with Iarila's Sceptre, reach 120 ft., one target. Hit: (4d6) radiant damage. The next attack roll made against this target before the end of the priest's next turn has advantage, thanks to the mystical dim light glittering on the target until then
  • Spiritual Weapon. Melee Spell Attack: +5 to hit, reach 60 ft., one target. Hit: (1d8 + 3) force damage. The priest, as a bonus action, creates a floating, spectral weapon within 60 feet that lasts for one minute or until the priest casts this spell again. When the priest casts the spell, it can make a melee spell attack against a creature within 5 feet of the weapon. As a bonus action on the priest's turn, it can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it
Magic Items: Iarila's Sceptre (Attuned, Uncommon) functions as  a Mace +1, as a Wand of the War Mage +1, and as a Holy Symbol (Mytros); Breast Plate +1, 4 potions of healing, +1 Shield (Book of Mytros)
T: 200gp

Sunday 22 August 2021

Milly & Mathor (5e Barrowmaze)

 MILLY & MATHOR

  • Armor Class 17 (splint)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.
STR
15 (+2)
 
DEX
12 (+1)
 
CON
12 (+1)
 
INT
10 (+0)
 
WIS
11 (+0)
 
CHA
10 (+0)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/2 (100 XP)

    Actions


    • Halberd (Melee; Two-Handed). Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (1d10 + 2) piercing damage.

    Friday 19 March 2021

    5e Random Encounters by CR

     CR

    1 Yuan-Ti Pureblood

    2 Quaggoth

    3 Werewolf

    4 Shadow Demon

    5 Ogre, Tusked Crimson

    6

    7

    8

    9

    10

    Wednesday 10 March 2021

    Dungeons & Deathstars - 5e Space Opera

     

    PHB Races

    Standard Human

    Tiefling - human whose ancestral DNA was changed by exposure to the Warp 

    Elf - human descendants native to blue star systems like Procyon

    Dwarf - genetically engineers, high G human offshoot.

    Gnome, Halfling - human offshoots

    Half-Orc - mixed ancestry, human + the genetically engineered Orc warrior species.

    Dragonborn - alien species native to the Draconis system.

    Volo's GTM & Mordenkainen's ToF species - various alien species such as Goliath Lizardfolk & Tabaxi.

    ______________

    Armor Table

    Name Cost (cu) Base AC Strength Stealth

    Light Armor (+ full Dex Bonus)

    Flight Suit 50 11 - Disadvantage

    Armor Jacket 100 11 - -

    Light Trooper 450 12 - Disadvantage

    Infiltration Suit 1200 12 - -

    Medium Armor (+2 max Dex bonus)

    Reinforced Mesh 100 12 - -

    Military Jacket 500 13 - -

    Medium Trooper 500 14 - Disadvantage

    Electroplating 7500 15 - Disadvantage

    Heavy Armor (no Dex bonus)

    Guardian 300 14 - Disadvantage

    Heavy Trooper 750 16 Str 13 Disadvantage

    Centurion 2000 17 Str 15 Disadvantage

    Power Armor 15000 18 Str 16 Disadvantage

    Shields

    Reinforced 100 +2 - -

    Portable Shield Device (PSD) 50 Special -

    Weapons Table

    Name Cost Damage Range Weight Properties

    Simple Melee Weapons

    Club 1 cu 1d4 bludgeoning - 2 lb. Light

    Combat Knife 20 cu 1d4 piercing (20/60) 1 lb. Finesse, light, thrown

    Handaxe 50 cu 1d6 slashing (20 60) 2 lb. Light, thrown

    Metal Baton 20 cu 1d6 bludgeoning - 3 lb. —

    Spear 25 cu 1d6 piercing (20/60) 3 lb. Thrown, versatile (1d8)

    Staff 10 cu 1d6 bludgeoning - 4 lb. Versatile (1d8)

    Power Gauntlets 20 cu 1d4 bludgeoning - 1 lb. Light

    Wrist Blades 10 cu 1d4 slashing - 1 lb. Finesse, light

    Simple Ranged Weapons

    Pistol, light 200 cu 1d6 piercing (50/150) 1 lb. Adaptable, ammunition, light, reload (15 shots)

    Rifle, short 250 cu 1d8 piercing (70/210) 3 lb. Ammunition, reload (6 shots)

    Throwing Blade 2 cu 1d4 piercing (30/90) 1/4 lb. Finesse, thrown

    Martial Melee Weapons

    Energy Staff 150 cu 1d6 bludgeoning - 2 lb. Reach, energy burst, two handed

    Forearm Blade 250 cu 1d6 slashing - 2 lb. Finesse, light

    Glaive 200 cu 1d10 slashing - 6 lb. Heavy, reach, two-handed

    Grandblade 500 cu 2d6 slashing - 6 lb. Heavy, two handed

    Greataxe 300 cu 1d12 slashing - 7 lb. Heavy, two handed

    Longblade 150 cu 1d8 slashing - 3 lb. Versatile (1d10)

    Microfilament Whip 250 cu 1d6 slashing - 2 lb. Finesse, reach

    Sabre 200 cu 1d8 slashing - 3 lb. Finesse

    Shortblade 100 cu 1d6 piercing - 2 lb. Finesse, light

    Warhammer 150 cu 1d8 bludgeoning - 3 lb. Versatile (1d10)

    Martial Ranged Weapons

    Bow, Compound 400 cu 1d6 piercing (100/400) 2 lb. Ammunition, two handed

    Pistol, arm 500 cu 1d6 piercing (30/120) 1 lb. Ammunition (6 shots), reload

    Pistol, auto 250 cu 1d6 piercing (60/300) 2 lb. High-Velocity, burst fire (2)

    Pistol, heavy 400 cu 1d8 piercing (50/250) 3 lb. High-Velocity, burst fire (2), recoil (1)

    Rifle, auto 300 cu 1d10 piercing (80/400) 5 lb. High-Velocity, burst fire (3), recoil (1), two handed

    Rifle, heavy 500 cu 2d6 piercing (100/500) 8 lb. High-Velocity, burst fire (3), heavy, recoil (2), two

    handed

    Rifle, sniper 800 cu 2d8 piercing (300/2000) 8 lb. High-Velocity, heavy, two handed, special

    Shotgun 250 cu 1d8 piercing (30/90) 7 lb. Reload, two handed, special

    Grenades

    Fragmentation 100 cu 2d4 special Special 1 lb. Explosive, thrown, special

    EMP 120 -- Special 1 lb. Thrown, special

    Gas 200 cu 1d6 poison Special 1 lb. Thrown, special

    Phosphorus 500 cu 1d6 fire Special 1 lb. Explosive, thrown, special

    Stun 300 cu -- Special 1 lb. Thrown, special

    Miscellaneous Gear

    Item Cost Weight Item Cost Weight

    Ammunition Metal Pole (10-foot) 30 7 lb.

    Arrows, steel (20) 10 1 lb. Microfilament Wire (50 feet) 250 1 lb.

    Bullets (20) 20 1 lb. Microanalyzer (digital microscope) 300 3 lb.

    Antitoxin (ampoule) 500 — Micro-Toolset 20 8 lb.

    Backpack 20 5 lb. Mirror, hand 30 0.5 lb.

    Bag, large 10 2 lb. Motion Sensor 500 5 lb.

    Bag, small 5 1 lb. Pack Attachment 200 3 lb.

    Binoculars 20 2 lb. Padlock (digital) 50 1 lb.

    Bio-suit 2000 10 lb. Perfume (bottle) 100 —

    Blanket 20 3 lb. Perfume (vial) 50 —

    Bolt Cutter 40 2 lb. Personal Computer 300 4 lb.

    Briefcase 25 2 lb. Plasma Torch 250 2 lb.

    Caltrops (box of 20) 20 2 lb. Poison, basic (ampoule) 1000 —

    Chain (10 feet) 50 10 lb. Portable Media Device 200 0.5 lb.

    Chemical Bandage 30 1 lb. Propane Lighter (pocket) 1 --

    Climber’s kit 250 12 lb. Ration pack (1 day) 20 2 lb.

    Clothing Recording Unit 150 1 lb.

    Basic 50 3 lb. Restraints (metallic) 10 0.5 lb.

    Fine 150 4 lb. Restraints (reinforced) 20 6 lb.

    Traveling 20 4 lb. Rope, cable (50 feet) 100 5 lb.

    Crowbar 20 5 lb. Sensory Jammer 500 --

    Datapad 50 1 lb. Shovel 10 1 lb.

    Diving Gear 1200 1 lb. SIM Goggles 1000 0.5 lb.

    Fire Extinguisher 20 10 lb. SIM Unit 500 2 lb.

    First Aid Kit 50 3 lb. Sleeping Bag 10 4 lb.

    Flare (pack of 6) 10 3 lb. Sealed Bag 50 2 lb.

    Flashlight 10 0.5 lb. Storage Crate 50 10 lb.

    Flask, small 10 1 lb. Tent (3-5 person) 40 20 lb.

    Flight Uniform 40 5 lb. Themos 20 3 lb. (full)

    Glow Sticks (10) 2 0.5 lb. Two-Way Communicator 200 2 lb.

    Grapple Gun 500 3 lb.

    Hammer 10 3 lb.

    Hammer, sledge 20 10 lb.

    Healing ampoule 500 0.5 lb.

    Holo-projector 1000 —

    Ladder (10-foot) 10 25 lb.

    Longcoat 50 4 lb.

    Mag-lock 300 3 lb.

    Magnetic Boots 1500 8 lb.

    Mag-seal case 300 2 lb.

    Container Capacity

    Container Capacity

    Backpack 1 cubic foot/30 pounds of gear

    Bag, large 2 cubic feet/40 pounds of gear

    Bag, small 0.5 cubic foot/10 pounds of gear

    Briefcase 0.5 cubic foot/20 pounds of gear

    Sealed Bag 3 gallons liquid, 1/2 cubic foot solid

    Storage Crate 12 cubic feet/300 pounds of gear

    Thermos 3 pints liquid

    Tools

    Item Cost Weight

    Artisan’s Tools

    Brewer’s Supplies 200 9 lb.

    Carpenter’s Tools 80 6 lb.

    Chemistry Supplies 500 8 lb.

    Cooking Supplies 20 8 lb.

    Cybersmith’s Tools 300 8 lb.

    Demolition Tools 750 10 lb.

    Digital Technician’s Tools 500 5 lb.

    Gunsmith’s Tools 300 6 lb.

    Jeweler’s Tools 250 2 lb.

    Mason’s Tools 100 8 lb.

    Metalworker’s Tools 400 10 lb.

    Potter’s Tools 100 3 lb.

    Shipwright’s Tools 850 15 lb.

    Tailoring Supplies 30 10 lb.

    Disguise Kit 250 3 lb.

    Forgery Kit 300 3 lb.

    Gaming Set

    Dice Set 5 --

    Playing Card Set 2 --

    Digital Game Device 50 --

    Hacker’s Kit 350 2 lb.

    Herbalism Kit 50 3 lb.

    Infiltration Tools 250 2 lb.

    Medical Kit 500 5 lb.

    Musical Instrument

    Drums 60 2 lb.

    Flute (or any woodwind instrument)) 200 2 lb.

    Guitar (or any string variation) 350 5 lb.

    Bugle (or any small brass instrument) 200 2 lb.

    Keyboard Synthesizer 450 3 lb.

    Tuba (or any large brass instrument) 400 5 lb.

    Vehicles * *

    Vehicles

    Item Cost

    Average

    Speed

    Carrying

    Capacity

    Beast Mounts

    Large 750 60 ft. 500 lb.

    Huge 2000 40 ft. 1400 lb.

    Planetary

    Bike (Ground) 10000 450 ft. 50 lb.

    Car 25000 400 ft. 250 lb.

    Hoverbike 25000 500 ft. 40 lb.

    Hovercar 35000 450 ft. 250 lb.

    Watercraft

    Jet Ski 5000 400 ft. 20 lb

    Motorboat 50000 500 ft. 300 lb

    Yacht 150000 500 ft. 900 lb

    Lifestyle Expenses

    Lifestyle Cost

    Vagrant --

    Squatter 10

    Poor 20

    Modest 30

    Comfortable 50

    Luxury 75

    Food, Drink, and Lodging

    Item Cost

    Drinks

    Single 8

    Double 12

    Room Rentals

    Poor 10

    Modest 15

    Comfortable 30

    Luxury 50

    Meals

    Poor 3

    Modest 5

    Comfortable 8

    Luxury 10

    Services

    Service Rate

    Transport

    Surface 1 per mile

    Between Cities 15

    Planetary 100

    Hireling

    Skilled 50 per day

    Untrained 20 per day


    SKILLS

    Strength

    Athletics

    Dexterity

    Acrobatics

    Sleight of Hand

    Stealth

    Intelligence

    Astrophysics

    Computers

    Investigation

    Lore

    Xenobiology

    Wisdom

    Insight

    Mechanics

    Medicine

    Perception

    Survival

    Charisma

    Deception

    Intimidation

    Performance

    Persuasion

    Thursday 4 March 2021

    Stonehell - Castaway Paradise

     




     

    Velociraptor

    Velociraptor 1e: AC 5 MV 18" HD 1 THAC0 19 #ATT 3 dam 1-2/1-2/1-2 Save F0

    Emma Waite


    Emma Waite

    Jana Novak



    Malene Espensen

    Maria Tortelini

    Becky Smythe





    Carl

    David Hampton

    James Carstairs

    Mickey















    Monday 25 January 2021

    Fall of Bryn XP

     7 giant rats 7 x25 = 175

    5 ghouls 5 x 200 = 1000

    1 ghast 450


    Total: 1625/8 = 203 +25 = 228

    Saturday 23 January 2021

    5e The Mountain Door XP

    10 orcs 10x100 = 1000

    1 Orog 450

    1 Orc Eye of Gruumsh 450

    3 Ogres, female 3x450 = 1350

    3 Young Ogres 3x50 = 150

    Great Ulfe, Ogre Chief 1100

    2 Dire Wolves 2x200 = 400

    Total 4900/10 (8 PCs & 2 NPCs) = 490 each +100 rescue Summata = 590.

    PCs Group 1 (Saturdays) 8 - human 4 half-elf 3 elf 1. Level 3: 3 Level 4: 4 Level 5: 1
    Jack o’Thorns (Chris) Sir Jacklyne Blackthorn of Fulscarp Manor, Human male Ranger-3>4 (Gloomstalker) XP 2885>3475/2700>6500 AC 18/20 (+1 half plate, defence style, +1 DEX, shield HP 28 P-PER 16 P-INV 12 P-INS 14 MI: Gauntlets of Ogre Power, +1 half plate, +1 longsword 
    Norrin Son of Thorin (Geoff) Human male Fighter-4>5 (Champion) XP 6129>6719/6500 AC 22 (plate +1 & shield +1) HP 40 P-PER 14 P-INV 12 P-INS 14 MI: +1 Nar 'hero sword' longsword, +1 plate armour, +1 shield
    Erasmus Bos (Tim), Human male Monk-4 (Open Hand) XP: 3513>4103/6500  AC 16 HP 31 P-PER 14 P-INV 13 P-INS 14 MI: +1 Darkwood quarterstaff, bead of force
    Syrus (Kenny), Half-Elf male Bard-4 (LoreXP: 3298>3888/6500 AC 14 HP 31 P-PER 13 P-INV 12 P-INS 13. MI: +1 shortsword 'Victrix', rope of climbing
    Malied Edicast (James) Half-Elf male Wizard-3 XP 1310>1900/2700 AC 13/16 mage armour HP 14 P-PER 13 P-INV 16 P-INS 11. Boon: +2 INT from Gina the Gynosphinx
    Eldred (Matt) Half-Elf male Fighter-1>2>3 XP 310>900/300>900>2700 AC 15 chain shirt HP 12 P-PER 13 P-INV 13 P-INS 11
    Strohm of Leth (Muiz) High Elf male Fighter-3>4 (Eldritch Knight) XP 2159>2749/2700>6500 AC 19 (orog plate, defence style) HP 28 P-PER 11 P-INV 12 P-INS 9. MI: +2 Greatsword - Excruciator, the Sword of Amaul, aka Sword of the Sorcerer (sheds light as per spell on command)
    Qiviel (Keelia) Human female Paladin-3 (VengeanceXP 1715>2305/2700 AC 22 (plate, shield +1ring of protection HP 28 P-PER 11 P-INV 10 P-INS 13. ST +3 DE -1 CO +2 IN +0 WI +1 CH +3 Saves all +1: STR +4 DEX +0 CON +3 IN +2 WIS +4 (+3) Prof CHA +6 (+5) Prof, fine roan mare Rocco w saddle & tack. MI: ruby ring of protection attuned, knight's shield +1

    Group 1 NPCs
    Tenho Isotalo (NPC) Human male Rogue-3 (Assassin) XP 1246>1836/2700 AC 14 HP 24 P-PER  15 P-INV 12 P-INS 15
    Jyrdani of Jiyyd (NPC) Human female Barbarian-3>4 (Eagle Totem) XP 2389>2979/2700>6500 AC 18 HP 32 P-PER 13 P-INV 10 P-INS 11 MI: +1 longsword 'Ironwolf', +1 Darkwood shield