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voyagernotes36 [2007/07/01 14:47] – external edit 127.0.0.1voyagernotes36 [2017/05/27 18:57] (current) – external edit 127.0.0.1
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 == I. Rough itinerary for the game == == I. Rough itinerary for the game ==
  
-6:00 - Arrivals and NGSI (Non-Gaming Social Interaction) +  * 6:00 - Arrivals and NGSI (Non-Gaming Social Interaction) 
-7:00 - Recap the last game: +  7:00 - Recap the last game: 
-            Running of the gauntlet +     * Running of the gauntlet 
-            Pushing their horses into the night +     * Pushing their horses into the night 
-            The Barrier at 3am +     * The Barrier at 3am 
-7:15 - Let them discuss getting past the barrier +  7:15 - Let them discuss getting past the barrier 
-7:45 - Dawn on July 13th: Section II. from below +  7:45 - Dawn on July 13th: Section II. from below
  
 == II. Battle in the pass == == II. Battle in the pass ==
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 Modified from the list in Voyager #35. Modified from the list in Voyager #35.
  
 += 12 July 1108           Sunrise 4:46  Sunset 19:14   High: 69  Low: 57 =
 +  * None
  
------------------------------------------------------- +This is the day the party "ran the gauntlet" past the orc armies and into 
-12 July 1108           Sunrise 4:46  Sunset 19:14   High: 69  Low: 57 +the pass.  They had ridden through the night of the 11th and rested 
-           None+briefly on the morning of the 12th so that Roderick could continue casting 
 +Healing spells on the horses.  At the end of the day (just before sunset), 
 +they arrived at the pass (having expended half of their spells keeping the 
 +horses alive) and ran past the armies and on up into the pass.
  
-      This is the day the party "ran the gauntlet" past the orc armies and into += 13 July 1108           Sunrise 4:45  Sunset 19:15   High: 74  Low: 62 = 
-      the pass.  They had ridden through the night of the 11th and rested +   5:56 : Local Tribe/patrol/etc. 
-      briefly on the morning of the 12th so that Roderick could continue casting +  * 11:11 : Ursine: Bear: Sleeping/Hibernating/Dormant 
-      Healing spells on the horses.  At the end of the day (just before sunset), +  * 15:14 : Human Adventurer: Hunting Criminals/runaways/game
-      they arrived at the pass (having expended half of their spells keeping the +
-      horses alive) and ran past the armies and on up into the pass.+
  
 +After running past the orc armies, the party then spent much of the rest
 +of the night climbing up into the pass - only to arrive at a thorny
 +barrier around 3am.  By this time, the party will have a confidence that
 +they have put significant time between them and any orcs that may try to
 +follow them.  It is their expectation that the orcs will not catch up to
 +them before dawn.  In the meantime, they will have to think of something
 +clever to get past the barrier - hopefully with their horses.
  
-13 July 1108           Sunrise 4:45  Sunset 19:15   High: 74  Low: 62 +The barrier is located roughly at the summit of the pass over the 
-           5:56 : Local Tribe/patrol/etc+mountains, and consists of an enormous mass of twisted, thorny vines.  The 
-          11:11 : Ursine: Bear: Sleeping/Hibernating/Dormant +vines are dead, but remain firmly rooted in the ground and average nearly 
-          15:14 : Human Adventurer: Hunting Criminals/runaways/game+an inch in diameter.  The vines were grown magically (with a series of 
 +Plant Growth spells), vary from 10 to 15 feet tall, and cover the entire 
 +path - which is around 80 feet wide at this point.  It extends forward for 
 +about 100 feet This portion of the pass is a high-walled canyon (the 
 +walls are roughly 160 feet tall) and going around is not practical.  The 
 +barrier can be hacked or burned through - given time - but it may be 
 +easier to use magic to fly over or move through somehow...
  
-      After running past the orc armiesthe party then spent much of the rest +If the party manages to make it past the barrier before sunrise, then 
-      of the night climbing up into the pass - only to arrive at a thorny +adjust the following encounter.  Otherwiseit is assumed the orcs (and 
-      barrier around 3am.  By this time, the party will have a confidence that +the elven air force) will find the party on the eastern side of the 
-      they have put significant time between them and any orcs that may try to +barrier at around 6am.
-      follow them.  It is their expectation that the orcs will not catch up to +
-      them before dawn.  In the meantime, they will have to think of something +
-      clever to get past the barrier - hopefully with their horses.+
  
-      The barrier is located roughly at the summit of the pass over the +The first encounter will be with Eäruwen (ee AR oo wen)a member of the 
-      mountainsand consists of an enormous mass of twisted, thorny vines.  The +Elven "Air Force" (a group of elven archers mounted on Hippogriffs!).  She 
-      vines are dead, but remain firmly rooted in the ground and average nearly +is a female Sorcerer/Ranger (Levels 6/3) and will approach from the west 
-      an inch in diameter.  The vines were grown magically (with series of +just under the rim of the canyon walls (150 feet altitude).  She will fly 
-      Plant Growth spells), vary from 10 to 15 feet tall, and cover the entire +over the party in a curving pass to inspect them - but will continue on 
-      path - which is around 80 feet wide at this point.  It extends forward for +down the pass to check for hostiles There, she will find the advancing 
-      about 100 feet.  This portion of the pass is a high-walled canyon (the +army of orcs and will be fired upon (visible by the party) She routinely 
-      walls are roughly 160 feet talland going around is not practical.  The +casts a Protection from Arrows spell on her Hippogriff, though, so the 
-      barrier can be hacked or burned through - given time - but it may be +orcs' attacks will likely have no effect.
-      easier to use magic to fly over or move through somehow...+
  
-      If the party manages to make it past the barrier before sunrisethen +After this incident, Eäruwen will sound a smallpiercing signal horn 
-      adjust the following encounter.  Otherwiseit is assumed the orcs (and +while turning quickly back toward the party.  She will dive down suddenly, 
-      the elven air force) will find the party on the eastern side of the +land in front of them, turn back to the east (while still mounted) and 
-      barrier at around 6am.+cast a Wind Wall spell. Her intention is to provide a delaying tactic so 
 +that the party will have a little additional time before the orcs arrive. 
 +Unless the party interferes with her, she should achieve this.
  
-      The first encounter will be with Eäruwen (ee AR oo wen), a member of the +She will then turn back to the party and ask them (in Elvenif they have 
-      Elven "Air Force" (a group of elven archers mounted on Hippogriffs!).  She +means to traverse the thorn barrier.  If nobody in the party speaks Elven, 
-      is a female Sorcerer/Ranger (Levels 6/3) and will approach from the west +she will repeat the question in Rotan.  If the party suggests abandoning 
-      just under the rim of the canyon walls (150 feet altitude).  She will fly +their horses, she will argue against them.  From her perspective, the 
-      over the party in a curving pass to inspect them - but will continue on +horses have every bit the right to survive as they do.  If the party opts 
-      down the pass to check for hostiles.  There, she will find the advancing +to stay and fight, she will return airborne and use her Shortbow from the 
-      army of orcs and will be fired upon (visible by the party).  She routinely +air.  After about seven rounds of combattwo additional members of the 
-      casts a Protection from Arrows spell on her Hippogriffthough, so the +Air Force will arrive and join the fight: Thróniel (Female) and Hyndir 
-      orcs' attacks will likely have no effect.+(Male). These two are each 6th level Rangers.
  
-      After this incident, Eäruwen will sound a small, piercing signal horn +The orc army arriving here is the combined force of two of the five armies 
-      while turning quickly back toward the party.  She will dive down suddenly, +that were waiting at the entrance to the pass They have been marching 
-      land in front of them, turn back to the east (while still mounted) and +all nightbut will suffer no ill effects from this.  The party, however, 
-      cast a Wind Wall spell. Her intention is to provide a delaying tactic so +has been moving essentially non-stop for 48 hours!
-      that the party will have a little additional time before the orcs arrive+
-      Unless the party interferes with hershe should achieve this.+
  
-      She will then turn back to the party and ask them (in Elven) if they have +The lead army is the Ettin group: 3 Ettins, 2 Brown Bears, and 100 Orcs. 
-      means to traverse the thorn barrier If nobody in the party speaks Elven+The second army is the Fomorian (MMII, p.105)and 100 more Orcs. 
-      she will repeat the question in Rotan.  If the party suggests abandoning +Eäruwen's Wind Wall spell only lasts six rounds - and two of those will be 
-      their horsesshe will argue against them.  From her perspectivethe +spent in discussion with the party before the orcs arrive.  As Orcs are 
-      horses have every bit the right to survive as they do.  If the party opts +fearful and superstitiousthey will not attempt to go through the barrier 
-      to stay and fightshe will return airborne and use her Shortbow from the +for the first two rounds.  Howeverduring this time, a stream of Orcs 
-      air.  After about seven rounds of combattwo additional members of the +will be able to get past on the edges (as there is only 10' of space on 
-      Air Force will arrive and join the fight: Thróniel (Female) and Hyndir +either end of the wall, the orcs will file past two deep).  On rounds 3 
-      (Male)These two are each 6th level Rangers.+and 4the orcs will begin pushing through the center of the wall - though 
 +this will be limited to only one orc every ten feet of wall (six total per 
 +round).  Starting on round 5, though, the spell will end and the army will 
 +stream toward the group.  Eäruwen, of course, may opt to put up another 
 +Wind Wall spell...
  
-      The orc army arriving here is the combined force of two of the five armies +Combat Stats for the elves is included below.  All three are equipped with 
-      that were waiting at the entrance to the pass.  They have been marching +the following significant items: 
-      all night, but will suffer no ill effects from this.  The partyhowever+  * Mithral Chain Shirt (+4 AC10% Spell Fail10 pounds) 
-      has been moving essentially non-stop for 48 hours!+  * Darkwood Elven Masterwork Composite Shortbow (tuned for the STR 
 +  * Mithral Shortsword
  
-      The lead army is the Ettin group: 3 Ettins2 Brown Bears, and 100 Orcs. +As you can seeweight is *everything* to these people.  Note also that 
-      The second army is the Fomorian (MMII, p.105), and 100 more Orcs. +Eäruwen is the leader of this trio and is also the lightest (though she is 
-      Eäruwen's Wind Wall spell only lasts six rounds - and two of those will be +an inch taller than Hyndir).  They make it farther in the air force 
-      spent in discussion with the party before the orcs arrive.  As Orcs are +hierarchy if they weigh less!
-      fearful and superstitious, they will not attempt to go through the barrier +
-      for the first two rounds.  However, during this time, a stream of Orcs +
-      will be able to get past on the edges (as there is only 10' of space on +
-      either end of the wall, the orcs will file past two deep).  On rounds 3 +
-      and 4, the orcs will begin pushing through the center of the wall - though +
-      this will be limited to only one orc every ten feet of wall (six total per +
-      round).  Starting on round 5, though, the spell will end and the army will +
-      stream toward the group.  Eäruwen, of course, may opt to put up another +
-      Wind Wall spell...+
  
-      Combat Stats for the elves is included below.  All three are equipped with 
-      the following significant items: 
-         Mithral Chain Shirt (+4 AC, 10% Spell Fail, 10 pounds) 
-         Darkwood Elven Masterwork Composite Shortbow (tuned for the STR 
-         Mithral Shortsword 
  
-      As you can see, weight is *everything* to these people.  Note also that 
-      Eäruwen is the leader of this trio and is also the lightest (though she is 
-      an inch taller than Hyndir).  They make it farther in the air force 
-      hierarchy if they weigh less! 
  
 +If the party is successful in defeating the orcs (or at least pushing them
 +back for the day), then Eäruwen will cast Whispering Wind to send a
 +message back to a sentry a few miles down the trail.  This message will,
 +in turn, be passed along until every ranger within 100 miles will be
 +alerted.
  
 +By the end of the day, there will be 98 additional Hippogriff-mounted
 +soldiers in the area.  The sight of them arriving will be something to
 +tell the grandkids!  Also by the end of the day, there will be 29 elven
 +Rangers.  A similar number of rangers will arrive every day for the next
 +week.  Because of their familiarity with the area and their impressive
 +skills with bows, each of these elves is more than a match for a dozen or
 +more orcs.  By the time the orcs regroup, a fearsome army will be ready
 +for them.
  
-      If the party is successful in defeating the orcs (or at least pushing them 
-      back for the day), then Eäruwen will cast Whispering Wind to send a 
-      message back to a sentry a few miles down the trail.  This message will, 
-      in turn, be passed along until every ranger within 100 miles will be 
-      alerted. 
  
-      By the end of the day, there will be 98 additional Hippogriff-mounted 
-      soldiers in the area.  The sight of them arriving will be something to 
-      tell the grandkids!  Also by the end of the day, there will be 29 elven 
-      Rangers.  A similar number of rangers will arrive every day for the next 
-      week.  Because of their familiarity with the area and their impressive 
-      skills with bows, each of these elves is more than a match for a dozen or 
-      more orcs.  By the time the orcs regroup, a fearsome army will be ready 
-      for them. 
  
 +These elves worship Aerdrie Faenya, the goddess of air and weather.  As a
 +result, Dhersion's use of the Rain King's staff will be of particular
 +interest to them.  In fact, if this tidbit is revealed to them, they will
 +believe that it was Aerdrie's doing.
  
 +Beyond the barrier, as the path begins consistently heading downhill, the
 +elevation (and Kesi's spyglass) will provide the party with their first
 +glimpse of the western ocean (even though it is over 20 miles away).
  
-      These elves worship Aerdrie Faenya, the goddess of air and weather.  As +A note about the elves' mounts: The Hippogriffs can carry no more than 300 
-      result, Dhersion's use of the Rain King's staff will be of particular +pounds while flying.  While I could not find specific rule covering the 
-      interest to them.  In factif this tidbit is revealed to them, they will +effect of weight on flying speed, it seems logical that the heavier the 
-      believe that it was Aerdrie'doing.+load, the slower the *overall* speed.  Perhaps they can fly 100per round 
 +in combat - but that may not hold up over an 8-hour day.  ThusI conclude 
 +that with a Medium or Heavy load (above 100 pounds), the Hippogriff can 
 +fly "only" 70' (for purposes of daily travel).  This translates to 56 
 +miles in a day'flight.  With a light load, they can cover 80 miles per 
 +day!  Sadly, even the smallest elf (with equipment) is a medium load.
  
-      Beyond the barrieras the path begins consistently heading downhillthe +  * Eäruwen (ee AR oo wen)Female Elf Sor6/Rgr3 
-      elevation (and Kesi's spyglasswill provide the party with their first +  * Size M (4'10"95#) 
-      glimpse of the western ocean (even though it is over 20 miles away).+  * HD 6d4+6+3d8+3 (hp 42) 
 +  * Init +3 (+3 Dex) 
 +  * Spd 30' 
 +  * AC 17/21 (+3 Dex, +4 Armor / +4 Shield spell
 +  * Attack +9/+4 Short sword (d6+2, d6+4 vs. Orcs), or +10/+5 Shortbow (d6+2, d6+4 vs. Orcs) 
 +  * SV Fort +6, Ref +8, Will +7 
 +  * AL CG 
 +  * Str 14, Dex 16, Con 12, Int 16, Wis 12, Cha 13 
 +  * Languages Spoken: Elven, Rotan, Orc, Dwarven. 
 +  * Skills: Bluff +9.5, Climb +3, Concentration +10, Gather Information +3.5, Handle Animal +7, Hide +3, Intimidate +3, Knowledge (Arcana) +8, Knowledge (Nobility and Royalty) +6.5, Listen +3, Move Silently +3, Ride +7, Search +7, Spellcraft +7, Spot +3 
 +  * Feats: Mounted Combat, Mounted Archery, Combat Casting, [Rapid Shot], Alertness, [Track], [Favored Enemy: Orcs] 
 +  * Spells Known (6/7/5/3):  0th -- Dancing Lights, Detect Magic, Detect Poison, Flare, Message, Open/Close, Ray of Frost. 
 +     * 1st -- Feather Fall, Ray of Enfeeblement, Shield, Shocking Grasp. 
 +     * 2nd -- Protection from Arrows, Whispering Wind. 
 +     * 3rd -- Wind Wall.
  
-      A note about the elves' mounts: The Hippogriffs can carry no more than 300 +  * Thróniel, Female Elf Rgr6 
-      pounds while flying.  While I could not find a specific rule covering the +  * Size M (5'3"120#) 
-      effect of weight on flying speedit seems logical that the heavier the +  HD 6d8-12 (hp 17) 
-      load, the slower the *overallspeed.  Perhaps they can fly 100per round +  Init +5 (+5 Dex) 
-      in combat - but that may not hold up over an 8-hour day.  ThusI conclude +  * Spd 30
-      that with a Medium or Heavy load (above 100 pounds), the Hippogriff can +  * AC 19 (+5 Dex+4 Armor) 
-      fly "only" 70' (for purposes of daily travel).  This translates to 56 +  * Attack +9/+4 Short sword (d6+2, d6+6 vs. Orcs, d6+4 vs. Goblins), or +12/+7 Shortbow (d6+2, d6+6 vsOrcs, d6+4 vs. Goblins) 
-      miles in a day's flight.  With a light loadthey can cover 80 miles per +  * SV Fort +3, Ref +7, Will +3 
-      day!  Sadlyeven the smallest elf (with equipmentis a medium load.+  * AL LG 
 +  * Str 14, Dex 20, Con 7, Int 9, Wis 12, Cha 16. 
 +  * Languages Spoken: ElvenRotan. 
 +  * Skills: Climb +10Craft (Shipmaking+10, Forgery +2, Hide +5, Listen +3, Move Silently +13, Search +8, Spot +3, Survival +11 
 +  * Feats: [Evasion], [Manyshot], [Rapid Shot], Self Sufficient, Skill Focus (Craft (Shipmaking)), Spell Focus (divination), [Track], [Favored Enemies: Orcs and Goblins] 
 +  * Ranger Spells Per Day: 2.
  
-      Eäruwen (ee AR oo wen)Female Elf Sor6/Rgr3 +  * HyndirMale Elf Rgr6 
-      Size M (4'10", 95#) +  Size M (4'9", 101#) 
-      HD 6d4+6+3d8+3 (hp 42+  HD 6d8-6 (hp 24
-      Init +(+3 Dex) +  Init +(+3 Dex, +4 Improved Initiative
-      Spd 30' +  Spd 30' 
-      AC 17/21 (+3 Dex, +4 Armor / +4 Shield spell+  AC 17 (+3 Dex, +4 Armor) 
-      Attack +9/+Short sword (d6+2, d6+4 vs. Orcs), +  Attack +7/+Short sword (d6, d6+4 vs. Orcs, d6+2 vs. Goblins), or +10/+5 Shortbow (d6, d6+4 vs. Orcs, d6+2 vs. Goblins
-         or +10/+5 Shortbow (d6+2, d6+4 vs. Orcs) +  SV Fort +4, Ref +5, Will +3 
-      SV Fort +6, Ref +8, Will +7 +  AL NG 
-      AL CG +  Str 11, Dex 17, Con 9, Int 11, Wis 13, Cha 13 
-      Str 14, Dex 16, Con 12, Int 16, Wis 12, Cha 13 +  Languages Spoken: Elven, Rotan. 
-      Languages Spoken: Elven, Rotan, Orc, Dwarven+  Skills: Climb +6, Concentration +8Craft (Sculpting) +4Craft (Shipmaking) +7, Craft (Trapmaking) +5Hide +5, Knowledge (Dungeoneering) +9, Listen +3, Move Silently +5Profession (Miner) +6, Search +2Spot +3Survival +10 
-      Skills: Bluff +9.5, Climb +3, Concentration +10Gather Information +3.5, +  Feats: [Evasion]Improved Initiative[Manyshot], [Rapid Shot], Run, Stealthy, [Track]. 
-         Handle Animal +7, Hide +3Intimidate +3, Knowledge (Arcana) +8, +  * Ranger Spells Per Day:  2.
-         Knowledge (Nobility and Royalty) +6.5, Listen +3, Move Silently +3, +
-         Ride +7, Search +7Spellcraft +7Spot +3 +
-      Feats: Mounted CombatMounted ArcheryCombat Casting, [Rapid Shot], +
-         Alertness, [Track], [Favored Enemy: Orcs] +
-      Spells Known (6/7/5/3):  0th -- Dancing Lights, Detect Magic, Detect +
-         Poison, Flare, Message, Open/Close, Ray of Frost.  1st -- Feather Fall, +
-         Ray of Enfeeblement, Shield, Shocking Grasp.  2nd -- Protection from +
-         Arrows, Whispering Wind.  3rd -- Wind Wall.+
  
-      Thróniel, Female Elf Rgr6 
-      Size M (5'3", 120#) 
-      HD 6d8-12 (hp 17) 
-      Init +5 (+5 Dex) 
-      Spd 30' 
-      AC 19 (+5 Dex, +4 Armor) 
-      Attack +9/+4 Short sword (d6+2, d6+6 vs. Orcs, d6+4 vs. Goblins), 
-         or +12/+7 Shortbow (d6+2, d6+6 vs. Orcs, d6+4 vs. Goblins) 
-      SV Fort +3, Ref +7, Will +3 
-      AL LG 
-      Str 14, Dex 20, Con 7, Int 9, Wis 12, Cha 16. 
-      Languages Spoken: Elven, Rotan. 
-      Skills: Climb +10, Craft (Shipmaking) +10, Forgery +2, Hide +5, Listen +3, 
-         Move Silently +13, Search +8, Spot +3, Survival +11 
-      Feats: [Evasion], [Manyshot], [Rapid Shot], Self Sufficient, Skill Focus 
-         (Craft (Shipmaking)), Spell Focus (divination), [Track], [Favored 
-         Enemies: Orcs and Goblins] 
-      Ranger Spells Per Day: 2. 
- 
-      Hyndir, Male Elf Rgr6 
-      Size M (4'9", 101#) 
-      HD 6d8-6 (hp 24) 
-      Init +7 (+3 Dex, +4 Improved Initiative) 
-      Spd 30' 
-      AC 17 (+3 Dex, +4 Armor) 
-      Attack +7/+2 Short sword (d6, d6+4 vs. Orcs, d6+2 vs. Goblins), 
-         or +10/+5 Shortbow (d6, d6+4 vs. Orcs, d6+2 vs. Goblins) 
-      SV Fort +4, Ref +5, Will +3 
-      AL NG 
-      Str 11, Dex 17, Con 9, Int 11, Wis 13, Cha 13 
-      Languages Spoken: Elven, Rotan. 
-      Skills: Climb +6, Concentration +8, Craft (Sculpting) +4, Craft 
-         (Shipmaking) +7, Craft (Trapmaking) +5, Hide +5, Knowledge 
-         (Dungeoneering) +9, Listen +3, Move Silently +5, Profession (Miner) +6, 
-         Search +2, Spot +3, Survival +10 
-      Feats: [Evasion], Improved Initiative, [Manyshot], [Rapid Shot], Run, 
-         Stealthy, [Track]. 
-      Ranger Spells Per Day:  2. 
 == III. Escorted through the forest == == III. Escorted through the forest ==
  
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 (which is better known as Sorgul's commune).  This trip will take two days (which is better known as Sorgul's commune).  This trip will take two days
 and the chief guide will be an elven woman named Elsa. and the chief guide will be an elven woman named Elsa.
- 
  
 == IV. Sorgul's Commune == == IV. Sorgul's Commune ==
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 mountains.  He's always meant to visit the Lake of Serpents - but never had mountains.  He's always meant to visit the Lake of Serpents - but never had
 the opportunity... the opportunity...
- 
  
 == V. Misc. NPC data == == V. Misc. NPC data ==
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 Prominent elves that will be met in the Farflen forests: Prominent elves that will be met in the Farflen forests:
  
-Vaila Mará - Elf/Male - Member of Council of Wizards +  * Vaila Mará - Elf/Male - Member of Council of Wizards 
-      MU/15, CG, Age 528 (b.579) +        MU/15, CG, Age 528 (b.579) 
-      S:17, I:17, W:19, D:16, C:13, Ch:11, Co:6 +        S:17, I:17, W:19, D:16, C:13, Ch:11, Co:6 
-      hp 33, 5'2", 112# +        hp 33, 5'2", 112# 
-originally from Pleven - came here while the rest of the elves "left" +  originally from Pleven - came here while the rest of the elves "left" 
-speciality: Demi-humankind - Theology & Myth +  speciality: Demi-humankind - Theology & Myth 
-Spell: Know Alignment (4th level)+  Spell: Know Alignment (4th level)
  
-Viondra - High Elf/Female - Leader of "Farflen" +  * Viondra - High Elf/Female - Leader of "Farflen" 
-      F/MU 7/11, CG, Age 222 (b.885) +        F/MU 7/11, CG, Age 222 (b.885) 
-      S:17, I:20, W:15, D:16, C:11, Ch:14, Co:9 +        S:17, I:20, W:15, D:16, C:11, Ch:14, Co:9 
-      hp 38, 4'9", 81#+        hp 38, 4'9", 81#
  
-Gludia, High priestess to Aerdrie Faenya +  * Gludia, High priestess to Aerdrie Faenya 
-      Female Elf Clr20 +        Female Elf Clr20 
-      Size M (5'3" tall) +        Size M (5'3" tall) 
-      HD 20d8-80 (hp 37) +        HD 20d8-80 (hp 37) 
-      Init +0 +        Init +0 
-      Spd 30 ft. +        Spd 30 ft. 
-      AC 10 +        AC 10 
-      Attack +17/+12/+7 melee, or +15/+10/+5 ranged +        Attack +17/+12/+7 melee, or +15/+10/+5 ranged 
-      SV Fort +8, Ref +6, Will +17 +        SV Fort +8, Ref +6, Will +17 
-      AL CN +        AL CN 
-      Str 14, Dex 10, Con 2, Int 10, Wis 16, Cha 11. +        Str 14, Dex 10, Con 2, Int 10, Wis 16, Cha 11. 
-      Languages Spoken:  Common, Elven. +        Languages Spoken:  Common, Elven. 
-      Skills:  Craft (Blacksmithing) +12, Hide +0, Knowledge (History) +20, +        Skills:  Craft (Blacksmithing) +12, Hide +0, Knowledge (History) +20, Knowledge (Religion) +9, Listen +7, Move Silently +0, Search +4.5, Spot +7 
-         Knowledge (Religion) +9, Listen +7, Move Silently +0, Search +4.5, Spot +7 +        Feats: Alertness, Craft Staff, Extend Spell, Heighten Spell, Improved Counterspell, Iron Will, Leadership. 
-      Feats: Alertness, Craft Staff, Extend Spell, Heighten Spell, Improved +        Cleric Domains:  Plant, Air. 
-         Counterspell, Iron Will, Leadership. +        Cleric Spells Per Day:  6/6+1/6+1/6+1/5+1/5+1/4+1.
-      Cleric Domains:  Plant, Air. +
-      Cleric Spells Per Day:  6/6+1/6+1/6+1/5+1/5+1/4+1.+
  
 Other people of consequence that could play a role in the party's future: Other people of consequence that could play a role in the party's future:
  
-Sorgul, Karelia, and other player characters +  * Sorgul, Karelia, and other player characters (stats elsewhere)
-      (stats elsewhere)+
  
-Cale & Strachan (and their wives) +  * Cale & Strachan (and their wives) (stats elsewhere)
-      (stats elsewhere)+
  
-Konar - Hill Dwarf/Male - Chief of Clangdun +  * Konar - Hill Dwarf/Male - Chief of Clangdun 
-      F/T 11/13, NG, Age 124 (b.983) +        F/T 11/13, NG, Age 124 (b.983) 
-      S:18/80, I:13, W:13, D:18, C:19, Ch:14(15), Co:13 +        S:18/80, I:13, W:13, D:18, C:19, Ch:14(15), Co:13 
-      hp 93, 4'0", 161#+        hp 93, 4'0", 161#
  
-Peroippi - Stout Hobbit/Male - Leader of Shalrock +  * Peroippi - Stout Hobbit/Male - Leader of Shalrock 
-      C/F 5/5, NG, Age 89 (b.1018) +        C/F 5/5, NG, Age 89 (b.1018) 
-      S:18, I:9, W:17, D:17, C:16, Ch:17, Co:11 +        S:18, I:9, W:17, D:17, C:16, Ch:17, Co:11 
-      hp 38, 3'0", 69#+        hp 38, 3'0", 69#
  
-Khranalda - Human/Female - Member of Council of Wizards +  * Khranalda - Human/Female - Member of Council of Wizards 
-      MU/13, N, Age 57 (b.1050) +        MU/13, N, Age 57 (b.1050) 
-      S:13, I:19, W:14, D:12, C:17, Ch:12, Co:11 +        S:13, I:19, W:14, D:12, C:17, Ch:12, Co:11 
-      hp 49, 5'3", 127# +        hp 49, 5'3", 127# 
-speciality: Demi-humankind - Politics & Genealogy +  speciality: Demi-humankind - Politics & Genealogy 
-Spell: Ancestry (2nd level): Get a picture of a person's past/ancestors+  Spell: Ancestry (2nd level): Get a picture of a person's past/ancestors
  
-King Galin of Rota - Human/Male - son of Queen Carina II +  * King Galin of Rota - Human/Male - son of Queen Carina II 
-      b. 7 Sep 1088 - will soon be 20 years old +        b. 7 Sep 1088 - will soon be 20 years old 
-      (no stats, yet)+        (no stats, yet)
  
-The King's siblings: +  * The King's siblings: 
-      Nessa(F) - b. 16 Feb 1085 - will marry in 1109 +        Nessa(F) - b. 16 Feb 1085 - will marry in 1109 
-      Barret(M) - b. 9 Nov 1086 - will marry in late 1111 +        Barret(M) - b. 9 Nov 1086 - will marry in late 1111 
-      (Galin) +        (Galin) 
-      Lean(F) - b. 8 Oct 1089 - will die on 01 Dec 1108! (at age 19) +        Lean(F) - b. 8 Oct 1089 - will die on 01 Dec 1108! (at age 19) 
-      Lance(M) - b. 21 Mar 1091 - is now 17 years old +        Lance(M) - b. 21 Mar 1091 - is now 17 years old 
-      Carl(M) - b. 23 July 1092 - will be turning 16 in days+        Carl(M) - b. 23 July 1092 - will be turning 16 in days
  
-Other relatives: +  * Other relatives: 
-      Uncle Simson - b. 4 Apr 1061 - has a family (Aunt Jensine) +        Uncle Simson - b. 4 Apr 1061 - has a family (Aunt Jensine) 
-      Uncle Audun - b. 16 Sep 1062 - has a family (Aunt Tala - not from Rota)+        Uncle Audun - b. 16 Sep 1062 - has a family (Aunt Tala - not from Rota)
  
-Kevin Arcana - master of the portals +  * Kevin Arcana - master of the portals 
-      (when will he make the portals public?)+        (when will he make the portals public?)
  
 Bigby's Spells for this adventure: Bigby's Spells for this adventure:
voyagernotes36.1183319277.txt.gz · Last modified: 2017/05/27 18:48 (external edit)