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[Crowdsourcing] The Folks at the Queen of Wands Tavern One Eve

Started by khyron1144, January 10, 2013, 08:26:44 PM

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khyron1144

The idea is sorta simple:  There's this tavern in Terra Prima on the Street of Wands, which is known as The Queen of Wands.

I want to know who happens to be hanging out there one evening.  My preferred system is Advanced Dungeons & Dragons 2nd Edition, but I think in opening this up to crowdsourcing, I have to be a lot less picky about crunch than fluff.

Here are a few examples, complete with both crunch and a little fluff.
[spoiler=Skinner]Name:  Sgt. (Ret.) Skinner       Nationality:  Terran Empire
Race:  Human                           Deity:  Apollo
Class:  Fighter                          Level:  8
Kit:  Myrmidon                        Level Title:  Superhero
Height:  6 Feet 2 Inches          Weight:  174 Pounds
Alignment:  Chaotic Good

Strength  18 (47) +1 TH; +3 Dmg.
Dexterity  12  -0 AC;
Constitution  17  +3 HP; 97% System Shock; 98% Resurrection Survival
Intelligence  15  4 Languages/NWPs;
Wisdom  12
Charisma  14
Comeliness  13

Hit Points  84

Experience Points  140,001

THAC0  13
Melee THAC0  10
Missile THAC0  13

Saving Throws:  Paralyzation, Poison, or Death Magic 10; Rod, Staff, or Wand 12; Petrification or Polymorph 11; Breath Weapons 12; Spell 13

Armor Class:  

Weapon Proficiencies:  Spear, Specialization in Spear, Longbow, Short Sword, Dagger, Long Sword, Javelin, Hand Axe

Non-Weapon Proficiencies:  Ancient History [Terran Empire Copper Dynasty Military History] (14), Firebuilding (11), Land-based Riding [Horses] (15), Animal Handling (11), Animal Training [Horses] (12), Survival [Temperate Plains] (15), Animal Lore (15), Rope Use (12), Brewing (15), Carpentry (18)

Equipment:  Chainmail +1; Shield +2; 3 Javelins of Lightning; Spear +1; Scroll of Protection From Magic; Potion of Healing; Potion of Fire Giant Strength; Cart; 2 Mules; Backpack; Composite Long Bow; 12 Flight Arrows; 6 Sheaf Arrows; Short Sword; Hand Axe; 50 Feet of Silk Rope; Bullseye Lantern; 2 Flasks of Lamp Oil; Flint and Steel; 2 Wineskins; Iron Pot; 2 Weeks of Dry Rations; 1 Pound of Raisins; 1 Pound of non-Magical, non-Medicinal, Culinary Herbs; Barrel of Pickled Fish; Tun of Good Wine; Small Tent; Winter Blanket; 76 GP, 9 SP, 3 CP worth of coinage or easily liquidated goods/gems

Racial Abilities:  None, really

Class Abilities: Weapon Specialization in Spear;
2 attacks per round with Spear;
+1 to hit with Spear; +2 to damage with Spear

Bio:  Skinner signed up for the Terran Imperial Legion right at the start of the Freeland war.  After he completed basic combat training, his superiors upon learning of Skinner's up-bringing on a horse farm, moved him to the logistics division as a muleskinner.  He did well within his MOS and still saw action and killed enemy soldiers.  He's now retired on half-pay and dreams of opening a brewery.  He affects a cynical, world-weary demeanor but secretly he easily develops warm feelings for colleagues.[/spoiler]
[spoiler=Glabbertiglibbet]Name:  Glabbertiglibbit                      Nationality:  Arcanum
Race:  Fremlin                                    Deity:  Renbuu
Class:  Jester                                      Level:  7
Height: 1 foot 2 inches                        Weight: 19 pounds
Alignment:  Chaotic Neutral
Strength  11
Dexterity  17
Constitution  13
Intelligence  17
Wisdom  14
Charisma  14
Comeliness  12
Hit Points  20
Experience Points  60,000
THAC0  17
Melee THAC0  17
Missile THAC0  15
Saving Throws:  Paralyzation, Poison, or Death Magic 11; Rod, Staff, or Wand 11; Petrification or Polymorph 10; Breath Weapons 14; Spell 12
Armor Class: 0 (with Dexterity bonus), 3 (without Dexterity bonus)
Weapon Proficiencies:  Dagger,  Sling,  Short Sword
Non-Weapon Proficiencies:  Tumbling (17),  Jumping (11),  Tight Rope Walking (18), Rope Use (17), Gaming (14), Hypnotism (12), Sage Knowledge Geology (15), Appraising (17), Direction Sense (15)
Languages: Common, Gremlin, Elf, Goblin, Dwarf, Jotun
Racial Abilities:  Opponents need a +1 or better weapon to hit.
Flight at a movement rate of 12 Maneuverability Class B
Class Abilities:  Climb Walls 87%, Pick Pockets 70%, Catch Object 88%, Pun Fight 71%
+1 Bonus to Initiative
May boost allies' moral or worsen enemies morale by 2 points
Immune to insanity
Permanent equivalent to the Ventriloquism spell (voice can be made to seem to come from up to 10 feet away indoors or 30 feet away outdoors)
May forgo attacks for the round in order to dodge and receive double the normal Dexterity bonus to Armor Class
Equipment:  Potion of Dwarf Control, Potion of Levitation, Ring of Protection +1, Dagger +1, Bracers of Defense Armor Class 4, Dust of Appearance, Spellbook
Spellbook:
1st Level:  Animal Friendship*, Charm Person*, Friends**
2nd Level: Ray of Enfeeblement*, Tasha's Uncontrollable Hideous Laughter*, Forget*
3rd Level: Hold Person*, Suggestion*
*Memorized
Bio:   Glabbertiglibbit's family has a long history of living in the basement of the Great University of Arcanum and occasionally graduating a family member with a degree in Arcane Jestering from the Department of Vocalic and Performance Magics.  One of his great uncles was even a Department head.  He has a reputation as a major up-and-coming pun fighter.  He heard rumors that Dwzip, the current vessel of the Cosmic Joke, and champion pun fighter; has been seen recently at the Queen of Wands tavern in Terra Prima, so Glabbertiglibbit is spending his time there hoping to challenge Dwzip.[/spoiler]

[spoiler=Rodrigo]Name:  Rodrigo "The Bastard Blade" Pyrite       Nationality:  Terran Empire
Race:  Human                                                      Deity: Hermes
Class:  Duelist                                                      Level: 6
Height:  6 feet 5 inches                                       Weight: 165 pounds
Alignment: Chaotic Neutral
Strength 12
Dexterity 18
Constitution 17
Intelligence 10
Wisdom 11
Charisma 13
Comeliness 13
Hit Points 55
Experience Points 60,000
THAC0 15
Melee THAC0 15
Missile THAC0 13
Saving Throws:  Paralyzation, Poison, or Death Magic 11; Rod, Staff, or Wand 13; Petrification or Polymorph 12; Breath Weapons 13; Spell 14
Armor Class: 0 or -2 (with Dexterity bonus), 4 or 2 (without Dexterity bonus)
Weapon Proficiencies:  Longsword, Quarterstaff, Dagger, Bastard Sword, Scimitar
Non-Weapon Proficiencies:  Blind Fighting, Tracking (11),  Gaming (13), Dancing (18), Heraldry (10)
Language: Common
Equipment:  Potion of Healing, Potion of Hill Giant Strength, Leather Armor +1, Ring of Mammal Control, Ring of Protection +3, Longsword +3
Class Abilities:  Armor Class improves by 2 when fighting humanoid opponents armed with manufactured weapons.
+1 to hit and damage when fighting humanoid opponents armed with manufactured weapons.
+2 to hit and damage  when fighting humanoid opponents armed with the same weapon as himself.
Bio:  Rodrigo is the bastard son of a very minor noble family; this has led him to develop an unpleasant combination of bitterness and airs of superiority.  He came down with a convenient case of asthma and flat feet, when the Freeland War was on, which mysteriously cleared up when Rodrigo entered fencing school.  Lately Rodrigo has been spending his evenings hanging out at the Queen of Wands looking for Wizards with enemies and money enough to want to engage his services.[/spoiler]

[spoiler=Jen]Name:   <Jen>                            Nationality:  Barbarian
Race:   Alaghi                             Deity:  Freja
Class:   Woodwife                       Level:  7
Height:   5 Feet 11 Inches           Weight:  351 Pounds
Alignment:  Neutral Good
Strength 17
Dexterity 11
Constitution 12
Intelligence 8
Wisdom 18
Charisma 13
Comeliness 7
Hit Points:  36
Experience Points:  60,001
THAC0:  16
Melee THAC0:  15
Missile THAC0:  16
Saving Throws:  Paralyzation, Poison, or Death Magic 9; Rod, Staff, or Wand 13; Petrification or Polymorph 12; Breath Weapons 15; Spell 14
Armor Class: 1
Weapon Proficiencies:  Club, Sling, Staff, Shears

Non-Weapon Proficiencies:  Healing (16), Survival [Woodland] (8), Tracking (18), Animal Lore (8), Herbalism (6), Natural Fighting (18), Hunting (17), Direction Sense (19)
Languages:  Alaghi, Common, Dryad, Korred, Unicorn

Equipment:  3 Korred Ropes, pouch with 4 Goodberries, a pebble with Continual Light cast on it, Staff of Striking, Ring of Protection +3, Potion of Climbing, Potion of Flying, Potion of Extra-Healing, Potion of Polymorph (Self), Ring of Mammal Control, a labor elephant used as a mount; howdah; backpack; club; sling; mule; pack saddle; war dog; two 50 foot lengths of silk rope; 2 wineskins; an iron pot; 2 weeks' dry rations; 30 GP, 8 SP, 5 CP personal funds.

Racial Abilities:  Move Silently 70%, Hide in Natural Surroundings 65%, Natural Armor Class 4,

Class Abilities:  Speak With Animals at will;
Speak With Plants at will;
Lay on Hands to heal 2 Hit Points per Level up to 3 times a day;
Can own/create up to 3 Korred Ropes;
Entangle spell once a day;
Goodberry spell once a day;
Animal Summoning I, Call Woodland Beings, or Plant Growth once a day;
Animal Summoning II or Commune With Nature once a day;
spellcasting

Spells Usually Memorized:  Cure Light Wounds (*2), Detect Magic, Calm Animals, Create Water, Cure Moderate Wounds (*2), Hold Person, Charm Person or Mammal, Produce Flame, Cure Disease, Remove Curse, Continual Light, Neutralize Poison, Sticks to Snakes

Bio:  Jen is not her birth name but a convenient nickname she has adopted when dealing with the humans who have trouble pronouncing the proper guttural grunts of the Alaghi language.  Jen was born in Alaghi-controlled woods near the lands of the Wolf Tribe Barbarians.  She became a Woodwife of the Goddess Freja.  In order to spread the good word and comfort of Freja, she traveled the land, including south into the Terran Empire.  She eventually found the Sorceress's Forest, where she joined the Sorceress's cause.  She is accompanying Lil on her mission to clean up the Western Emerald Hills.  Jen is slow to anger and has a generally laid-back personality.

The elephant and the war dog are under the effect of an Animal Friendship spell; if the mule gets out of line, Jen uses the Ring of Mammal Control to make it co-operate.

Jen's Elephant, Jen named it Magni after the God of Strength
Alignment:  True Neutral
Strength  18/01
Dexterity  15
Constitution  21
Intelligence  4
Wisdom  5
Charisma  3

Hit Dice  10
Hit Points  103
THAC0  11
Melee THAC0  10
# of Attacks:5
Damage/Attack:  2d6/2d6 (tusks), 2d6+3 (squeeze with trunk), 2D6+3/2d6+3 (trample with front feet)

Saving Throws:  Paralyzation, Poison, or Death Magic 8 (6 vs. poison); Rod, Staff, or Wand 10 (11 vs. mind-affecting spells); Petrification or Polymorph 9; Breath Weapons 9; Spell 11 (12 vs.  mind-affecting spells)

Armor Class:  6 (5 with Dexterity adjustment)


Jen's Mule, Jen has not yet found a suitable name for this mule
Alignment:  True Neutral
Strength  18/01
Dexterity  16
Constitution  19
Intelligence  5
Wisdom  5
Charisma  3

Hit Dice  3
Hit Points  22
THAC0  17
Melee THAC0  16
# of Attacks:1 or 2
Damage/Attack:  1D2 +3(bite), 1d6+3 (kick))

Saving Throws:  Paralyzation, Poison, or Death Magic 13 (12 vs. poison); Rod, Staff, or Wand 15 (16 vs. mind-affecting spells); Petrification or Polymorph 14; Breath Weapons 16; Spell 16 (17 vs.  mind-affecting spells)

Armor Class:  7 (5 with Dexterity adjustment)


Jen's War Dog, Jen named it Fenris
Alignment:  True Neutral
Strength  12
Dexterity  18
Constitution  16
Intelligence  3
Wisdom  5
Charisma  3

Hit Dice  2+2
Hit Points  16
THAC0  19
Melee THAC0  17
# of Attacks:  1
Damage/Attack:  2D4 +4 (bite)

Saving Throws:  Paralyzation, Poison, or Death Magic 14 ; Rod, Staff, or Wand 16 (17 vs. mind-affecting spells); Petrification or Polymorph 15; Breath Weapons 17; Spell 17 (18 vs.  mind-affecting spells)

Optional Traits from Dragon #237
Intelligence Trait 10
Loyalty Trait 3
Aggressiveness Trait 11
Strength Trait 11

Armor Class:  6 (0 with Dexterity and Strength Trait adjustment)[/spoiler]

[spoiler=Lil]Name:  Lil                        Nationality:  Arcanum
Race:  Swanmay              Deity:  Artemis
Class:  Spellsinger            Level:  7
Height:  5 feet 2 inches     Weight:  141 pounds
Alignment:  Chaotic Good
Strength 11
Dexterity 17
Constitution  12
Intelligence  15
Wisdom  16
Charisma  16
Comeliness 15
Hit Points  28
Experience Points  60,000
THAC0  18
Melee THAC0  18
Missile THAC0  16
Saving Throws:  Paralyzation, Poison, or Death Magic 13; Rod, Staff, or Wand 9; Petrification or Polymorph 11; Breath Weapons 13; Spell 10
Armor Class:  1 (With Dexterity Bonus),  4 (Without Dexterity Bonus)
Weapon Proficiencies: Staff, Dagger
Non-Weapon Proficiencies:  Dancing (19), Singing (16), Religion (16), Spellcraft (13), Herbalism (15), Sage Knowledge Mycology (13),  Reading/Writing (16)
Languages: Common
Equipment:  Swan Token Ring, Cloak of Elven Kind, Bracers of Defense Armor Class 4, Dagger +1, Ring of Protection +1, Potion of Levitation, Potion of Gnome Control
Racial Abilities: Immune to weapons of less than +1 enchantment.

May transform into a swan.  While a swan, she has Magic Resistance equal to current level * 2% and can fly at a movement rate of 19 maneuverability class D.

Class Abilities:  Evasion:  Improve Armor Class by an amount equal to level while dancing; it's tiring and can only be maintained a  number of rounds equal to half of Constitution score.

Enthrall cast an equivalent to the Priest spell Enthrall by singing and dancing.

Spellcasting by singing and dancing.

Bio:  Lil was born in the small Arcanum village of Strega, where her family taught her the arts of spellsinging.  She traveled northward into the Terran Empire, ultimately settling in the Sorceress's Forest.  She pledged herself to the Sorceress's service and proved worthy of being inducted into the Swanmays.  The Sorceress has sent her on a mission to gather an adventuring party in order to dispatch the unnatural monsters in the Western Emerald Hills.  She believes the Queen of Wands tavern in Terra Prima is the perfect place to do just that.[/spoiler]


If you really want to get crunchy and know the system, I allow pretty much the whole Complete Handbook line (which explains how I've got a Fremlin, a Swanmay, and an Alaghi up there as part of my typical examples) and some things from Dragon magazine.  Classes from 1e's Unearthed Arcana and Oriental Adventures are allowed as are Assassins and Monks.
What's a Minmei and what are its ballistic capabilities?

According to the Unitarian Jihad I'm Brother Nail Gun of Quiet Reflection


My campaign is Terra
Please post in the discussion thread.

khyron1144

If you really want to get crunchy and know the system:
Attribute generation is 4D6 drop the lowest, seven times (Comeliness), then arrange according to taste, with the following modification:  Out of each 4D6 roll a single die that comes up a 1 may be re-rolled and counted as at least a 2.  For example the roll of 1, 6, 6, and 2:  I could re-roll that 1, if it came up a 6, I could have an 18; if it's a 1 or 2, no big deal because there's already a natural 2 there; if it comes up 3 or 4, at least it replaces the natural 2, and you've got a 15 or 16.  Second example, the worst case:  Start with a natural roll of 1, 1, 1, 1, re-roll a single die and come up with 1 again, count that 1 as a 2, add two of the other 1s, come up with a 4.

Keep in mind that Comeliness exists and more or less follows the rules for it laid out in Unearthed Arcana.

I allow  races from The Complete Book of Humanoids (explaining the Alaghi, Swanmay, and Fremlin in the example characters), Giantcraft (The Complete Book of Humanoids leaves out the Verbeeg Giant-Kin), The Complete Book of Dwarves, The Complete Book of Elves (Grey Elves and High Elves as names for Elven subraces are switched around in Terra:  High Elves are super-duper smart, snobby, and magical and Grey Elves are the ones everyone is used to dealing with), and The Complete Book of Gnomes & Halflings (although I would be happier without Tinker Gnomes and Kender), as well as obviously The Player's Handbook (both the 1e and 2e versions, so Half-Orcs are definitely all right).  Korobokuru from Oriental Adventures exist within my setting.

Besides the obvious The Player's Handbook classes that everyone knows and expects, Monks and Assassins are retained from the 1e The Player's Handbook, Monks should probably be subject to the Oriental Adventures revisions to that class.  Speaking of Oriental Adventures, all of those classes are allowed and any of them may be taken by Korobokuru, Halflings, and Humans from the Halfling Khanate.  The Cavalier, Barbarian, and Thief-Acrobat classes from Unearthed Arcana are allowed.

Specialty Priest classes from Legends & Lore, specifically the Egyptian, Greek, Norse, Japanese, Indian, and Chinese chapters are allowed/encouraged.  Woodwives (Powers & Pantheons p. 57) are allowed as a variant form of Specialty Priest for Frey and Freya and any other nature-oriented deity.  Holy Strategists of Red Knight (Powers & Pantheons p. 46) and Bloodreavers of Garagos (Powers & Pantheons p. 21) exist and operate by the rules in Powers & Pantheons.

All the Wizard subclasses from Player's Option:  Spells & Magic are allowed.

Kits are allowed, especially the ones from The Complete Thieve's Handbook, The Complete Wizard's Handbook, The Complete Fighter's Handbook, The Glory of Rome, and The Age of Heroes.  I don't recommend that Specialty Priests be given a Kit.

The non-Weapon Proficiency system is highly encouraged but not mandatory.

It should be noted, that even with this plethora of options, a straight-up PHB-only character is also a viable choice.

Primary spellcasters (all Wizard and Priest subclasses) and strong secondary spellcasters (Bards, Jesters, possibly Gypsies) have 60,001 experience points to start with.

All Warriors, Cavaliers, and Rogues that are not strong casters (Thieves, Thief-Acrobats, Assassins, Monks) start with 140,001 experience points.

Characters start with the standard amount of money for their class plus 1D6*10 per level attained.  If you have a copy of the 1e DMG, characters start with magic items appropriate for their level as per the tables on pages 175 and 176.
What's a Minmei and what are its ballistic capabilities?

According to the Unitarian Jihad I'm Brother Nail Gun of Quiet Reflection


My campaign is Terra
Please post in the discussion thread.