Primordial Ooze -- PCs in the Making

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Post by waysoftheearth » Sat Sep 24, 2011 12:03 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Very good Rleduc, Guntram it is.

The bustling city of Maine lies approximately two weeks east of Ket, and is surrounded by agricultural estates.

It seems likely that Guntram originates from these parts.

Ser Dirk Falko was the local Knight whose small grounds and wood he worked. Falko was a stern old Man, rarely seen among the peasantry. It was his sons, a pair of bullies, who saw to most of the commoners "needs". But all that is behind him now...

You can go ahead and post your character sheet on The Cast thread.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Sat Sep 24, 2011 12:37 am

Primordial Ooze -- PCs in the Making

rleduc wrote:
Great! Thanks!

Last question - do I know how to use the beans at all? In making the bet, did Gregoire make any claim about whether one is supposed to eat one, plant one, throw one etc? Or am I totally on my own with that?
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Sat Sep 24, 2011 12:46 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
rleduc wrote:Great! Thanks!

Last question - do I know how to use the beans at all? In making the bet, did Gregoire make any claim about whether one is supposed to eat one, plant one, throw one etc? Or am I totally on my own with that?
You'll have to figure it out... [img]images/smiley/smiley.png[/img]
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Sat Sep 24, 2011 12:55 am

Primordial Ooze -- PCs in the Making

rleduc wrote:
O.K. - looking forward to it!
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Sat Sep 24, 2011 1:10 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Also, the sword which Guntram was "awarded" formerly belonged to one of the poachers. Ser Falko was entirely uninterested in it and dismissively told Guntram to "Keep it.".

It is a simple broadsword made in the northern fashion -- the blade being widest just before its point -- with the initials E.J.D. graven upon both sides of the steel near to the hilt.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Thu Sep 29, 2011 10:20 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Tombowings, your new rolls are:

STR: 4, 2, 3 (9)
INT: 6, 6, 3 (15)
WIS: 4, 3, 4 (11)
DEX: 5, 4, 3 (12)
CON: 3, 3, 2 (8)
CHA: 1, 2, 4 (7)

(Average 10.33)

You may substitute a 6 for any single die, except that doing so must not make an 18.

If you choose to play a Man you can substitute in any ability.

Demi-humans, however, are restricted as follows;
  • Elves may substitute a 6 in dexterity or wisdom only.
  • Dwarfs may substitute a 6 in strength or constitution only.
  • Halflings may substitute a 6 in constitution or dexterity only.
You will begin with clothing, bedroll, backpack, one week of victuals, water skin, coin purse containing 6 gp, 18 sp and 17 cp.

1 gp = 6 sp = 36 cp.

The costs of basic goods are listed http://odd74.proboards.com/index.cgi?bo ... hread=3426here.

You will also be granted a boon which will be determined according to your race and class...

I'm pretty sure you know the drill by now ;D
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Thu Sep 29, 2011 5:12 pm

Primordial Ooze -- PCs in the Making

tombowings wrote:
Alright, well I've got a few good options.
  • Change dexterity to 15 and play a one-eyed warlock
  • Change constitution to 12 and play an all too honest and overly pessimistic dwarf alchemist
  • Change dexterity to 15 and play an incredibly geeky thief or alchemist (inventor)
I'll have to think on it a bit.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Posts: 16937
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Post by waysoftheearth » Thu Sep 29, 2011 10:18 pm

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Yes, they are tricky numbers this time. I was thinking some options might be...

Bump str and play an "engineer" style fighter. Maybe an artillerist or grenadier sort.
Bump wis and play a wizard or a warlock.
Bump dex and play an aloof Elf; a wizard or thief or archer type fighter.
Bump con and play a Dwarf; a thief or a sapper type.
Bump cha and play a wizard or a bard type.

There's always options [img]images/smiley/smiley.png[/img]
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Post by waysoftheearth » Fri Sep 30, 2011 7:00 pm

Primordial Ooze -- PCs in the Making

tombowings wrote:
Here we go, Ways:

Dr. Wolfrick Bringerderfunken, Mad Scientist Extraordinaire
Lawful Human Alchemist

STR: 9 (scrawny)
INT: 15 (student of the magical arts)
WIS: 11 14 (practical surgeon's training)
DEX: 12 (flexible)
CON: 8 (has used himself as a test subject on numerous failed experiments)
CHA: 7 (awkward blabbermouth)


Dr. Wolfrick Bringerderfunken would prefer to think of himself as the most diabolical mad-scientist the Hinterlands - and soon everywhere else - has ever seen. There's just one problem: he has nerves of rubber and a heart of gold. Dr. Wolfrick Bringerderfunken is awkward and nervous around females, authority figures, etc. and is often overly excited and a bit of a blabber-mouth when it comes to his newest plans for world domination.


4 gp, 5 sp, 17 cp

Dagger
Backpack
Bedroll
Glass vials, 6
Parchment, 6 leaves
Quill, steel
Ink, 1 ounce
Satchel, waxed
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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Posts: 16937
Joined: Thu Sep 05, 2013 1:15 am
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Post by waysoftheearth » Sun Oct 02, 2011 6:59 am

Primordial Ooze -- PCs in the Making

waysoftheearth wrote:
Very good Tombowings, another alchemist it is!

Wolfrick (a.k.a. "The Doctor") beings with HD 0+1d4+1, and (1d4=3) 4 hit points.


Wolfrick can memorise one 1st level wizard spell at a time, although he does not possess a wizard's spell book. He does, however, possess a thick, leather bound journal called The Contriver's Codex which contains the secrets of four alchemical recipes.

The Codex is held fast by an intricate metal mechanism which automatically locks shut whenever the tome is closed. It can be opened only by depressing a series of eight switches in the correct sequence; which is known only to Wolfric.

The Contriver's Codex is penned in the Remembrant hand -- a dictus favoured by the secret guild of engineers, but known to few others. It contains the following formulae...

The Dissimulation: This formulae results in a bizarre paint which changes colour to match its surroundings. If an object (or person) is thus painted it (or he)will become difficult to notice until the paint is washed off with water. Objects so treated become are concealed or secret, only being spotted 2 times in 6 (or 4 times is 6 by Elves or thieves). A person so coated will be able to hide as does a thief (but cannot automatically move silently). The paint will begin to flake off a person with natural movement and bending, being effective for up to an hour or normal activity.

The Importune Ambrosia: This clear, vaguely sticky liquid can be painted onto or poured over objects (or persons). Once exposed to air it will quickly attract an inordinate number of crawling, flying and biting insects to itself. Unfortunately, when tasted, it will drive the insects into an angry or agitated state until they are driven away by smoke or fire, or the ambrosia is washed away with water or vinegar. The insects are chiefly a distraction and an annoyance, causing 1 hp of bites each round that a victim does not spend swatting them away. Lasts one turn.

The Picayune Automaton: this tiny clockwork contrivance requires jeweller's and locksmith's tools to construct, and also particular raw materials. Even so it may take weeks of work to build and will have a lifetime mileage of 2d6 score yards + 1 score yards per level of the caster. It is a wind-up insect or rodent like automaton with a clockwork heart. It is MV 6" AC 7 HD 1/4 and has the ability to navigate, observe, listen, and report (via a tapping code), to its creator. Its creator must instil it with a single purpose at the time of its construction, although it may be stored indefinitely and wound up for use at a later time.

The Tegumental Formulae: This formulae enables the alchemist to construct a sand like dust, which when cast upon a hard surface will increase in volume a thousand fold and spill into a bank of thick vapours which fill 2d6 10ft cubes +1 10ft cube per alchemist level, reshaping itself to fill available space as necessary. The tegument does not hinder movement but obscures all sight beyond 20ft in daylight, or 10ft otherwise. Within the cloud melee attacks are penalised by €“2 and missile attacks are virtually impossible, but hiding is made simple. The tegument gradually thins and vanishes altogether within an hour unless blown away sooner.


Wolfric's boon is a so-called Smiss Army knife. It is a half-sized dagger with a series of folding blades, prods and other devices. When all are folded it is only 6" long, and appears to be nothing more than a hilt. It is unclear who the Smiss Army are or were.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]
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