The Stable of Characters

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Starbeard
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The Stable of Characters

#1 Post by Starbeard »

Herein lies the list of our foolhardy Underground Professionals.

coffee's stable: Rusty Tincanne's stable:
  • Doughty Doughball, halfling rogue & cook (1,357 adventuring points)
Image

Currently Inactive

ClockworkPoltergeist's stable: jiggidy's stable: (lost on Level 1 of the dungeon)

Khaboom's stable: Pulpatoon's stable:
  • Micawber Nurl, dwarf warrior & knitting enthusiast
  • Skinklob Nurl, dwarf wizard & dealer in back alley hexes (1,050 adventuring points)
sirravd's stable:
  • Spindlethrax, halfling ne'er-do-well (1,286 adventuring points)

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Khaboom
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Re: The Stable of Characters

#2 Post by Khaboom »

Name Biddle Spratt, Wizard, Hypnotist
Strength:12
Intelligence:18
Luck:14
Constitution:11
Dexterity:10
Charisma:12
Speed:8

Combat Adds (melee/ranged):+1/+1

Weight Possible (STRx100):1200
Weight Carried:
Wealth:

Weapons:2 Poniard (2)
Armor:Leather (6)

Equipment:10 torches, provisions, chalk, parchment, crayons, compass, matches

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Khaboom
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Re: The Stable of Characters

#3 Post by Khaboom »

Name Farlome Spannix, human, warrior, tracker
Strength:10
Intelligence:10
Luck:13
Constitution:11
Dexterity:16
Charisma:12
Speed:13

Combat Adds (melee/ranged):+6/+10

Weight Possible (STRx100):1000
Weight Carried:
Wealth:25

Weapons:Medium bow (4), kukri (2+5), poniard (2)
Armor:Leather(12)

Equipment:Lantern and oil, provisions, water canteen, caltrops, arrows

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Khaboom
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Re: The Stable of Characters

#4 Post by Khaboom »

PS Biddle is human

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Khaboom
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Re: The Stable of Characters

#5 Post by Khaboom »

Name Gripper, dwarf, warrior, gemsmith (modifiers applied)
Strength:26
Intelligence:12
Luck:16
Constitution:16
Dexterity:13
Charisma:7
Speed:10

Combat Adds (melee/ranged):+19/+20

Weight Possible (STRx100):2600
Weight Carried:
Wealth:5 GPs

Weapons:Kukri (2+5), katar (2+4), sling and shot (2)
Armor:Leather (12)

Equipment:80' hemp rope, 10 torches, magnifying glass, provisions, water bottle, folder bed sheet, piton hammer and pitons

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ClockworkPoltergeist
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Re: The Stable of Characters

#6 Post by ClockworkPoltergeist »

Digsby Mudfoot of Trench End
Halfling Warrior; Gardener / Burrow Combat Engineer

Strength:
7
Intelligence: 11
Luck: 12
Constitution: 20
Dexterity: 15
Charisma: 6
Speed: 17

Combat Adds (melee/ranged): +1/+2

Weight Possible (STRx100): 1400wu
Weight Carried: 515

Weapons:
- War Shovel (75wu) (4d+3)
- Orc Falchion (110wu) (4d+4) Left as an offering upon the Troll God's altar
- Short sword (30wu) (3d+0)
- Kitchen Cleaver (treat as heavy dagger?) (25wu) (2d+5)

Armor:
- Full Leather (200wu) (12 Hits)

Equipment:
- Canvas & Leather Satchel (25wu)
-- Utility knife, trowel, 50' hemp twine, charcoal and chalk sticks, parchment, matches, water flask, journey bread, Candle lantern & 9 Candles

Treasure
- Enamel Studded Bronze Ring
- Stack of Old Love Letters
- Pocket-size Painting of Young Woman in Strange Outfit
- Pouch of 50GP, divvied up = 10GP each
- Makeshift Bandages from old clothes
- Blanket on Braided Strap
- Set of Native Clothing, Three-piece suit of blue and green: Long tunic, strangely layered vest, short trews.
- 160GP from Star-filled-pit room, divvied-up amongst the party, 40GP each
- Garnet ring, a gift from the Troll God


Digsby's Story:
Digsby grew up in a family of gardeners and landscapers, a respectable enough profession for a halfling. For the most part he enjoyed his work though Digsby was a restless soul frequently caught daydreaming of what may be over the horizon or around the next bend of the trail. As is the custom in the community, Digsby lent a hand when new burrows needed to be dug, his landscaping skills helping the new home to blend into the surroundings. His eye for aesthetics and instinct for structural stability soon earned him a reputation. During the Great Dire Weasel Incursion Digsby's skills were called into use. He, along with a number of other like-minded and skilled halflings, was tasked with fortifying Trench End against the attacks of the weasels and their goblin masters. The dark days were long and drawn out but in the end, the halflings of Trench End were victorious. Not long after, Digsby gathered his gear and set his feet to finding what was beyond the next bend in the trail, over the next hill and beyond the horizon.
Last edited by ClockworkPoltergeist on Mon Sep 03, 2018 5:49 am, edited 3 times in total.

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Pulpatoon
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Re: The Stable of Characters

#7 Post by Pulpatoon »

Skinklob Nurl, Dwarven Dealer in Back Alley Hexes
Strength: 12 -----> 6
Intelligence: 13
Luck: 7 (-2)
Constitution: 23 -----> 17
Dexterity: 13 (+1)
Charisma: 6
Speed: 13

Adventuring Points: 22

Combat Adds (melee/ranged): -1/0

Weight Possible (STRx100): 1200
Weight Carried: 216
Wealth: 0 gp

Weapons
Dagger (2+5)

Armor
Complete Leather (Hits: 6)

Equipment
Some unsavory and suspicious dried sausages
Micawber Nurl, Dwarven Fighter and Knitting Enthusiast
Strength: 26 (+14)
Intelligence: 10
Luck: 10 (+0)
Constitution: 20
Dexterity: 10 (+0)
Charisma: 6
Speed: 12

Combat Adds (melee/ranged): +14/14

Weight Possible (STRx100): 2600
Weight Carried: 550
Wealth: 0

Weapons
Club (3d6+0)

Armor:
Complete Leather (Hits: 12)
Shield (Hits: 8)
Total: 20

Equipment
Knitting needles in various gauges
Rough-spun yarn
Sewing kit
Last edited by Pulpatoon on Mon May 15, 2017 4:40 pm, edited 3 times in total.

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Khaboom
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Re: The Stable of Characters

#8 Post by Khaboom »

I will run with Biddle to start with. He is quite an accomplished hypnotist, coming from a large well off family. He learnt hypnotism to help his mother out with the younger children and has since used it to cure phobias, unlock memory blocks and the like. When he was 18 he did get into some trouble for his dealings with women and unwary merchants but he has put that behind him. He always promised himslef an adventure one day after graduating from Wizards' School and now his youngest sister is capable and sensible, the time has come to spread his wings.

coffee
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Re: The Stable of Characters

#9 Post by coffee »

Okay, here we go. The Zortz brothers!


Weeba Zortz
Human Warrior

Strength [3d6] = 13
Intelligence [3d6] = 10
Luck [3d6] = 10
Constitution [3d6] = 10
Dexterity [3d6] = 17
Charisma [3d6] = 10
Speed [3d6] = 6

Personal Adds - 6

Weight Possible (STRx100): 1300wu
Money - 50 gp

Equipment
- Light Bow
- 24 Arrows

Incidentals -

Backpack

Lantern
Flasks of oil, 6
Torches, 15
Tinderbox or matches or lighter (or all 3)

Puptent
Bedroll

Cooking gear
Rations, 1 week
Water bottle x 2

Silk Rope, 100'

Broom


================================================

Neeba Zortz
Human Warrior

Strength [3d6] = 8
Intelligence [3d6] = 10
Luck [3d6] = 13
Constitution [3d6] = 8
Dexterity [3d6] = 16
Charisma [3d6] = 6
Speed [3d6] = 13

Personal Adds - 5

Weight Possible (STRx100): 800wu
Money - 70 gp

Equipment
- Full Leather (50gp) 6 Hits
- Light Bow
- 24 Arrows

Incidentals - TBD

================================================

Theeba Zortz
Human Warrior

Strength [3d6] = 10
Intelligence [3d6] = 10
Luck [3d6] = 7
Constitution [3d6] = 4
Dexterity [3d6] = 11
Charisma [3d6] = 12
Speed [3d6] = 5

Personal Adds - -2

Weight Possible (STRx100): 1000wu
Money - 70 gp

Equipment
- Steel Cap (10gp) 1 Hit
- Trident (4d6+3)

Incidentals - TBD

jiggidy
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Posts: 6
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Garrick, staff Archeologist for the Wizard's Guild

#10 Post by jiggidy »

Garrick the Fortunate, Elf Wizard & Archeologist/Collector

Strength: 7
Intelligence: 15*
Luck: 17
Constitution: 9*
Dexterity: 12*
Charisma: 8
Speed: 8

*Racially Modified (Elf)

Combat Adds (melee/ranged): 3

Weight Possible (STRx100): 700
Weight Carried: 295
Wealth: 5

Weapons: Magic Staff (2d6)
Armor: None

Equipment:

3 Torches
Flint & Steel
Robes & Pack
10 Days Provisions
Spellbook

Spellbook
  • Detect Magic (0) Detects good and bad magic.
  • Lock Tight (1) Locks any door for 3 turns.
  • Knock Knock (2) Unlocks locked doors.
  • Will-o-the-wisp (1) Lights up finger or staff in lieu of
    a torch. About 1 candlepower. Lasts 1 turn.
  • Oh There It Is (4) Usually detects concealed or invisible
    things or doors by surrounding them with a purple
    glow that slowly fades.
  • Take That, You Fiend (6) Uses IQ as weapon, inflicting
    hits equal to caster's IQ. Must be directed at an individual
    foe. No effect on inanimate objects.
  • Vorpal Blade (5) Doubles die roll for sword or dagger
    for one subsequent combat round.
  • Oh-Go-Away (5)Combines total of caster's IQ, LK and CHR
    to drive away foes with a lower Monster Rating or equivalent
    attribute total. If spell fails, monster chases magicuser
    to the exclusion of his or her comrades.

sirravd

Re: The Stable of Characters

#11 Post by sirravd »

Spindlethrash, Halfling Warrior & Male Prostitute

STR 5*
INT 10
LU 13
CON 32*
DEX 18*
CHA 12
SPE 8

Combat adds: +3/+9

*Racially modified

Weight possible: 500
Weight carried: 77
Wealth: 2

Weapons: Club (3d6), dirk (2d6+1; range 10 yd.)

Equipment:
Curare (3 doses)
Clothes & pack

Rusty Tincanne
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Re: The Stable of Characters

#12 Post by Rusty Tincanne »

Just realized I never posted Doughty here.

Doughty Doughball
Name - Halfling rogue, bard (musician/storyteller)
Strength: (10 x 1/2) = 5
Intelligence: 10
Luck: 7
Constitution: (8 x 2) = 16
Dexterity: (10 x 3/2) = 15
Charisma: 10
Speed: 13

Combat Adds (melee/ranged): -3/+0
dirk 2+1

Weight Possible (STRx100): 500
Weight Carried: 299 lbs
Wealth:

Weapons:
16 - dirk (10 yards to throw), adds: 2+1
16 - dirk, adds: 2+1
16 - dirk, adds: 2+1
16 - dirk, adds: 2+1
30 - short sword: 3+1 (costs 1pt STR each round used due to strength requirements of the weapon)

Armor:
75 - Arming Doublet (can take 3 hits)

Equipment:

10 - Warm, dry clothing and a pack
60 - Provisions for 3 days
50 - 5 torches
10 - 10 candles

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