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Dargon Lonewolf (Private thread) Labyrinth of Madness

A classic 2e Puzzle dungeon for High Level characters
Beware, this one is substantially longer and (IMHO) even harder than the legendary Tomb of Horrors!
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Dargon Lonewolf (Private thread) Labyrinth of Madness

Post by TristenC »

This is a Private Thread for Dargon Lonewolf It will contain:
-Character sheets (maintained by the DM)
-Character creation details for any/all of Styrius' characters
-Experiences separate from the party
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Re: Dargon Lonewolf (Private thread) Labyrinth of Madness

Post by Dargon Lonewolf »

Aldwin Brightleaf
Grey Elf Mage / Priest. (12/12), Alignment: NG
XP: Mage: 1,000,000 Priest: 1,000,000/ (TNL:1,125,000 / 1,125,000)
Stats:
Str 13 N / N / 45 / 140 / 7 / 4%
Dex 18 +2 / +2 / -4
Con 9 0 / 65% / 70%
Int 19 8 / 9th / 95% / All 1st-level Illusions
Wis 16 +2 / 2-1st/ 2-2nd / 0%
Cha 8 3 / -1 / 0

AC: - 3 (Elven Chain +1 (4)+Dex (-4)+ Cloak of the Bat -2+ Shield )
Current HP: 36 / 36
Status:
Move: 12
Height: 64"
Weight: 111 lbs
Age: 109 Max Age: 584
Thac0: 14

Saves: PPDM (6); RSW (7); PetPoly (9); BW (11); Sp (8).
Special: Fear: (); Horror (); Madness ()

Elf:
*90% Resist Sleep and Charm
*60 foot Infravision
*+1 with Long and Short Sword
*+1 with long and short bow
*Secret doors and concealed doors are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to discover a concealed portal.
*Surprise bonus when not in metal armor 90 foot lead, If he fulfills these conditions, he moves so silently that opponents suffer a –4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to –2.

Weapons: Small Blades Tight Group (2), Specialized Short Sword (Kit-Free), Composite Long Bow (1), Quarterstaff (1), Great Scimitar (1)

Small Blades Tight Group: Dagger/Dirk, Knife/Stiletto, Main-gauche, Short sword/Drusus.

Non-Weapons: 8 +8 (4 left)
Blind Fighting (2)- A character with blind-fighting is skilled at fighting in conditions of poor or no light (but this proficiency does not allow spell use). In total darkness, the character suffers only a –2 penalty to his attack roll (as compared to a –4 penalty without this proficiency). Under starlight or moonlight, the character incurs only a –1 penalty. The character suffers no penalties to his AC because of darkness. Furthermore, the character retains special abilities that would normally be lost in darkness, although the effectiveness of these are reduced by one-half (proficiency checks are made at half the normal score, etc.). This proficiency is effective only against opponents or threats within melee distance of the character. Blind-fighting does not grant any special protection from missile fire or anything outside the immediate range of the character’s melee weapon. Thus, AC penalties remain for missile fire. (By the time the character hears the whoosh of the arrow, for example, it is too late for him to react.) While moving in darkness, the character suffers only half the normal movement penalty of those without this proficiency. Furthermore, this skill aids the character when dealing with invisible creatures, reducing the attack penalty to –2. However, it does not enable the character to discover invisible creatures; he has only a general idea of their location and cannot target them exactly.
Healing (2)- A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a character per day. If a wounded character remains under the care of someone with healing proficiency, that character can recover lost hit points at the rate of 1 per day even when traveling or engaging in nonstrenuous activity. If the wounded character gets complete rest, he can recover 2 hit points per day while under such care. Only characters with both healing and herbalism proficiencies can help others recover at the rate of 3 hit points per day of rest. This care does not require a proficiency check, only the regular attention of the proficient character. Up to six patients can be cared for at any time. A character with healing proficiency can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately (the round after the character is poisoned) and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay his saving throw until the last round of tending). No proficiency check is required, but the poisoned character must be tended to immediately (normally by sacrificing any other action by the proficient character) and cannot do anything himself. If the care and
rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more healing doesn’t help). Only characters with both healing and herbalism proficiencies can attempt the same treatment for poisons the
victim has swallowed or touched (the character uses his healing to diagnose the poison and his herbalist knowledge to prepare a purgative). A character with healing proficiency can also attempt to diagnose and treat diseases. When dealing with normal diseases, a successful proficiency check automatically reduces the disease to its mildest form and shortest duration. Those who also have herbalism knowledge gain an additional +2
bonus to this check. A proficient character can also attempt to deal with magical diseases, whether caused by spells or creatures. In this case, a successful proficiency check diagnoses the cause of the disease. However, since the disease is magical in nature, it can be treated only by magical means.
Bowyer/Fletcher (1)- This character can make bows and arrows of the types given in Table 44. A weaponsmith is required to fashion arrowheads, but the bowyer/fletcher can perform all other necessary functions. The construction time for a long or short bow is one week, while composite bows require two weeks, and 1d6 arrows can be made in one day. When the construction time for the weapon is completed, the player makes a proficiency check. If the check is successful, the weapon is of fine quality and will last for many years of normal use without breaking. If the check fails, the weapon is still usable, but has a limited life span: An arrow breaks on the first shot; a bow breaks if the character using it rolls an unmodified 1 on his 1d20 attack roll.
Option: If a character wishes to create a weapon of truly fine quality and the DM allows it, the player can opt to use the following alternative procedure for determining the success of his attempt. When the proficiency check is made, any failure means that the weapon is useless. However, a successful check means that the weapon enables the character to add Strength bonuses to attack and damage rolls. Additionally, if the proficiency check is a natural 1, the range of the bow is increased 10 yards for all range classes or is of such fine work that it is suitable for enchantment.
Hunting (1)- When in wilderness settings, the character can attempt to stalk and bring down game. A proficiency check must be made with a –1 penalty to the ability score for every nonproficient hunter in the party. If the die roll is successful, the hunter (and those with him) have come within 101 to 200 yards (100+1d100) of an animal. The group can attempt to close the range, but a proficiency check must be made for each 20 yards closed. If the stalking is successful, the hunter automatically surprises the game. The type of animal stalked depends on the nature of the terrain and the whim of the DM.
Scribe (1)- Before printing came into common use, professional scribes created books by copying manuscripts. Even after printing presses were in widespread use, scribes were in demand for their calligraphy and the quality of their illuminated (or illustrated) pages. A character with this proficiency is familiar with a scribe's techniques for preparing pages and working both swiftly and accurately. This is an invaluable skill for a wizard; with a successful proficiency check, the character gains a +5% bonus to any rolls he must make in order to copy or transcribe a spell into his spell
book or onto a scroll.
Anatomy (2)- This proficiency reflects a character's detailed knowledge of the structure and arrangement of the human body, including the location and function of bones, muscles, organs, and other soft tissues. This skill has two distinct uses for a wizard; first of all, knowledge of anatomy provides the character with a +2 bonus on any healing proficiency checks he attempts. Secondly, the wizard can use this skill to repair corpses that have been badly damaged. With a successful proficiency check, the wizard can strengthen and reinforce a body, making it more suitable for animation as a mindless undead. This provides a hit point bonus of +1 per die for skeletal remains, or a bonus of +2 hp per die for a creature to be animated as a zombie.
Sage Knowledge- Medicine (2)- A sage with this skill studies both the history and development of medicine, as well as current methods
and treatments. This provides the character with a +2 bonus to his healing non-weapon proficiency score. In addition, the character may be able to come up with treatments for non-magical diseases or injuries.
Thaumaturgy (1)- This is the art of the casting of magic, the study of the interaction of verbal, somatic, and material components in order to produce a desired effect. While all wizards have some degree of familiarity with this field of knowledge, a character who becomes proficient in thaumaturgy has spent time studying the forms and practices of magic. This depth of knowledge gives the wizard a +5% bonus on his learn spell rolls after a successful non-weapon proficiency check has been made.
Spellcraft (1)- Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Wizard specialists gain a +3 bonus to the check when attempting to identify magic of their own school. Note that since the spellcaster must be observed until the very instant of casting, the spellcraft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect. Those talented in this proficiency also have a chance (equal to half of their normal proficiency check) of recognizing magical or magically endowed constructs for what they are.
Read/ Write Elven (1)- The character can read and write a modern language he can speak, provided there is someone available to teach the character (another PC, a hireling, or an NPC). This proficiency does not enable the character to read ancient languages (see Languages, Ancient).
Herbalism (2)- Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. The DM must decide the exact strength of such poisons based on the poison rules in the DMG. A character with both herbalism and healing proficiencies gains bonuses when using his healing talent (see the Healing proficiency).

Languages: Common, Elven, Dwarven, Gnome, Orc, Goblin, Hobgoblin, Gnoll, Undercommon, Minotaur

Class/Kit bonuses/abilities
Specialty War Priest:
Specialize in one weapon. (Short Sword)
Access to Major: Combat, Healing
Access to Minor: Necromantic, Protection

Mage:

Equipment: [weight in lbs], {objects in container}

Worn:

Found Items that Need Investigating.

Magic Items:
Girdle of Many Pouches (Free)- : This broad waistbelt seems to be nothing more than a well-made article of dress. However, if magic is
detected for, the item will radiate strong enchantment along with a fainter aura of alteration. Examination will reveal that the girdle has eight small pouches on its inner front surface. In fact, there are a total of 64 magical pouches in the girdle, seven others “behind’’ each of the eight apparent ones. Each of these pouches is similar to a miniature bag of holding, able to contain up to one cubic foot of material weighing as much as 10 pounds. The girdle responds to the thoughts of its wearer by providing a full pouch (to extract something from) or an empty one (to put
something in) as desired. Naturally, this item is greatly prized by spellcasters, for it will hold components for many spells and make them readily available.
Elven Chainmail +1 (1000)- : This is magical armor so fine and light that it can be worn under normal clothing without revealing thieves to use it with few restrictions (see Chapter 3 in the PHB). Elven fighter/mages use it without restriction. However, it is rarely sized to fit anyone other than an elf or a half-elf.
Cloak of the Bat (1500)- : Fashioned of dark brown or black cloth, a cloak of this type is not readily noticeable as unusual. It radiates both
enchantment and alteration in equal proportions. The cloak bestows a 90% probability of being invisible when the wearer is stationary within a shadowy or dark place. The wearer is also able to hang upside down from the ceiling, like a bat, and to maintain this same chance of invisibility.
By holding the edges of the garment, the wearer is able to fly at a speed of 15 (Maneuver Class: B). If he desires, the wearer can actually transform himself into an ordinary bat—all possessions worn or carried will be part of the transformation—and fly accordingly. Flying, either with the cloak or as an ordinary bat, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to one hour at a time, but after a flight of any duration, the cloak will not bestow any flying power for
a like period of time. The cloak also provides a +2 bonus to Armor Class. This benefit extends to the wearer even when he is in bat form.
Quiver of Ehlonna (1500)- This appears to be a typical arrow container capable of holding about 20 arrows. It has an aura of alteration if
magic is detected for, and examination shows that it has three distinct portions. The first and smallest one can contain up to 60 objects of the same general size and shape as long bow arrows. The second, slightly longer, compartment will hold up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case will contain as many as six objects of the same general size and shape as a bow—spears or staves, for example. Such a quiver is always found empty, but once the owner has filled it, he can command the quiver to produce any stored items he wishes each round.
Necklace of Adaptation (1000)- This chain resembles a medallion. The wearer can ignore all sorts of gases that affect creatures through
respiration. He can also breathe underwater or even exist in airless space for up to seven days
Gauntlets of Ogre Power (1000)- These appear the same as typical handwear for armor. The wearer of these gloves, however, is imbued with 18/00 Strength in his hands, arms, and shoulders. When striking with the hand or with a weapon hurled or held, the gauntlets add a +3 bonus to attack rolls and a +6 bonus to damage inflicted when a hit is made. These gauntlets are particularly desirable when combined with a girdle of giant strength and a hurled weapon. They grow or shrink to fit human to halfling-sized hands.
Short Sword of Quickness +2 (1000)- This is a special +2 blade that enables the wielder to strike first in every combat round. If the wielder encounters someone with a similar weapon (e.g., a scimitar of speed), both strike simultaneously
Ioun Stone of Spell Storing- 10 Levels (300)- These magical stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires the stones, he must hold each and then release it, so it takes up a circling orbit, whirling and trailing, circling 1d3 feet from his head. Thereafter, the stones must be grasped or netted to separate them their owner. The owner may voluntarily seize and stow the stones (at night, for example) to keep them safe, but he loses the benefits of the stones during that time. 1d10 ioun stones will be found, though there are 14 different kinds, in all. Roll 1d20 to determine the property of each stone, a duplication indicating a stone which is burned out and useless but counts as one of the number found: Whenever ioun stones are exposed to attack, they are treated as Armor Class –4 and take 10 points of damage to destroy. They save as if they were of hard metal—+3 bonus.
Ten Spell Levels Stored: Teleport (6),
Pearl of Power - 1st Level (200)- This seemingly normal pearl of average size and coloration is a potent aid to a wizard. Once a day, a pearl of power enables the possessor to recall any one spell as desired, even if the spell has already been cast. Of course, the wizard must have the
spell to be remembered among those he most recently memorized.

Valuables:
PP:
GP: 5000
SP:
EP:
CP:
Gems: .
Total We9 Intell= 95% Learn all spells
Level 1:
1-Read Magic, 2-Magic Missile, 3-Detect Magic, 4-Identify, 5-Spider Climb, 6-Mount, 7-Mending, 8-Fist of Stone, 9-Metamorphosis Liquids,
10-Comprehend Languages, 11-Find Familiar, 12-Armor, 13-Charm Person, 14-Shield, 15-Sleep, 16-TFD, 17-Color Spray, 18-Unseen Servant,
19-Featherfall, 20-Enlarge, 21-Shocking Grasp, 22-Detect Undead

Level 2:
1-Strength, 2-Blur, 3-Rope Trick, 4-Knock, 5-ESP, 6-Stinking Cloud, 7-Web, 8-Spectral Hand, 9-Glitterdust, 10-Deep Pockets, 11-Familiar Enhancer 1
12-Alter Self, 13-Invisibility, 14-Melf's Acid Arrow, 15-Detect Invisibility, 16-Scare, 17-Shatter, 18-Mirror Image, 19-Deafness, 20-Cat's Grace, 21-Displace Self, 22- Protection from Poison

Level 3:
1-Fireball, 2-Lightning Bolt, 3-Vamperic Touch, 4-Water breathing, 5-Familiar Enhancer 2 6-Protection from Normal Missiles, 7-Fly, 8-Haste,
9-Hold Undead, 10-Monster Summoning 1, 11-Melf's Minute Meteors, 12-Wraithform, 13-Invisibility 10' Radius, 14-Non-Detection, 15-Lance of Disruption, 16-Gust of Wind, 17-Dispel Magic, 18- Flame Arrow, 19-Hold Person, 20-Augmentation 1, 21-Solvent of Corrosion, 22-Phantom Steed

Level 4:
1-Stoneskin, 2-Dimension Door, 3-Familiar Enhancer 3, 4-Enchanted Weapon, 5-Vitrolic Sphere, 6-Improved Strength, 7-Psychic Protection, 8-Extention 1, 9-Polymorph Self, 10-Polymorph Other, 11-Otiluke's Resilient Sphere, 12-Confusion, 13-Fire Shield, 14-Remove Curse, 15-Improved Invisibility, 16-Monster Summoning 2, 17-Leomund's Secure Shelter, 18-Wall of Fire,

Level 5:
1-Teleport, 2-Familiar Enhancer 3-Stone Shape, 4-Wall of Force, 5-Conjure Elemental, 6-Monster Summoning 3, 7-Hold Monster, 8-Summon Shadows, 9-Extension 2, 10-Cone of Cold, 11- Rusting Grasp, 12-Lower Resistance,

Level 6:
1-Familiar Enhancer 5, 2-Anti-Magic Shell, 3-Enchant an Item, 4-Trollish Fortitude, 5-Claws of the Umber Hulk, 6-Trueseeing,

Spells Memorized: (4/4/4/4/4/1/-/-/na)
1st Level: Magic Missile, Sleep, Color Spray, Spider Climb
2nd Level: Blur, Invisibility, Scare, Cat's Grace
3rd Level: Fireball, Vampiric Touch, Dispel Magic, Hold Person
4th Level: Stoneskin, Polymorph Self, Confusion, Vitriolic Sphere
5th Level: Cone of Cold, Conjure Elemental, Summon Shadows, Rusting Grasp
6th Level: Trollish Fortitude

Divine:
Spell Memorized per Day: (8/7/5/3/2/2)
1st: Magic Stone, Command, Protection From Evil, Sanctuary, CLW, CLW, CLW, CLW
2nd: Aid, Spiritual Hammer, Slow Poison, CMW, CMW, CMW, CMW
3rd: Speak with Dead, Cure Blindness, Cure Disease, Negative Plane Protection, Repair Injury
4th: Neutralize Poison, CSW, CSW
5th: Flame Strike, CCW
6th: Heal

Sell:
===========================
Familiar: Winged Serpent
HD 4+4
AC 5
THAC0 15
#AT 1
Dmg 14
MV 12, fly 18 (B)
SZ L
Colorful snakes with hues of green, blue, purple, yellow, and orange, these familiars are 8’–10’ long and wingspans of 10’–15’. The bite of a
winged serpent is venomous, inflicting 1–4 hp damage the first round and 2–8 hp damage the following two rounds, save vs. poison for half damage. Three times a day the serpent can use a breath weapon, which consists of a cloud of dancing sparks 10’ in diameter. All those within the cloud suffer 2–16 hp damage, save for one-half, and the sparks ignite exposed flammable materials. The serpents are especially vulnerable to fire based attacks, suffering a –2 saving throw. If they fail their saving throw against a fire attack, its wings are incinerated. The serpents cannot use their breath weapon while wingless. The serpents are immune to all electrical attacks, and they are able to regenerate their wings in 1–3 days. If they tuck their
wings in close to their bodies they can spider climb at will. Once per day the serpent can transfer its breath weapon to its master. The wizard with this companion must spend 100 gp a month on special fruits and nuts for the winged serpent. After a few months in the company of this creature, the wizard’s diet starts to mirror the serpent’s.
===========================
Background:
Last edited by Dargon Lonewolf on Tue Jan 16, 2024 9:52 am, edited 41 times in total.
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Re: Dargon Lonewolf (Private thread) Labyrinth of Madness

Post by Dargon Lonewolf »

War
This god is the deity of combat and warfare. He exists only to promote and participate in bloody battle.
Each nation has priests of this god, and in each nation the priests constitute a separate cult; they do not cooperate with one another in times of war, especially when their armies are opposed. They help train new warriors, teach battlefield tactics, and make records of the most valiant fights of any war or battle. In painful times of peace, these individual sects may cooperate with one another. However, they usually only do so to conspire and start up another war. Lesser gods of war will be gods of some secondary aspect. One might be the god of Berserker Rages, another the god of Battlefield Terror, another the god of Confusion, another the god of Tactics, another the god of Cavalry... and so on. The chief war-god is male, but lesser war-gods are as likely to be female as male. The priests of this god are on good terms with the priests of Community, Culture, Guardianship, Justice/Revenge, Messengers, Metalwork, Mischief/Trickery, and Rulership/Kingship. The priests of this god dislike the priests of Peace.
Alignment: The deity is true neutral. The priests may be neutral evil, true neutral, or neutral good; evil priests have their own sect and the other priests don't have to tolerate them. The flock may be of any alignment.
Minimum Ability Scores: Wisdom 9, Strength 13. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.
Nonweapon Proficiencies Required: Blind-fighting.
Nonweapon Proficiencies Recommended: Animal Training, Heraldry, Riding Land-Based, Healing, Reading/Writing, Religion, Armorer, Bowyer/Fletcher, Charioteering, Hunting, Running, Tracking.
Weapon Proficiencies Required: No specific weapon required, but priest must choose one weapon from the list of weapons available (below) and specialize in that weapon according to normal weapon specialization rules. He is the only priest who can take any weapon specialization.
Nonweapon Proficiency Group Crossovers: Priest, General, Warrior.
Duties of the Priest: Guidance, Marriage. Missions: The priests want to and are required to accompany armies on the march of war. At every war, priests of this sect will be in attendance on the officers and rulers of both sides. Vigilance: The priests of this sect must keep their eyes open against complacency and the tide of philosophies of peacefulness; if a land is too peaceful for too long, they must shake things up and get a war, even a small one, going.
Weapon and Armor Restrictions: Weapons Permitted: Battle axe, bows (all), dagger/dirk, knife, lance, mace, maul, polearm, spear, swords (all), warhammer. Armor Permitted: All armor and shields. Oriental Campaigns: Also katana, wakizashi. All together, these constitute Good combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to Combat, Healing. Minor Access to Necromantic, Protection.
Powers:
Incite Berserker Rage (as per the Designing Faiths chapter). At 5th level: Inspire Fear (as per the Designing Faiths chapter).
Followers and Strongholds: The followers are received at 8th level, and consist of one fifth-level priest, three third-level priests and six first-level priests of the same order, plus two fifth-level fighters who act as guards. The priest may take the following on adventures: Three priests of his choice, and one fighter. The priesthood will pay for half of the cost of stronghold construction at 8th level. The stronghold must include a large armory chamber.
Possible Symbols: Sword Across Banner; Polearms In Formation.
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