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Arykard Kilbourne Talonscar ("Leominster")


Personal Information
Name: Arykard Kilbourne Talonscar ("Leominster") Player: Erich Krueger
Race: Half-elf Gender: Male Height: 5'7"
Class: Specialty Priest \ Wild Mage Level: 7 /6 Weight: 130 lbs
XP: 40,403 Next Level: 110,000/60,000
Kit: None Alignment: Chaotic Good
Eyes: Green Hair: Brown Deity: Sharess (Bast)
Age: 23
Ability Scores
Str: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 17 Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 16 Loyalty Base: +4 Maximum Number of Henchmen: 8
Initial Reaction Adjustment: +5
Saving Throws
Paralyzation: 7 Poison: 7 Death Magic: 7 Petrification: 10 Polymorph: 10
Rod: 9 Staff: 9 Wand: 9 Breath Weapon: 13 Spell: 10
Combat
Hit Points: 44
Base THAC0: 16
Melee THAC0: 16
Missile THAC0: 15
Armor
Natural armor class 10
Bracers of Defense AC2 -2
DEX Defensive adj. -2
Unknown adj. -6
FINAL: 0
Weapon Proficiencies

Scimitar
Dagger

Non-Weapon Proficiencies
Dancing 16
Tumbling 16
Reading\Writing (Common) 18
Local History: The Dalelands 16
Healing 15
Herbalism 15
Engineering 14
Etiquette 16
Fishing 16
Navigation 15
Swimming 12
Singing 16
Musical Instrument (Lute) 15
Religion (Faerun & Mulhorandi Pantheons) 17
Languages:
     Common, Halfling, Elven, Thieves Cant (Taught to by the party "Followers of Mask"
Secondary Skill: Sailor
Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Scimitar +1 18 1 4 1d8+1 1d8+1 S M
Dagger +1 18 17 1 2 1d4+1 1d3+1 P S 2 4 6
Throwing Dagger 19 18 1 2 1d4 1d3 P S 2 4 6
Scourge +2 17 1 5 1d4+2 1d2+2 None S
Class \ Racial Abilities

Detect secret doors - Because of their acute senses, half-elves are quick to spot concealed doors and hidden entranceways.  Merely passing within 10' of a concealed door allows and elf a one-in-six chance (a 1 on 1d6) to notice it.  If actively searching, and elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'  (Leominster has 70'. see below)
Resistance - 30% resistance to sleep and charm spells.

Special Abilities for Specialty Priest of Sharess / Bast (Goddess of Sensual Fulfillment / Cat Goddess):

Fascinate 1 being, 3/day, in a non-combat situation. Per wizard's spell Suggestion.
3rd level:   Find Familiar 1/Year, guaranteed to get a cat. 
5th level:   Charm Person or Alter Self 1/day. 
7th level:   Speak with Felines. Summon great cat, 3 times / 10 days. 
10th level: Charm Monster or Intensify Sensation 1/day. 
11th level: Memory Wrack 1/day. 
15th level: Undo Girdle of Masculinity / Femininity by touch. 

Combat bonuses vs. Minions of the god Set: 

+4 to hit, +2 damage vs. minions of set (mortal or divine), snakes, evil nagas, hydrae, yuan-ti, histachii, ophidians, and snakelike / serpentine beings. 

Priest Spheres:

Major: All, Chaos, Charm, Combat, Guardian, Healing, Protection.
Minor: Animal, Creation, Elemental Water, Necromantic, Tavellers.

Other Abilities:

70 Infravision (60 ft. + 10 ft. granted by a magical painting in Undermountain) 
+1 on Suprise Rolls (From Tressym Familiar) 
Superior Night Vision and Hearing (From Tressym Familiar)

Inventory
  • Items Readied
    • Scimitar +1
    • Throwing Dagger (x8) (6 ensorcelled per the Wizard Sigil Spell)
    • Dagger +1, +3 vs. Kobolds, Goblins and Orcs  (from 1st Edition AD&D)
    • Scourge +2
  • Items Worn
    • Bracers of Defense AC2
    • Ring of Fire Resistance
    • Ring of Wizardry (doubles 2nd level spells)
    • Amulet of Blinking (1 charge)
    • Diamond Studded Circlet (worth 3,000gp)
    • Diamond Studded Necklace (worth 3,000gp)
    • Hollow Boots
    • Harper Pin
    • Brooch (given by Randal Morn, the Ruler of Daggerdale.  Allows to call upon the Daggerdale Freedom Riders for assistance if in Daggerdale).
    • Small Belt Pouch
      • Flint and Steel
      • Sewing Needle and Thread
      • Spare Holy Symbol of Sharess
    • Large Belt Pouch
      • Bag (x3)
        • Caltrops
        • Marbles
    • Wineskin (full)
    • Holy Symbol of Sharess (worn on gold chain around left wrist)
  • Items Carried
    • Backpack
      • Silk Rope (28ft)
      • Ivory Scroll Tube
        • Scroll: (4 mage spells) Armor, Alarm, Magic Missile, Sleep.
        • Scroll: (4 priest spells) Restoration, Tongues, Cure Serious Wounds, Neutralize Poison.
      • Construction plans for Raker class light warship (x2 in case one gets lost!)
      • Vial of aniseed (x5)
      • Packet of Dog Pepper (x10)
      • 2 changes of slothes
      • Washcloth
      • Soap
      • Iron Ale Tankard
      • Small Metal Mirror
      • Rope of Errol Flynn (!?)
  • Items Stored
    • Riding Crop
    • 3ft length of silk rope (x4)
    • Wand of Fire (17 charges)
    • Wand of Lightning (6 charges)
    • Wand of Wonder (2 charges) - As a Wild Mage, I have a 50% chance to be able to control the wand and use it to power my mage spells at a cost of 1 charge \ level.
    • Cormyrean Weapons Charter
  • Money and Treasure
    • Gems
      • 1 piece of amber (50gp)
      • 1 gem (1,000gp)
      • 2 gems (500gp)
      • 5 gems (50gp)
    • 10,000gp letter of credit from Shadowdale
    • 8,000gp in the bank of Cormyr.
    • *Platinum Pieces - 98
    • *Gold Pieces - 9
    • *Copper Pieces - 9
  • Animals
    • Tressym familiar
      • wears Diamond Studded Mithril Bracelet (worth 3,000gp)
Turning Undead
Skeleton or 1 HD: D Wight or 5 HD: 4 Mummy or 7 HD: 13 Ghost or 10 HD: 20
Zombie: D Ghast: 7 Spectre or 8 HD: 16 Lich or 11+ HD: -
Ghoul or 2 HD: T Wraith or 6 HD: 10 Vampire or 9 HD: 19 Special: -
Shadow or 3-4 HD: T # = Roll less than # on a 1d20 to turn 2d6 undead. T = Automatically turns 2d6 undead.
D = Automatically destroys 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 5 5 3 1
Mage 4 4 (see above) 2
Character Description and History

Arykard was born and raised a Pirate of the Pirate Isles. His mother, Alyssa, had married a minor pirate lord and the two of them had 4 children, Arykard being the youngest. His mother taught him the basics of magic, and Arykard felt that his life as a pirate was assured. 

Then his father and Vurgrom the Mighty, another pirate lord, got into battle over a particularly wealthy ship. Shots were fired, and the powder room on Arykard's ship was hit... 

Arykard awoke some time later on the shores of Scardale. His spellbook was gone, but he had somehow come into possesion of the Talonscar family dagger, first stolen by his grandfather, Astyn. 

Soon after he awoke, a group of priestesses of Sharess ran across him on their way to the ocean. They invited him to join them, and Arykard, having no food, water, or provisions, was glad to. 

The priestesses were kind and gentle. Arykard felt a peace of mind and joy he'd not yet experienced in his young life. They taught him many things (most of which I cannot mention here) including the tenets of the faith of Sharess. Arykard found this faith immediately appealing, and soon joined the priesthood. 

During the years Arykard spent with the Sharessen he also had the opportunity to study mage magic. However, the mage who taught him was a Wild Mage. Arykard's chaotic personality revelled in the uncertainty that this magic held. 

Three Years ago, Arykard decided that he'd learned all he could. He felt he needed to start adventuring. After all, he'd heard nothing of any of his family members during the time he spent with the Sharessen. 

Arykard started a 3 year tour of the dalelands. He hoped to learn all he could, and also find the items, people, and funds necessary to build his own ship, find his family, and take his revenge on Vurgrom. However, his chaotic lifestyle combined with his faith and natural charisma (It's not his fault, he says) have caused him to spend much of his time on the run. Some of those who seek him are city officials seeking recompense for damage Arykards Wild Magic has caused. Others are jealous husbands and lovers of many women he's "spread his faith" to. 

Recent News (modules and aventures he's gone through):

Arykard, and others were recently embroiled in a plot by the Zhentarim to take over Daggerdale (Module: Doom of Daggerdale?). They rescued Randal Morn and were rewarded handsomely. In addition to land grants (10 acres in Shadowdale, 50 in Daggerdale) and the Brooch Randal gave them. Arykard was also given 3 months training by Elminster himself and sponsership in the Harpers! 

He also had a little side trek, thanks to a pesky portal, to Undermountain. We ran like scared schoolchildren. Once we made it into Waterdeep Arykard obtained ship plans. He then had to travel overland with a fop named Marco Volo in order to get back to Shadowdale (another module). On the way his party ran afoul of various nasty beasts and encountered a powerful artifact that Marco had stolen. Before Arykard could play with it it was taken away from us by Torm, Sune, and Corellon Larethan. Sune was, somehow, immune to Arykard's advances. That minx has a will of iron... 

Arykard's party has recently travelled from Shadowdale to Cormyr to have a ship built. On the way, the Harpers asked them to investigate some strange incidents (Module: Dark Clouds Gather?). Arykard had great fun, and also aquired his ring of Wizardry, and a staff of the python. The staff made an excellent sacrifice to Sharess. Now he's in Cormyr, overseeing the construction of his ship... 

Roleplaying Notes:

Arykard relies HEAVILY on his spells. He uses them to keep him clean, make his food and drink, and make his life easier. Since finding his ring of wizardry, he has not engaged in melee combat. 

Arykard's spellbook it almost entirely drawn from the Wizard's Spell Compendiums. He enjoys interesting spells, no matter if they are effective or not. He always memorizes Nahal's Reckless Dweomer, and Alternate Reality (in case the sure the Dweomer created is harmful to him). 

In combat, Arykard enjoys trickery and "Charm"-type spells. He has ensorcelled much of his equipment with the "Wizard Sigil" spell and triggers the explosion power of the spell whenever necessary. 

Physical Description:

Arykard is thin and well-muscled, and enjoys showing it off. He wears a sky-blue silk blouse that is open to the waist, and tight dark-blue breeches. He also wears a blue silk cape, lined with violet velvet. For footware he wears high black boots. His hair is straight, and falls to his waist. His holy symbol is on a gold chain around his left wrist. 

Mentality Notes:

Arykard has a weakness for short women (Thin Halfling women in particular) which is why he learned the Elven and Halfling languages. He's slightly claustrophobic due to his years on the ocean, but only in tight spaces and underground.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0


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