Thursday, May 5, 2011
Lordarain Brigmore
Played by: Matt
STR: 12
DEX: 10
CON: 11
INT: 6
WIS: 11
CHA: 16 (-1 reaction)
Hit Points: 2
Armor Class: 3 (4 w/o shield)
Special Traits/Abilities: Natural climber (87% chance to climb walls)
Languages: Common, High Vertias
Weapons: Mace
Armor: Slpint & Shield
Magic Items: None
Objects of questionable value:
Experience: 106
Last Update: 5/8/11
Sunday, November 14, 2010
Clerics and Weapons
Now, since there is currently one cleric running around the campaign who came from another world where the rules were a little different, what might this limitation mean to Mars Markus? Mars has been operating under the grandfather clause and is still allowed to use his edged weapons that he's trained in. The reason he escapes incarceration is that the cult of Mog is unknown in the Kinan-M'Nath and is therefore not covered by the Diet of Tides. Should our servant of the Spider ever decide to start pushing that old time Arachnid Religion (or establish a stronghold), he might attract the attention of ecclesiastical law and risk incarceration. But for now, Mars can get away with it.As stated in all the early editions of D&D, clerics are restricted to blunt weapons, leaving it up to the referee to enforce and/or explain this restriction. Here’s mine:
In the year 941, the nobles of both the Great Empire and Nan-Matal were concerned with the growing influence of the various sects within their borders. Looking to strip these priests of the ability to raise private armies, the nobles attempted to outlaw the carrying of weaponry by any servant of an established temple. The clergy was outraged at the proposal and threatened to withhold services, rites, and prayers from anyone of noble birth. The nobles counter-threaten to evict every clergyman from their borders. Ultimately, cooler heads stepped in to work a compromise, and at the Diet of Tides held during Starfall of that year, the clergy agreed to limit their arms to the mace, hammer, cudgel, staff, and sling. For more than six centuries, it has been illegal for any cleric to carry an edged weapon and any found doing so faces immediate arrest. This restriction does not apply to the so-called martial clergy of some non-human churches. Thus, fighter/clerics and the like are allowed to bear any weapon legally so long as they adhere to the normal laws of weapon possession in the Uncertain Lands.
Updates to Clerical Spell Lists
Monday, September 13, 2010
Waren Loss

Played by: Joey
STR: 14 (+1 to attack, damage, and open doors)
DEX: 12
CON: 14 (+1 hp)
INT: 9
WIS: 15 (+1 save vs. spells)
CHA: 7 (+1 reaction)
Hit Points: 9
Armor Class: 2 (3 w/o shield)
Special Traits/Abilities: Turn undead
Languages: Common, High Veridaz (Lawful)
Weapons: Mace
Armor: Plate mail & shield
Magic Items: None
Objects of questionable value: Letter if credit (1,500 gp value)
Spells: 1/-
Experience: 6,641 (+5%)
Last Update: 1/27/11
Friday, August 13, 2010
Aieglos Greenleaf

Played by: Pete
STR: 9
DEX: 17 (-2 AC, +2 missile, +1 initiative)
CON: 14 (+1 hp)
INT: 13
WIS: 15 (+1 to save vs magic)
CHA: 9
Hit Points: 14
Armor Class: 3 (2 with shield)
Special Traits/Abilities: Infravision 60', immune to ghoul paralysis, find secrets 2 in 6
Weapons: Longbow, longsword
Armor: Chain mail
Magic Items: scroll of cure light wounds (x2), potion of flying
Objects of questionable value: tanglevine ball, letter of credit (1,500 gp value)
Experience: 5,406/4,523 (+5%/+0%)
Last Update: 8/21/11
Wednesday, July 28, 2010
Immeral the White
Played by: Pete
STR: 11
DEX: 16 (+2 missile, -2 AC, +1 initiative)
CON: 11
INT: 11 (literate)
WIS: 17 (+2 to save vs. magic)
CHA: 11
Hit Points: 6
Armor Class: 1 (2/4)
Special Traits/Abilities: Find secret doors 2 in 6; immune to ghoul paralysis; infravision 60'
Languages: Common, elven, Veridaz (Lawful), gnoll, hobgoblin, orc
Weapons: mace, long bow
Armor: Splint mail
Magic Items: None
Objects of questionable value: ball of restless vines
Experience: 1,034/1,009 (+10%/+0%)
Last Update: 7/28/10
Sunday, July 4, 2010
Velma of Isis

Played by: Dave
STR: 10
DEX: 14 (+1 to missile, -1 to AC, +1 initiative)
CON: 10
INT: 10
WIS: 14 (+1 to all magic saves)
CHA: 8 (+1 reaction, retainers 3, loyalty 6)
Hit Points: 2
Armor Class: 2 (3)
Special Traits/Abilities: Eye for Horseflesh
Weapons: Scimitar, shot bow, whip
Armor: Banded mail & shield
Magic Items: None
Weapon proficiencies: whip; swords, long; bow, short
Spells: 0/-
Objects of questionable value:
Experience: 159 (+5%)
Last Update: 7/04/10
Thursday, May 13, 2010
Clerical Spell Lists by Deity
This list will be updated as additional deities enter the campaign and clerics advance to higher levels.
Donblas the Law Lord
1st Level
1) Command (see AEC p. 32)
2) Cure Light Wounds
3) Detect Evil
4) Detect Magic
5) Light
6) Protection from Evil
7) Remove Fear
8) Resist Cold
Initiation: Upon being indoctrinated into the first circle of mysteries (i.e. reaching 2nd level), all clerics of the Law Lord receive a silver holy symbol depicting the upward pointing arrow of Donblas. This symbol allows the cleric to know if a single statement spoken by another living individual is true or false once per day with 100% accuracy.
Hyrn the Horned Lord
1st Level
1) Cure Light Wounds
2) Detect Magic
3) Light
4) Invisibility, Animal (see AEC p. 45)
5) Locate Creature (see AEC p. 45)
6) Purify Food & Drink
7) Remove Fear
8) Resist Cold
Initiation: Upon being indoctrinated into the first circle of mysteries (i.e. reaching 2nd level), all clerics of the Horned Lord are gifted with a forester’s floak with a bone cloak pin bearing the Twin Antlers of Hyrn. This cloak gives the cleric a +1 bonus to surprise when in wooded areas. Multi-classed priests allowed to use bows are further given a quiver of 20 sureflight arrows (+1 bonus to hit good for a single use each. If recovered after battle, they may be used as normal arrows, but the stress of hitting their targets affects their exquisite balance permanently).
Mog the Spider God
1st Level
1) Cure light wounds
2) Detect evil
3) Detect magic
4) Light
5) Protection from evil
6) Purify food & drink
7) Remove fear
8) Spider climb (as the 1st level magic-user spell; see AEC p. 77)
2nd Level
1) Bless
2) Find Traps
3) Know Alignment
4) Hold Person
5) Resist Fire
6) Silence 15’ Radius
7) Speak with Animal
8) Web (as the 2nd level magic-user spell; see LLR p. 41)
Initiation: Upon being indoctrinated into the first circle of mysteries (i.e. reaching 2nd level), all clerics of the Spider God are gifted a silver holy symbol depicting the spider form of Mog. When worn, the symbol grants the priest a +1 bonus to saving throws vs. spider venom.
Deity Specific Power (gained at 4th level): Clerics of Mog gain the ability to Turn spiders (but not spiderlike creatures) as if they do the undead. This ability use is resolved as if the cleric were three levels less in power (i.e. a 4th level cleric Turns spiders as if he were a 1st level cleric), but is otherwise identical to normal Turn attempts.
Yg the Father Serpent
1st Level
1) Cure light wounds
2) Detect evil
3) Detect magic
4) Hypnotism (as the 1st level illusionist spell; see AEC p. 51)
5) Protection from evil
6) Purify food & drink
7) Remove fear
8) Resist cold
Monday, March 22, 2010
Mars Markus

Played by: Jack
STR: 6 (-1 to hit, damage, open doors)
DEX: 12
CON: 16 (+2 hp)
INT: 8 (partially literate)
WIS: 10
CHA: 13 (-1 reaction, 5 retainers, 8 loyalty)
Hit Points: 18
Armor Class: 2
Special Traits/Abilities: I Know Something (Location of the Temple of the Goat)
Weapons: Short sword
Armor: Plate mail & shield

Magic Items: holy symbol (+1 to save vs. spider poison), scroll of detect magic, ward against magic (1o' radius), short sword of unknown enchantment (+1?)
Weapon proficiencies: Sword, short; polearms; bow, long
Spells: 2/1
Objects of questionable value: Letter of credit (1,000 gp value)
Experience: 13,156
Last Update: 4/09/11
Sunday, March 7, 2010
Bannath
Played by: Eric
STR: 13 (+1 to hit, damage, open doors)
DEX: 8 (-1 to missile, +1 to AC, -1 initiative)
CON: 10
INT: 10
WIS: 16 (+2 to all magic saves)
CHA: 8 (+1 reaction, retainers 3, loyalty 6)
Hit Points: 10
Armor Class: 4
Special Traits/Abilities: Swims like a Fish
Weapons: Dagger (x2), sling, staff
Armor: Banded mail & shield
Magic Items: Dagger
Weapon proficiencies: staves; sling; dagger
Spells: 1/-
Objects of questionable value: Robe (midnight-blue)
Experience: 2464 (+10%)
Last Update: 6/03/10