Celebrity Game Table Archive
Chris Pramas: The D&D Chainmail World
Andy Collins: Spelling is Everything
Peter Adkison's Ilboria Campaign
Operation: Deepfreeze - A Montecon Adventure
Thomas M. Reid: The Lunchtime Dungeon Crawl
Daneen McDermott: The Sumberton Campaign
Ed Stark: The Campaign Kick-Off
Rich Baker: Return to the Tomb of Horrors Campaign
Peter Adkison: Random NPC Generator
Philip Athans: The Tegel Campaign
Sean Reynolds: The Praemal Campaign


Celebrity Game Table
The Lunchtime Dungeon Crawl Campaign
By Thomas M. Reid

Ginter and Goekel

Ginter and Goekel are twin brothers who always watch each other’s backs. As youths, Ginter was the pious one, who chose to enter to priesthood in order to properly venerate Moradin. Goekel instead chose to get into mischief, falling in with a gang of thugs and cutpurses. When Goekel’s crimes finally caught up with him and he was imprisoned, Ginter realized that his brother, though good at heart, was wild and easily influenced. Goekel was in danger of slipping into true darkness. The cleric understood that the only way to pull his brother back from the brink was to "meet him halfway," so he made the difficult decision to leave the priesthood, hoping his deity would understand.

Upon Goekel’s release from prison, he and Ginter took up adventuring, and now Ginter guides his brother as best he can, keeping him out of the worst sorts of trouble but without requiring either of them to walk the straightest and narrowest of paths.

Ginter: Male dwarf Clr2/Ftr3; CR 5; Medium-size humanoid; HD 2d8+6 (cleric) plus 3d10+9 (fighter); hp 46; Init +1; Spd 15 ft.; AC 19 (touch 11, flat-footed 18); Atk +8 melee (1d8+4/x3, +1 warhammer); SA turn undead 4/day; SQ dwarf traits; AL LG; SV Fort +9, Ref +2, Will +6; Str 14, Dex 12, Con 17, Int 13, Wis 15, Cha 12. Height 4 ft. 2 in.

Skills and Feats: Concentration +11, Craft (armorsmithing) +9*, Craft (metalworking) +5, Craft (stoneworking) +6, Diplomacy +6; Combat Casting, Power Attack, Sunder, Weapon Focus (warhammer). * When this character smiths metal armors, he adds a +2 bonus to his check.

Turn Undead (Su): The cleric can turn undead, forcing them to recoil from the channeled power of his deity.

Dwarf Traits: +1 racial bonus to attack rolls against orcs and goblinoids; +2 racial bonus to Will saves against spells and spell-like abilities; +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus to checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus to Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).

Cleric Spells Prepared: (4/4; base DC = 12 + spell level): 0 -- cure minor wounds (2), detect magic, guidance; 1st -- bless, cure light wounds (2), protection from evil*.

*Domain spell. Deity: Moradin. Domains: Earth (4/day: turn or destroy air creatures, rebuke or command earth creatures), Good (cast good spells at 3rd level).

Possessions: masterwork full plate, +1 warhammer, potion of cure moderate wounds.

Goekel: Male dwarf Rog2/Ftr3; CR 5; Medium-size humanoid; HD 2d6+6 (rogue) plus 3d10+9 (fighter); hp 46; Init +5; Spd 15 ft.; AC 19 (touch 11, flat-footed 18); Atk +7 melee (1d10+4/x3, +1 dwarven waraxe); SA sneak attack (+1d6); SQ dwarf traits, traps; AL NG; SV Fort +6, Ref +5, Will +3; Str 14, Dex 12, Con 17, Int 13, Wis 15, Cha 12. Height 4 ft., 2 in.

Skills and Feats: Appraise +6, Climb +5, Craft (gemcutting) +6, Craft (metalworking) +6, Craft (stoneworking) +5, Gather Information +6, Hide +1, Intimidate +9, Listen +7, Open Lock +6, Search +6; Combat Reflexes, Exotic Weapon Proficiency (dwarven waraxe), Improved Initiative, Power Attack .

Sneak Attack: If Goekel's target would be denied her Dexterity bonus to AC (whether she actually has a bonus or not), or when Goekel flanks his target, his attack deals +1d6 points of extra damage. If the attack scores a critical hit, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap or an unarmed strike, Goekel can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage with a sneak attack. Goekel can sneak attack only living creatures with discernable anatomies. Any creature that is immune to critical hits is not vulnerable to sneak attacks. He must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. Goekel cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Dwarf Traits: +1 racial bonus to attack rolls against orcs and goblinoids; +2 racial bonus to Will saves against spells and spell-like abilities; +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus to checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus to Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).

Traps: As a rogue, Goekel can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Goekel can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. Should Goekel beat a trap's DC by 10 or more with a Disable Device check, he can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Possessions: masterwork full plate, +1 dwarven waraxe, potion of bull’s strength.

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