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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 others 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 Goekels
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
Goekels 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 bulls strength.

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