From Stiki
Eric the Bold is the fixed character for use in the One-on-One Competition Module O1: The Gem and the Staff. Most of the information presented here is from that module (written by John and Laurie Van De Graaf, illustrated by Harry Quinn, © 1983 TSR, Inc. All Rights Reserved.) and supported by explanatory text from the Dungeons & Dragons Rules Cyclopedia (compiled and developed by Aaron Allston, © 1991 TSR, Inc. All Rights Reserved.). The inclusion of this content here is without permission and is not a challenge to the rights of the copyright holder. This material is presented here solely in order to facilitate the on-line play of O1: The Gem and the Staff. There are some additional original descriptions added to the text, written by Stelio Passaris.
Character
| Name: |
Eric the Bold
|
| Alignment: |
Neutral
|
| Class: |
Thief
|
| Level: |
8 |
|
| Hit Points: |
28 |
|
| Attributes
|
| Strength: |
15 |
+1 to hit (melee weapons); +1 to damage (melee and thrown)
|
| Intelligence: |
14 |
|
| Wisdom: |
9 |
|
| Dexterity: |
16 |
+2 to hit (missile and thrown weapons); -2 to AC
|
| Constitution: |
13 |
+1 HP per hit die (included in HP above)
|
| Charisma: |
10 |
|
| Saving Throws
|
| poison or death ray |
12 |
|
| magic wands |
13 |
|
| turn to stone or paralysis |
11 |
|
| dragon breath |
14 |
|
| rods, staves or spells |
13 |
|
| Thief's Abilities
|
| open locks |
65% |
|
| remove traps |
60% |
|
| pick pockets |
65% |
|
| move silently |
65% |
|
| climb sheer surfaces |
94% |
|
| hide in shadows |
55% |
|
| hear noise |
1-4 |
on 1d6
|
| Other
|
| Base Movement: |
120' per turn (40' per round)
|
| THAC0: |
17 unmodified by any bonuses
|
| Combat Bonus: |
+4 to hit and double damage when striking unnoticed from behind
|
| Languages: |
Common, Thieves' Cant, Orcish
|
Magic Items
| Wolfsblade (sword +1) |
Wolfsblade was Eric's grandfather's sword, passed down from father to eldest son. Eric's father died in battle when Eric was still a child, and he received the sword as his birthright. But the untimely end that his father met made Eric more wary, turning him from the warrior's path to a life in which he had more control over which battles he would fight.
- Medium weapon; 1d8+1 damage; +1 to hit rolls.
|
| Bloodletter (dagger +2) |
This straight dagger has an extremely keen edge that never fails to draw blood from an opponent. Eric kept this weapon as a useful souvenir from a past assignment, having liberated it along with the necklace that was his target.
- Small weapon; 1d4+2 damage; +2 to hit rolls.
- May be thrown: 10' short range (+1 to hit); 20' medium range; 30' long range (-1 to hit).
|
| Sleeping potion |
| This is effective on humans and humanoids for 5 rounds per level. |
| Potion of diminution |
| Anyone taking this potion will immediately shrink to 6" in height. He can only attack creatures smaller than 1' for normal damage. The user can slip through small cracks and has a 90% chance of not being seen when standing still. This potion will cancel a potion of growth without ill effects. |
| Ring of spell storing with the following spells (as 6th level magic-user): |
| When found, this ring has 1d6 spells stored within it. Those exact spells are the limit of the ring's powers and they cannot be changed. When the ring is put on, the wearer magically knows what spells are stored and how to use them. After a spell is used, it may be replaced by a spellcaster who must cast the replacement spell directly at the ring. The ring will not absorb spells thrown at the wearer. |
- charm person (first level)
|
- Range: 120'
- Duration: See below
- Effect: One living person (see below)
- This spell will only affect humans, demi-humans, and certain other creatures. The victim is allowed a saving throw vs. spells. If the saving throw is successful, the spell has no effect. If it fails, the victim will believe that the spellcaster is its "best friend", and will try to defend the spellcaster against any threat, whether real or imagined. The victim is charmed.
- As a general rule, the spell only affects creatures which look similar to humans in various ways - humans, demihumans, certain giant-class creatures, etc. It will not affect animals, magical creatures (such as living statues), undead monsters, or human-like creatures larger than ogres.
- If the spellcaster can speak a language that the charmed victim understands, the spellcaster may give orders to the victim. These orders should sound like suggestions, as if "just between friends". The charmed victim will usually obey, but the victim may resist orders that are contrary to the victim's nature (alignment and habits) - he doesn't need to roll anything to resist. A victim will refuse to obey if ordered to kill itself.
- A charm may last for months. The victim may make another saving throw every so often, depending on its Intelligence score.
|
- detect magic (first level)
|
- Range: 0
- Duration: 2 turns
- Effect: Everything within 60'
- When he casts this spell, the spellcaster will see a glow surround all magical objects, creatures, and places which are visible and within range of the spell. No saving throw is allowed.
- Example: Shortly after casting this spell, a magic-user walks into a room containing a door locked by magic, a magical potion lying nearby, and a treasure chest containing a magical wand. All the magic will glow, but the spellcaster can see only the door and potion; the light of the glowing wand is hidden by the treasure chest.
|
- magic missile (first level)
|
- Range: 150'
- Duration: 1 round
- Effect: Creates 1 or more arrows
- A magic missile is a glowing arrow, created and shot by magic, which inflicts 1d6+1 (2-7) points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the spellcaster and hovers there (moving with him) until the spellcaster causes it to shoot. When shot, the magic missile will automatically hit any one visible target the spellcaster specifies. The magic missile actually has no solid form, and cannot be touched. A magic missile never misses its target and the target is not allowed a saving throw.
- For every 5 levels of experience of the caster, two more missiles are created by the same spell. Thus a 6th level spellcaster may create three missiles. The spellcaster may shoot the missiles all at one target or at different targets.
|
- ventriloquism (first level)
|
- Range: 60'
- Duration: 2 turns
- Effect: One item or location
- This spell will allow the spellcaster to make the sound of his or her voice come from somewhere else, such as a statue, animal, a dark corner, and so forth. The "somewhere else" must be within range of the spell.
|
|
|
- Range: 60'
- Duration: See below
- Effect: One lock or bar
- This spell will open any type of lock. This spell will open any normal or magically locked door (one affected by a hold portal or wizard lock spell), and any secret door (but a secret door must be found before it can be knocked open). Any locking magic will remain, however, and will take effect once again when the door is closed. This spell will also unlock a gate, or unstick it if it is stuck, and will cause any treasure chest to open easily. It will also cause a barred door to open, magically forcing the bar to fall to the floor. If a door is locked and barred, only one type of lock will be opened.
|
- phantasmal force (second level)
|
- Range: 240'
- Duration: Concentration (see below)
- Effect: A volume 20' × 20' × 20'
- This spell creates or changes appearances of everything within the area affected. The spellcaster can create the illusion of something he or she has seen. If not, the DM will give a bonus to the saving throws of those trying to ignore the spell's effects. If the spellcaster does not use this spell to attack, the illusion created by this spell will disappear when touched.
- If the spellcaster uses the spell to create the illusion of a monster, it will appear in every way to be the monster in question. However, the monster is AC 9 and will disappear when hit.
- If the spellcaster uses the spell to create an attack (a phantasmal magic missile, collapsing wall, etc.), the victim may make a saving throw vs. spells; if he is successful, the victim is not affected, and realizes that the attack is an illusion.
- The phantasmal force will remain as long as the spellcaster concentrates. If the spellcaster moves, takes any damage, or fails any saving throw, his concentration is broken and the phantasm disappears.
- This spell never inflicts any real damage. Those "killed" by it will merely fall unconscious, those "turned to stone" will by paralyzed, and so forth. The effects wear off in 1d4 turns. If the character does make his saving throw to realize that the attack is an illusion, the damage sustained disappears immediately.
|
Other Equipment
| Leather armor (AC 7) |
| This armor is made of tough leather, boiled for extra toughness. |
| Thieves' tools |
| Required for picking locks, these items are usable only by thieves. A typical set includes various lockpicks, fine wire, etc. |
| Tinderbox |
| The tinderbox is a small box containing flint, steel, and tinder (wood shavings). Characters use this to start any fires, be it for their camp or their torches. To use a tinderbox, roll 1d6; under normal (comparatively dry) circumstances, a fire is successfully ignited on a result of 1 or 2. Someone with a tinderbox may try to use it once per round. |
| Iron rations (sufficient for one week) |
| These rations are preserved food (beef jerky, hard tack, dried fruits and vegetables, etc.); they are not as tasty as standard rations, but they last for two months (eight weeks) in normal travel and up to a week in bad conditions (such as dungeons). |
Notes
- The saving throws and thief's ability values listed above do not match those for a level 8 Thief as defined in the rules. But these values are explicitly included in the text of O1: The Gem and the Staff so they are used here on the assumption that the scenario has been balanced in this way through playtesting.
- The names and descriptions of Eric's weapons are original text written by me to add additional characterisation. "Weapon +X" is far less interesting than a named weapon with a backstory, in my opinion.
DM: Dungeon MasterHP: Hit PointTSR: Tactical Studies Rules