Rolanda

From Woldipedia
Jump to: navigation, search

Rolanda

You serve Pelor to the very best of your ability. You are forthright, conscientious, and willing to help those in need. Born and raised in Northbrook, you are proud of the work that the Temple does for the community, and you have pledged yourself to help it grow. You are not the head of the Temple--that honor belongs to a man called Anselm--but you are well-known and very active in the community. Of the three lesser clerics of the Temple, you are considered most likely to take over for Anselm when he eventually retires.

Although you are well-liked and considered a good person, there are some--including Anselm--who believe that you lack a certain generosity of spirit. You aren’t always kind and understanding and forgiving with people who make bad choices, and you have little patience for people with weak characters. “Evil is evil” you are fond of saying--meaning that nobody should allow Evil to get a toehold in their life, because bad things can result.

As such, you are very much opposed to this pact with the hobgoblins. Nothing good can come of it, you are sure. You believe it to be a corrupting influence on the town, something Northbrook is better off without. You have not made your feelings secret.

Guilt and Innocence

You had nothing to do with the theft.

Mind you, being a good person and a cleric besides, you might be so vehemently indignant at being asked about it that you actually make people more suspicious. Then again, you might not. Your call.

Clues

Five days ago, there was a minor accident in the smithy and the blacksmith and his apprentice came to you for healing. You helped them, then stayed late after evening prayers to clean up your infirmary. Around midnight, you though you heard something, like the peal of a bell. You only heard it once.

You didn’t think much of it, although you made a mental note to mention it to Captain Talfryn the next time you saw him. It slipped your mind until now, though.

Weapons, Armor, Equipment, Money

You have no weapons or armor listed as you don’t have them on you; there’s no need for them in town. You do have a heavy mace, full plate, and heavy wooden shield back at the Temple--and of course, you know how to use them.

You are carrying some scrolls, wands, and potions you can use to deal with the kinds of emergencies clerics often face, along with a 1st-level Pearl of Power. Aside from your these, you don’t have any equipment listed, because you aren’t carrying much. Should you need a common item (rope, lantern, hammer, etc.), you can probably find it back at the Temple. Likewise, you have no money listed but have access to money should you need it.

Spells

Your domains are Good and Healing. The number of spells per day you can cast is listed on your character sheet. There are also prepared spells listed. Assume that you have cast no spells so far today.

You can accept these, or you can tweak the prepared spells around a bit. If you choose to tweak them, you are asked in the spirit of good gameplay NOT to have the second-level spell Zone of Truth prepared.

Victory Condition

You want to save the town. Whether that means finding the tribute, or fighting the hobgoblins, doesn’t make much difference to you, although you would prefer the latter. You also want to find the person responsible.

Name:  Rolanda
Played by:  
Race: Human
Class: Cleric
Level:  5
Age:  26
Height:  5’6”
Hero Points:  2
S:	13	+1
D:	10	+0
C:	14	+2
I:	12	+1
W:	16	+3
Ch:	14	+2
Hit Points:  37
Armor Class:  10   (0 armor, +0 dex bonus )
Alignment:  LG
Initiative:   +0 (dex bonus)
Base Attack Bonus:  +3
Base Speed:  30
Encumbered Speed: 20  
Saving Throws:
 Fort:	+6	(+4 base, +2 con bonus)
 Ref:	+1	(+1 base, +0 dex bonus)
 Will:	+7	(+4 base, +3 wis bonus)
Combat Attack Bonuses:
 Melee: 	+4	(+3 base, +1 str bonus)
 Ranged:	+3	(+3 base, +0 dex bonus)
Weapon:			bonus			dam		crit		range
Trained Skills	total mod	ability mod		ranks		other
 Concent.	+10*		+2			8		see below
 Heal		+14		+3			8		+3 (feat)
 Kn.(religion)	+9		+1			8
 Spellcraft	+9		+1			8
      *+4 to cast defensively (feat)
Class Features:
 Turn Undead
 Spontaneous Casting
Domain Powers:
 Cast Good spells at +1 caster level
 Cast Healing spells at +1 caster level
Feats:
 Combat Casting
 Skill focus: Heal
 Endurance
Spells per Day: 5\4+1\3+1\2+1

Spells Prepared: 0-level: Create Water, Detect Magic, Light, Mending, Resistance; 1st-level: Cure Light Wounds (domain), Endure Elements, Protection from Evil, Remove Fear, Sanctuary; 2nd-level: Cure Moderate Wounds (domain), Calm Emotions, Remove Paralysis, Restoration (Lesser); 3rd-level: Cure Serious Wounds (domain), Remove Curse, Remove Disease

Languages:
 Common
 Celestial
Available equipment includes:
 Full plate
 Heavy wooden shield
 Heavy mace
Magic Items: 
 Wand of Cure Light Wounds
 Scroll of Remove Blindness/Deafness
 Potion of Neutralize Poison
 Pearl of Power, 1st-level



Go back to the Tapestry Game Guidelines For DMs

Go back to the DM Rules and Resources Pages

Go back to the overview page for this module