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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 24 Nov 2019 :  00:57:38  Show Profile Send Dalor Darden a Private Message  Reply with Quote  Delete Topic
My son is going to Dungeon Master his first 1e AD&D Forgotten Realms campaign and I'm the only player right now. To make sure I'm "covered" as well as possible I've opted to play a dwarven Fighter/Cleric named Valdyr "the Beardless" of Clanggedin Silverbeard.

Valdyr is from the Dragonspine Mountains from the Hold of Clan Horn. For this campaign, Clan Horn holds a "Deep Hold" well beneath the surface of the Dragonspine Mountains. Of the 16,000 or so dwarves that live within the Dragonspines, Clan Horn's numbers are approximately 1,100 males, 400 females and only 200 young.

Valdyr is Blood of Raulauntar Namarforge of ancient Sarphil; son of Valdyr the Older of Clan Horn (General of Clan Horn) and Dorna of Clan Hillsafar (Priestess of Haela Brightaxe). He was born an only son and his parents have had no further children. Born in the Year of the Starfall (1,300 DR), Valdyr is 56 years old as of the start of the campaign in 1357 DR.

He will begin his adventures in Melvaunt.

More to come...

The Old Grey Box and AD&D for me!

Dalor Darden
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4211 Posts

Posted - 24 Nov 2019 :  02:42:05  Show Profile Send Dalor Darden a Private Message  Reply with Quote
STARTING STATS

Armor Class: 5 (Chainmail Armor)
Move: 9"
Hit Points: 10
Attacks: 1 (Battle Axe or Spell)
Special Attacks: spells
Special Defenses: spells
Magic Resistance: Nil
Size: Medium (4'8" tall)
Alignment: Lawful Neutral (with Good tendencies)
Psionic Ability: Nil
Cleric/Fighter (1st/1st)
S:17 (+1/+1) I:13 W:16 D:8 C:15 CH:6 (7 to Dwarves) CO:9 (10 to Dwarves)
Weapons Carried: Battle Axe (used with two hands), 2 Throwing Axes
Weapon Skills: Battle-Axe, Throwing Axe, Hammer, Military Pick
Non-Weapon Skills: Armorer & Weaponsmithing
Languages: Dwarven, Gnomish, Goblin, Kobold, Orcish, Common, Ogre, Draconic
Special Equipment: Iron Holy Symbol of Clanggedin
Spells: 1st: Command, Cure Light Wounds, Cure Light Wounds

Appearance: Valdyr "the Beardless" is a ghastly sight to most; heavily scarred by burns his face can scarcely grow beard hair at all. He ritually shaves the rest of his head and what is left of his patchy beard, burning the hair in the coals of any forge fire he is near at the time.

He wears well used and patched chain armor that he made with his own hands, and hefts a double-bearded battle-axe that he also forged. At his belt is a matching pair of throwing axes. Over his armor is always worn a heavy fur cloak made from the pelt of a great bear; a gift from his grandsire Glyir. His prized possession is a great Horned Helm given to him by his father Valdyr "the Older" who is one of the great warriors of Clan Horn. His armored boots are hobnailed jack boots given to him by his own far traveled mother Dorna.

Valdyr is grim-faced to say the least. He wears a constant scowl that is deeply accented by his heavy eyebrows which are the only hair on his face aside from his lashes. Not quite a "man" by Shield Dwarf standards (he is only 56 years old), he looks much older due to the heavy facial scars he carries from the deep burns he suffered as a much younger dwarf. His skin is already "graying" as would be expected only of a much older dwarf; which led his mother to declare to all that he is a much older soul than his years seem.

Personality: Valdyr is taciturn in the extreme. When he does speak it is with as few words as possible to convey his thoughts; and he has, in the past, made it known that he speaks best with his axe "Samrynkuld" (literally Trustworthy Axe).

Because his mother has told him so many stories of the wider world, Valdyr does have a keen fascination with other races and places; his wanderlust coming to the fore quickly in his youthful desire to leave the home of Clan Horn. He is especially interested in Humans and Gnomes and their working of Art. Dorna Hillsafar has imbued in her son an appreciation for those that wield magic, if not any trust. Valdyr has heard many stories of the Zhent and Mulman wizards and so holds no trust for wizards despite his appreciation for their abilities.

From his own experiences recently with the Axe By Night (wherein he found his way to Melvaunt through Thar) and the countless tales of his people's seemingly eternal wars with goblinkin; Valdyr holds fast to the blood boiling rage of hatred toward goblins, kobolds, orcs and such as their kin. Worse still, due to the loss of a fellow traveler to Melvaunt in a bloody battle against Ogres, Valdyr despises the Beastmen of Thar. The traditional foes of his people are all already Blood-Foe to Valdyr.

Something very surprising to Valdyr himself was his new fascination with human women of Melvaunt; at least those that are tall and strong of frame. Due to his looks though, he has yet to even try talking to such females; even refusing to talk to the rare female dwarf he has spotted for the same reason.

Ambitions: Valdyr hopes to find magic of some sort to allow him to heal his face so that he may grow a beard.


The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 26 Nov 2019 04:08:32
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 24 Nov 2019 :  02:47:33  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Future space for both a genealogy and details about the Clan Horn of the Dragonspine Mountains and their holdings.

Genealogy of Valdyr "the Beardless" of Clan Horn, Blood of Lost Sarphil

Valdyr “the Beardless”(1,300 DR to present) is son of
Valdyr “the Older” of Clan Horn (1,217 DR to present) LN dm F8;
son of Glyir (1,104 DR to present) N dm F5/T5,
son of Ygdal (1,009 DR to 1,154 DR) LN dm F4,
son of Valdyr “Ogrebane” (941 DR to 1,118 DR) LN dm F8,
son of Elmryn “the Ancient” of Moradin (811 DR to 1,215 DR) LG dm C7,
son of Barr (723 DR to 848 DR) LG dm F4,
son of Fyrfar “the Merchant” (609 DR to 867 DR) LG dm F5,
son of Morinndar “the Fifth Son” (531 DR to 609 DR) LN dm F7,
son of King Morinn “the Bountiful King” of Clan Horn (291 DR to 558 DR) LG dm F7,
son of King Helmaer “the Younger” (223 DR to 419 DR) LG dm F5,
son of King Helmaer “the Blackhelm” (51 DR to 346 DR) LN dm F10,
son of Dagan “the Wanderer” (-36 DR to 179 DR),
son of Osk “of the Black Axes” (-287 DR to 48 DR),
son of “Tor the Blackbeard” (heritage unknown) and of Varuna “Longtresses” Blood of King Dauringogh “the Doomed” (-344 DR to -287 DR)
daughter of Agamm (-463 DR to -209DR),
son of Anthan “Black Brow” of Clan Hillsafar (-550 DR to -209 DR),
son of Delg (-670 DR to -348 DR),
son of Dalg (-764 DR to -518 DR),
son of Helmaerin (-964 DR to -703 DR),
son of Helmaer “the Second Son” (-1,019 DR to unknown),
son of Rorn (-1,205 DR to -913 DR),
son of Roryn “Bright Eyes” (-1,303 DR to -1,004 DR),
son of Uldred “the Mountain” (-1,524 DR to -1,231 DR),
son of Agamm “the Old” (-1,682 DR to -1,294 DR),
son of Beldas “New Blood” (-1,745 DR to -1,612 DR),
son of Tolin (-1,841 DR to -1,612 DR),
son of Tol (-1,952 DR to -1,613 DR),
son of Daurin “the Lost” (-2,202 DR to unknown),
son of Dauringogh “Gold Fingers” (-2,350 DR to -2,003 DR),
son of Gareena Blood of King Dauringogh “the Doomed” (-2,438 DR to -2,033 DR),
daughter of Keldorn “the Explorer” (-2,658 DR to unknown),
son of Durl (-2,753 DR to -2,477 DR),
son of Morinn “Dragonslayer” (-2,917 DR to unknown),
son of Fyrfar “Elf Friend” (-3,022 DR to -2,510 DR),
son of Rorn “Highbrow” (-3,159 DR to -2,845 DR),
son of Immar (-3,291 DR to -3,002 DR),
son of Ttrir “the Eldest Son” (-3,519 DR to -3,187 DR),
son of Ttrir “the Older” (-3,685 DR to -3,400 DR),
son of Bettargh (-3,759 DR to -3,681 DR),
son of Tasster (-3,941 DR to unknown),
son of Teszter (-4,148 DR to -3,903 DR),
son of Dunnabarin (-4,243 DR to -4,057 DR),
son of Dunnabar (-4,346 DR to -4,057 DR),
son of Dauringogh “the Last Scion of Sarphil” (-4,414 DR to -4,340 DR),
son of Dauraela “the Last Daughter” (-4,479 DR to -4,413 DR),
daughter of King Dauringogh “the Doomed” of Sarphil (-4,652 DR to -4,400 DR).

CLAN HORN

King: Beldas, LG dm F8
Queen: Miira, LG df C5/F4 of Sharindlar
Prince: Beldasir, LN dm F7 (General of the Armies)
Prince: Boront, LG dm F6 (Captain of the Armies)
Princess: Acantha, LG df F4 (of the King's Guard)

General: Valdyr "the Older" LN dm F8 (King's Cousin)
General: Faern "Ironhelm" LG dm F7

King's Guards (13): F6, F6, F6, F5, F5, F5, F5, F5, F5, F5, F4, F4, F4. These warriors, one and all, have magical Full Plate Armor and magical weapons. At least three magical horns are known to be carried by these warriors as well.

High Priest of Moradin: Daggan LG dm C7/F6
High Priest of Clanggedin: Ulnorn LN dm C7/F6
High Priest of Dumathoin: Immar LG dm C7/F6

Other Priests (all Cleric/Fighters): 6/5, 5/4, 4/4, 4/4, 4/4, 4/4, 4/4, 4/4, 3/3, 3/3, 3/3, 3/3, 2/2, 2/2, 2/2, 2/2, 2/2. Many of these dwarves serve the daily needs of the community within one of the four temples: Moradin, Clanggedin, Dumathoin or Sharindlar. Some are in fact tenders of small shrines to the other Dwarf Gods.

The Captains: F6, F6, F6, F6. These four, in addition to Prince Boront, are also the Magistrates of Justice within Clan Horn. They see to settling disputes, collecting taxes and etc. In times of war they serve as aides to the Generals. All these warriors have strong magical arms and armor; as well as an assortment of other magical items suitable for dwarves.

The Lieutenants: F4, F4, F4, F4, F4. These five dwarves are in charge of the day to day affairs of Clan Horn's security. They make daily reports to their individual Captains about their assigned district. All possess magical armor and weapons.

The Sergeants: F4, F3, F3, F3, F3, F3, F3, F3, F3, F3, F3, F2, F2, F2, F2, F2, F2, F2, F2, F2. These dwarves are always "at arms" and tend to the security of Clan Horn's Deep Hold. Each will take command of units of the militia in time of war. All wear Dwarven Plate Armor at least (many wear Full Plate).

The Scouts (all Fighter/Thieves): 5/5, 5/5, 5/5, 5/5, 5/5, 4/4, 4/4, 4/4, 3/3, 3/3, 3/3, 3/3, 3/3, 3/3, 3/3, 3/3, 2/2, 2/2, 2/2, 2/2. These dwarves are usually armored in leather armor, but some of the higher level dwarves wear "elven" (mithril) chain armor from the days of Sarphil. Many carry magical weapons, and all are skilled in riding Rothe.

The Militia (only called in Squads of 65 per month for duties as Town Watch or the full muster in times of war; but all Dwarves of Clan Horn martial once each week for emergency defense drills):

117 Mountain Dwarves (1+1 HD) with Chainmail & Shield, Broadsword & Light Crossbow
78 Mountain Dwarves (1+1 HD) with Platemail, Broadswords & Glaive-Guisarme
156 Mountain Dwarves (1+1 HD) with Chainmail & Shield, Broadsword & Spear
78 Mountain Dwarves (1+1 HD) with Platemail, Battle-Axe & Heavy Crossbow
195 Mountain Dwarves (1+1 HD) with Chainmail & Shield, Battle-Axe and Hammer
78 Mountain Dwarves (1+1 HD) with Chainmail & Shield, Battle-Axe & Footman's Mace
78 Mountain Dwarves (1+1 HD) with Chainmail & Shield, Hammer and Footman's Military Pick

The Women:

The adult women number 436, but they are not idle at all. In times of war they will each don Chainmail Armor & Shield while carrying Broadsword or Battle-Axe with a Light Crossbow. They man the defenses of Clan Horns battlements deep beneath the Dragonspine Mountains only however.

The Children:

Currently there are 145 Boys and 72 Girls who have not yet reached 40 years of age (a Young Adult is 40 years of age among the Shield Dwarves of Clan Horn). Each of these young, however, also owns full armor and shields as well as many being able to actually wear it while holding an axe or sword in their hand if the worst came.

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 27 Nov 2019 05:50:49
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 24 Nov 2019 :  02:49:34  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Future space for misc. needs.

------------------------------------------------------------------
SPECIAL RULES

1) No damage "vs. Large" creatures...all weapons do only one type of damage. This will make giants and such later a bit more dangerous as it will take longer to kill them.

2) Magic-Users and Illusionists get bonus spells based on their INT just like Clerics do with their WIS. This one is something I've done for years and I was glad he decided to use it too.

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 24 Nov 2019 20:56:33
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Renin
Learned Scribe

USA
290 Posts

Posted - 24 Nov 2019 :  20:30:57  Show Profile Send Renin a Private Message  Reply with Quote
Using 1e? That's awesome!! Homebrew some rules to iron out kinks or clunky rules?
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 24 Nov 2019 :  20:55:51  Show Profile Send Dalor Darden a Private Message  Reply with Quote
He has free reign to use the rules any way he likes. A couple of things he has already decided on though:

1) No damage "vs. Large" creatures...all weapons do only one type of damage. This will make giants and such later a bit more dangerous as it will take longer to kill them.

2) Magic-Users and Illusionists get bonus spells based on their INT just like Clerics do with their WIS. This one is something I've done for years and I was glad he decided to use it too.

We're going to be focusing mainly on dungeons I think; so he may adapt more rules. I'll post them in the misc. section.

The Old Grey Box and AD&D for me!
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Wooly Rupert
Master of Mischief
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Posted - 25 Nov 2019 :  01:47:02  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
I am curious about "the Beardless" part of his name.

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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 25 Nov 2019 :  06:07:12  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

I am curious about "the Beardless" part of his name.



Valdyr was burned badly as a young apprentice and can't grow a full beard. It is patchy, and thus he gained the nickname "the Beardless" from his Clan. It is one of the reasons he left and became an adventurer. No priest in his clan has the ability to regenerate his injury; so that is one of the first quests he is on is to find a way to regenerate his scars into healthy skin so he can grow a full beard.

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Wooly Rupert
Master of Mischief
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Posted - 25 Nov 2019 :  10:41:44  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden

quote:
Originally posted by Wooly Rupert

I am curious about "the Beardless" part of his name.



Valdyr was burned badly as a young apprentice and can't grow a full beard. It is patchy, and thus he gained the nickname "the Beardless" from his Clan. It is one of the reasons he left and became an adventurer. No priest in his clan has the ability to regenerate his injury; so that is one of the first quests he is on is to find a way to regenerate his scars into healthy skin so he can grow a full beard.



This is a good bit of backstory.

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Markustay
Realms Explorer extraordinaire

USA
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Posted - 25 Nov 2019 :  14:06:48  Show Profile Send Markustay a Private Message  Reply with Quote
Thats cool. My son is starting his own 'Supers' campaign as the DM soon, with his group. He's only been a D&D player in my brother-in-laws group up to now.

I got to design the setting. Its pretty cool, if I do say so m'self (not that it isn't a mash-up of over a dozen different, existing concepts, mind you).

Anyway, its always nice to see others 'passing the torch' for our little hobby.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 25 Nov 2019 14:07:34
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 25 Nov 2019 :  15:28:23  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Wooly: I had to find a good reason for his low Charisma and Comeliness scores...thus "the Beardless" was born. :)

MT: He was going to run a game before, but it fell by the wayside quickly without starting. Now that he is a bit older and experienced with AD&D he is feeling more confident. Also, good to see ya!

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Wooly Rupert
Master of Mischief
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Posted - 25 Nov 2019 :  20:05:13  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden

Wooly: I had to find a good reason for his low Charisma and Comeliness scores...thus "the Beardless" was born. :)



Comeliness... I keep forgetting that existed! I came aboard in 2E, after that was already out of the picture.

I like your reasoning, though -- well done!

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Dalor Darden
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Posted - 25 Nov 2019 :  23:23:32  Show Profile Send Dalor Darden a Private Message  Reply with Quote
The Genealogy of Valdyr "the Beardless" of Clan Horn:

Valdyr “the Beardless”(1,300 DR to present) is son of Valdyr “the Older” of Clan Horn (1,217 DR to present); son of Glyir (1,104 DR to present), son of Ygdal (1,009 DR to 1,154 DR), son of Valdyr “Ogrebane” (941 DR to 1,118 DR), son of Elmryn “the Ancient” of Moradin (811 DR to 1,215 DR), son of Barr (723 DR to 848 DR), son of Fyrfar “the Merchant” (609 DR to 867 DR), son of Morinndar “the Fifth Son” (531 DR to 609 DR), son of King Morinn “the Bountiful King” of Clan Horn (291 DR to 558 DR), son of King Helmaer “the Younger” (223 DR to 419 DR), son of King Helmaer “the Blackhelm” (51 DR to 346 DR), son of Dagan “the Wanderer” (-36 DR to 179 DR), son of Osk “of the Black Axes” (-287 DR to 48 DR), son of “Tor the Blackbeard” (heritage unknown) and of Varuna “Longtresses” Blood of King Dauringogh “the Doomed” (-344 DR to -287 DR) daughter of Agamm (-463 DR to -209DR), son of Anthan “Black Brow” of Clan Hillsafar (-550 DR to -209 DR), son of Delg (-670 DR to -348 DR), son of Dalg (-764 DR to -518 DR), son of Helmaerin (-964 DR to -703 DR), son of Helmaer “the Second Son” (-1,019 DR to unknown), son of Rorn (-1,205 DR to -913 DR), son of Roryn “Bright Eyes” (-1,303 DR to -1,004 DR), son of Uldred “the Mountain” (-1,524 DR to -1,231 DR), son of Agamm “the Old” (-1,682 DR to -1,294 DR), son of Beldas “New Blood” (-1,745 DR to -1,612 DR), son of Tolin (-1,841 DR to -1,612 DR), son of Tol (-1,952 DR to -1,613 DR), son of Daurin “the Lost” (-2,202 DR to unknown), son of Dauringogh “Gold Fingers” (-2,350 DR to -2,003 DR), son of Gareena Blood of King Dauringogh “the Doomed” (-2,438 DR to -2,033 DR), daughter of Keldorn “the Explorer” (-2,658 DR to unknown), son of Durl (-2,753 DR to -2,477 DR), son of Morinn “Dragonslayer” (-2,917 DR to unknown), son of Fyrfar “Elf Friend” (-3,022 DR to -2,510 DR), son of Rorn “Highbrow” (-3,159 DR to -2,845 DR), son of Immar (-3,291 DR to -3,002 DR), son of Ttrir “the Eldest Son” (-3,519 DR to -3,187 DR), son of Ttrir “the Older” (-3,685 DR to -3,400 DR), son of Bettargh (-3,759 DR to -3,681 DR), son of Tasster (-3,941 DR to unknown), son of Teszter (-4,148 DR to -3,903 DR), son of Dunnabarin (-4,243 DR to -4,057 DR), son of Dunnabar (-4,346 DR to -4,057 DR), son of Dauringogh “the Last Scion of Sarphil” (-4,414 DR to -4,340 DR), son of Dauraela “the Last Daughter” (-4,479 DR to -4,413 DR), daughter of King Dauringogh “the Doomed” of Sarphil (-4,652 DR to -4,400 DR).

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 25 Nov 2019 23:34:39
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Renin
Learned Scribe

USA
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Posted - 26 Nov 2019 :  01:49:57  Show Profile Send Renin a Private Message  Reply with Quote
YES! Now THERE'S a lineage!! :D
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Dalor Darden
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Posted - 26 Nov 2019 :  02:31:59  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Renin

YES! Now THERE'S a lineage!! :D



Thanks!

I'm still working on a deeper version that accounts for Valdyr's Mother's line as well as the other branches that can be counted where the male's line should have taken precedence...but didn't while I was making this version because of my need to show Valdyr's relation to the Last King of Sarphil.

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Dalor Darden
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Posted - 26 Nov 2019 :  19:01:18  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Well, after looking at the entry for Dwarves in the Monster Manual, my son decided that Clan Horn is going to be a bit smaller than what I had thought about.

He is reducing the number of Males to 800 now, with 400 females and 200 young. More in line with the statistical numbers given for 50% of the males for females and 25% of the males for young.

One nugget of mine that he did go along with is that Clan Horn is famous for their magical horns of various sorts; and that they are in fact the reason for several magical types of horns to be found in the Forgotten Realms.

Foremost among these horns is "The King's Dragon Horn" passed from King to Prince who would be King and so on down the line until it now rests in the able hands of King Beldas today.

It's only power is to spew forth a billowing gout of cold equal to the breath weapon of a silver dragon. He hasn't assigned any statistics to it; but said I could make suggestions. My suggestion was that it works just as a Dragon's breath weapon in that it does damage equal to the current Hit Points of the wielder; but only once per day.

Other horns in possession of Clan Horn will be Horns of Blasting, Valhalla and so on...and the primary reason for their surviving so long and well in the confines of the deep reaches of the Dragonspine Mountains.

More to come...

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Wooly Rupert
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Posted - 26 Nov 2019 :  21:38:18  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden


It's only power is to spew forth a billowing gout of cold equal to the breath weapon of a silver dragon. He hasn't assigned any statistics to it; but said I could make suggestions. My suggestion was that it works just as a Dragon's breath weapon in that it does damage equal to the current Hit Points of the wielder; but only once per day.




That seems weak for a legendary weapon. (Legendary as in noteworthy and spoken of in awe, not the more recent game mechanic)

I don't have my 1E monster books handy (I'm at work), but I do have a pdf of the revised Monstrous Manual.

Going from that, a mature adult silver dragon's breath weapon does 14d10+7 points of damage, and dragons can use their breath weapons once per 3 rounds.

That's skewing towards too powerful.

So turning it down... 6d10 points of damage, once per 7 rounds.

Also, in keeping with the theme... Maybe add a wall of fog ability (it or the blast of cold, every 7 rounds?), and something to protect against missiles (the book says "If necessary, they use feather fall to stop any missiles fired at them.")

This makes the horn better than a one and done thing, which seems weak for a hereditary item held by royalty. It makes it more powerful and sticks more to the silver dragon theme, without being game-breaking (unless it's in low-level hands).

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Edited by - Wooly Rupert on 26 Nov 2019 21:39:15
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Dalor Darden
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Posted - 27 Nov 2019 :  01:11:24  Show Profile Send Dalor Darden a Private Message  Reply with Quote
I'll run your ideas by him Wooly...I like them and hopefully he'll go along with it!

Not that Valdyr will ever see use of it; but it would explain more how the dwarves of Clan Horn have survived so well and in larger numbers.

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Dalor Darden
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Posted - 27 Nov 2019 :  05:51:25  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Outline of Clan Horn is now posted above.

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George Krashos
Master of Realmslore

Australia
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Posted - 27 Nov 2019 :  22:32:15  Show Profile Send George Krashos a Private Message  Reply with Quote
This is lovely stuff Dalor. Excellent work.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Dalor Darden
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Posted - 28 Nov 2019 :  01:30:49  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

This is lovely stuff Dalor. Excellent work.

-- George Krashos



Thanks!

I'm not running the game, so it left me with a LOT of time to develop my character and those things related to him.

I'm terrified he will end up dead quickly on his adventures.

The Old Grey Box and AD&D for me!
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Dalor Darden
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Posted - 30 Nov 2019 :  21:14:36  Show Profile Send Dalor Darden a Private Message  Reply with Quote
THE DRAGON HORN

It is unknown when exactly The Dragon Horn was created; but it was first recorded to be used by King Helmaer "the Blackhelm" at the Battle of Riven Stones in the Dragonspine Mountains in the Year of Battle Horns (216 DR) when Clan Horn established their foothold in the Dragonspine Mountains after routing a host of pursuing Orcs. Clan Horn had followed the great warrior Helmaer "the Blackhelm" (later to be crowned King of Hornhold in the Dragonspines) from the Galena Mountains along the north coast of the Dragonsea (the Moonsea today) to a promised land of riches he had found while adventuring in the Dragonspines.

The power of The Dragon Horn was such that Helmaer nearly defeated the army of the orcs (said to number "in the thousands") single-handedly with his picked band of bodyguards acting as a rear guard. Spewing gouts of cold that took the shape of a mighty dragon as it poured over the orcs, the mighty Horn is also said to have thrown down the ogres with the orcs by calling down sheets of lightning from the clouds that had formed overhead when the horn was first blown.

After this titanic display of power on the battlefield, Helmaer was crowned the First King of Hornhold in the depths claimed by his followers that same year.

The sound of The Dragon Horn is said to hearken to the low roar of a dragon as if heard through a stone wall; but others have sworn that it sounds like thunderous echoes from iron hammers sounding against stone. The single time that King Beldas has blown the horn in Hornhold was against an invading Red Dragon in the Year of the Worm (1,356 DR) everyone that heard it said it certainly sounded like the angry roar of a Dragon. The Red Dragon was frozen solid from the attack.

DM's Notes: The Dragon Horn's primary power is to bestow a powerful breath weapon on the wielder of the horn. The Dragon Horn gifts a billowing Cone of Cold that fills a cone 8" long with a 3" base; but its damage is determined by the blower of the horn. The total damage the horn may cause in a day is three times the total Hit Points of the wielder; and this may be delivered all at once, or broken up into smaller amounts. This power matches that of a normal dragon's breath weapon as outlined on page 15 of the "DM's Sourcebook of the Realms" of Ye Ol' Grey Box.

Example: King Beldas has 76 Hit Points; he has a "pool" of Breath Weapon from the Horn equaling 228 points of damage per day. On the field of battle he and his guards are charged by a trio of Hill Giants. Beldas, hoping to break the morale of the enemy army, delivers a blow to the horn that bursts forth in a Cone of Cold doing 152 Hit Points of damage! Even the Hill Giants that make their saving throw freeze and die. Beldas then turns the Horn on a band of orcs charging his flank, but decides to only use 30 Hit Points of damage to destroy them; leaving him with 46 remaining points of damage to use that day.

Secondary to the Breath Weapon power of The Dragon Horn is it's ability to cast "Control Weather" (at the 12th level of Magic-User ability, and its effects always summoning clouds even from a clear sky) as soon as the Horn is first blown; and even if it is blown without using the Breath Weapon ability. These clouds will even form in the Underdark and can create a heavy fog.

Wielding the Horn in hand, any Dwarf who wishes may also call upon a Sheet of Lightning (acts as a Wall of Fire, but doing Electrical Damage) as if cast by a 12th level Magic-User to come forth; but this lasts only two rounds before dying down. This power may be called on twice per day.

The last known powers of The Dragon Horn are that it raises the Charisma of the wielder to an 18 when dealing with Lawful Good dragons (but only to a 16 when dealing with other Good aligned dragons); and the wielder is immune to any breath weapon attack originating from a dragon.

It should be noted: The Dragon Horn will NOT work at all for evilly aligned individuals; not even so much as sounding a noise.

Description: The Dragon Horn is made of adamantine, holding the stylized form of a coiling silver dragon etched into the horn with its mouth gaping open on one end which spews forth its powers. The silver inlay has matching blue sapphire eyes for the dragon, with tiny diamonds for all of it's teeth and claws.

Experience Point Value: 6,000
Gold Piece Sale Value: 75,000

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 30 Nov 2019 21:17:35
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Dalor Darden
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Posted - 30 Nov 2019 :  21:45:26  Show Profile Send Dalor Darden a Private Message  Reply with Quote
We had a short adventuring session today. It went well for the most part, but I can tell Valdyr BADLY needs companions; so after his single fight today, he has decided to hire a couple of swords to help him out.

Adventure Session One:

Valdyr was drinking at a human alehouse (he is currently avoiding other dwarves because of his disgraced status as a "beardless" man) when he noticed a trio of half-orcs come in who quickly sat at a table with a rather heavy-set human who Valdyr already knew as a slave trader.

What immediately set Valdyr off was when the half-orcs took out a sack...and pulled out scalped beards from it! (My son was going for a reaction, which he got). At first Valdyr couldn't tell what the masses of hair were, until he caught sight of dwarf runes of silver braided into the hair...

The slave-trader took the four beards and in turn counted out gold coins (Valdyr was too furious to even count the gold!) to the half-orcs. Unable to restrain himself, Valdyr stood and hefted his battle-axe in both hands and bellowed out "I'm going to set your heads on spears you mongrel wastes of flesh!" The half-orcs turned and quickly realized Valdyr was talking to them.

As they stood, Valdyr took the nearest half-orc in the head with his axe, dropping it cold on the floor. For his rashness he took a small blow to his side from one of the others; but managed to dodge a second attack...both half-orcs were wielding hand axes; though they had daggers and short swords as well. Luckily, they were only wearing leather armor.

The fat slave-trader, apparently realizing Valdyr was a dwarf without a beard, stood and began to back away from the conflict; but Valdyr was between him and the door out. The barkeep, perhaps used to fighting, bellowed that the fight had better end immediately or the fighters would be thrown into the street dead. To emphasize his point, he ordered his burly bouncer to bash in the head of the next offender who tried to draw blood.

Luckily for Valdyr, he lost initiative the next round and right after both half-orcs missed him, the bouncer's club caved in the skull of one of them. Valdyr used the opportunity to press on and swung heavily at the remaining half-orc; though he missed.

The following round the bouncer attempted to hit Valdyr with his club but missed; which Valdyr ignored and (having won initiative against the last half-orc) swung again...this time connecting and taking down the last half-orc. The barkeep then yelled "call the guard!" which resulted in a couple of patrons going into the street and starting to do just that.

It was at this point, with the guard probably on their way, that Valdyr offered to "take it into the street" with the fat "buyer of beards" and deal with the city guard when they arrived. The barkeep, now aware that indeed the man was paying bounty on dwarf beards ordered the man into the street...looking at Valdyr the man refused saying he wanted to stay put until the guard arrived.

Valdyr, not knowing what might happen when the guard arrived, decided to take himself outside...and quickly down the street away from the scene.

Thus ended our first mini-session: Valdyr moving quickly from the scene of the fight...but with four dwarf beards in hand that he took off the table before he left the alehouse; and the face of the slave-merchant burned into his mind.

The Old Grey Box and AD&D for me!
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Renin
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Posted - 01 Dec 2019 :  01:24:02  Show Profile Send Renin a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden

quote:
Originally posted by Wooly Rupert

I am curious about "the Beardless" part of his name.



Valdyr was burned badly as a young apprentice and can't grow a full beard. It is patchy, and thus he gained the nickname "the Beardless" from his Clan. It is one of the reasons he left and became an adventurer. No priest in his clan has the ability to regenerate his injury; so that is one of the first quests he is on is to find a way to regenerate his scars into healthy skin so he can grow a full beard.



Thought this before; forgot to ask before now:

With the accident as a young apprentice; was it his fault through carelessness, rushing something, ignoring caution, or was he someone who became the '1 in 1,000' statistic, where there was equipment failure, impure materials, or just wrong place at wrong time?

I ask, because since you are putting so much into it, now I'm curious if his accident is seen by his Clan as 'it's your own fault' or if it's 'that poor lad! something like that should 'ave never happen to a fine boy like he!'

2 very different perspectives in approaching the 'accident as a young apprentice' scenario.
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Dalor Darden
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Posted - 01 Dec 2019 :  19:08:16  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Valdyr's own carelessness is the reason for his injury.

Being a "quick learner" he was always pushing for more and in a hurry. This caused him to fall face first, with chin down, onto a bed of nearly spent, mushroom based (and thus sticky), charcoal that he had just raked from his Master's furnace to begin a cleansing process.

The coals stuck fast, burning away his beginning beard and leaving him badly scarred. Had his own mother not been near at hand to heal him as best she could he would have surely died; but her clerical abilities were enough to save his life.

Valdyr also has a rather low dexterity score (of only 8) and I reasoned that his arms/hands are also scarred somewhat from the ordeal; though not so much that he has no use of them.

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Dalor Darden
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Posted - 02 Dec 2019 :  00:43:53  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Below are the things mined by the dwarves of Clan Horn in the Dragonspines:

Anthracite: good old fashioned coal mined by the dwarves only from deep shafts...anthracite is a "hard burning" coal and can even be used in the home as a heating element. The dwarves also make charcoal from mushroom "trees" in the underdark. This "mushroom charcoal" is made of a mushroom that burns especially fiercely...hotter than even anthracite.

Arsenopyrite: used to produce arsenic and tiny amounts of gold. The arsenic is used by dwarves to treat the small amounts of lumber (mostly "Mushroom Lumber") they use in their mines (only as temporary joists and such) as well as pesticides (to kill off dangerous underground vermin like giant centipedes and so on) and for use in their creation of fine brass. The "Golden Halls" of the King are actually richly gold looking due to the addition of arsenic into the brass sheets the dwarves decorate with.

Baryte: as a white dye for paint. Such paint is used for fine working and not for white-washing walls and such.

Building Stone: granite, syenite, gneiss, sandstone and limestone in plenty all over

Calcite: aka Rock Crystal; semi-precious stones (50 g.p. base)

Chalcopyrite: extraction of copper used for minting coins and creation of copper and brass pottery and utensils.

Cryptomelane: extraction of manganese (called "lesser iron" by the dwarves), they use it to make fine grade steel in their iron alloys.

Dolomite: construction and smelting (used for furnaces, dolomite is a high temperature bearing stone that won't crack under heat stress like other stones might)

Fluorite: ornamental stone (10 g.p. base)

Galena: lead and silver production; the dwarves gain most of their wealth from this silver bearing "stone" and it is the cornerstone of their wealth; although the lead is actually a valuable trade item as well for everything from white dye/paint to using as sling bullets and "siege iron" (which is melted and poured on attackers). The walls of Hornhold are actually white-washed from using lead based paint!

Malachite: ornamental stones (10 g.p. base)

Manganite: the primary source of manganese (aka Lesser Iron) this ore is valued by the dwarves for the creation of their strong armor and weapons which are highly resistant to rust

Niter: used to make soaps

Psilomelane: another "stone" used for the extraction of manganese

Pyrite: used by some dwarves to make cheap jewelry, but also for dying leather, making ink & cleaning

Pyrolusite: another "stone" used for the extraction of manganese

Pyrrhotite: the primary ore for the extraction of iron (at high temperatures it becomes Magnetite).

Quartz: the dwarves pull a great deal of quartz from their mines and from that is produced both Agate and Jasper in plenty. There are also several small veins of gold to be found with the quartz that supplement the great amounts of silver mined by them.

= Agate ornamental stones (10 g.p. base)

= Jasper semi-precious stones (50 g.p. base)

=Amethyst fancy stones (100 g.p. base); there exists an Amethyst mine within the personal mines of the Dwarf King

Sphalerite: the dwarves use this for the extraction of zinc (and some small amounts of iron). The dwarves use it with copper to make brassware that they sell abroad via The Axe By Night and use at home as well.

Talc: used in the creation of pottery making and as powder for workmen and "farmers" both.

Wavellite: ornamental stones liked by druids (10 g.p. base)

There are other minerals in the area as well; but I thought these would be more than sufficient to establish trade and an economy for the dwarves.

I'm not concerned about the bad qualities of lead in the environment. I'm playing a fantasy campaign; not going to get into lead poisoning most likely...especially as dwarves are so resistant to toxins.

More to come!

EDIT: after George Krashos mentioned it, I decided to add some gold veins to the quartz mined.

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 02 Dec 2019 04:52:53
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Dalor Darden
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Posted - 02 Dec 2019 :  19:43:13  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Valdyr "the Beardless" has hit a bit of a brick wall...the wall being a Half-Ogre.

Two full days had passed since the incident at the Alehouse when Valdyr, now looking for passage out of Melvaunt on a ship to Mulmaster (after having went outside Melvaunt and buried the beards of the dwarves in a ritual), found himself trudging through sheets of rain in the filthy streets of the city he was quickly growing to hate. The young dwarf just could not see what his mother liked about travel outside of clan-held lands.

Most ship captains had told him they were headed to Hillsfar, which he had been warned to avoid at all costs. Only one had said it was headed for Mulmaster; but Valdyr was convinced he would be set upon immediately upon boarding the ship and made a slave to be carried off to far lands in the south. He was seriously considering trying to travel to Thentia and find passage there as that city wasn't AS KNOWN for slavers...though they likely still worked there.

It was later than he had intended to be out of doors in the strife ridden city; he had already seen two armed conflicts in the street during broad daylight...the second in the midst of the torrential rains that had started about mid day. He had met a dwarf who was working for one of the families and the two had talked about how street thugs were hunting lone dwarves in the streets for bounty from one of the other families that hated both dwarves and gnomes for some reason. The dwarf, named Zuth, hadn't seemed inclined to help Valdyr out very much at all at first because of Valdyr's shame; but after a bit of talk he had warmed enough to allow Valdyr to walk him back to his home where he would be safe.

Now, however, Valdyr had none to escort him...and that is when his mistake in being out too late came looming into view. None other than the fat slave-trader who had been paying bounty for dwarf beards was now standing just up the street; and he wasn't alone. Valdyr knew better...knew that they hadn't seen him; but he couldn't help himself as his youthful brashness came to the fore and his anger quickly kindled and then came to a roaring burning inferno in his ears. The man was standing and talking to a trio of individuals, and one of them was HUGE. No doubt a half-ogre even from the distance Valdyr saw them.

Not one to commit wanton murder, even to one such as the "Fat Man" he still began to march right toward the group while fastening his helm into place and pulling taught his helmet straps. Things became a blur after that; but started by Valdyr yelling out "Hey you! Fat Man!"

When the merchant turned and recognized Valdyr, that is all it took for him to point and give a sharp command to the others standing with him to "Take his head!" right in the middle of the busy street! That is also all Valdyr needed to let lose his first throwing axe.

The well balanced weapon rolled end over blade and planted itself right in the chest of the slave-trader and the man went down in a heap; though he immediately began to try and crawl away. The half-ogre roared defiantly and pulled up its heavy bardiche in hand and went straight at Valdyr; while the other two (one a half-orc in leather armor with a shortsword and the other a human in no armor who pulled a dagger from his belt) stood back uncertain what to do.

Valdyr's second hand-axe flew from his hand; past the half-ogre and caught the second human in the head just as it was pulling something from a belt pouch. The man dropped dead just as Valdyr narrowly missed being cleaved in half by the half-ogre's heavy swing...the young dwarf was wishing he had a sturdy shield at that moment. The half-orc, deciding it wanted vengeance perhaps, took that moment to move to Valdyr's flank but didn't yet press an attack...probably wanting to position himself behind the dwarf before attacking.

Valdyr heard someone yell for the guard, but he had no time to consider it. Looking the half-ogre square in the eyes, the young dwarf surged with fury and let loose a divine command: "DIE!" to which the half-ogre thought it was complying when it fell over asleep. Seeing it's three companions so easily overcome by a single dwarf, the half-orc immediately took flight and ran down the street and quickly into an alley in the obvious hope of avoiding both Valdyr and any Watch that might come.

Valdyr took no time to consider the fleeing man however; quickly he stepped over to the prone form of the half-ogre who was already stirring and took a hard swing at the creature's neck in as mighty an overhead swing as he could muster. The half-ogre ceased moving.

Looking up quickly, Valdyr swore a black oath...the slave-trader was gone! Worse, a heavy crowd had gathered and Valdyr wasn't sure, but it looked like a group of Watchmen were coming down the street...from both directions.

More to come...

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Dalor Darden
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Posted - 13 Dec 2019 :  18:46:02  Show Profile Send Dalor Darden a Private Message  Reply with Quote
It wasn't two groups of Watchmen; it was instead two groups of enemies trying to "maintain order" to make their side look the most appealing to the masses.

One group obviously wanted to take Valdyr's head, for with them was "Fat Merchant" and he was still bleeding but had been healed quite a bit by a cleric (of Loviatar) who was with the "Guards" that belonged to the Nanther group.

Opposite them was a group of mercenary "Guards" who belonged to the Bruil family. With them was a dwarf named Dorn Crownshield; and it was this dwarf that eventually saved Valdyr in the streets. Having recently helped the dwarf Zuth home, Zuth had apparently talked to his friend Dorn...who now vouched for Valdyr so that the Bruil "Guards" decided to take Valdyr into their "custody" and escort him back to the Bruil family fortress to answer to their Lord Vanth Bruil concerning the matter in the streets.

"Fat Merchant" who revealed himself to be a Nanther named Argus, swore he would see Valdyr hanged for the "murders" he had committed relented because the Bruil "Patrol" was larger than the Nanther "Patrol" and the whole group broke up and all went their separate ways.

Valdyr went with Dorn and the Bruils to meet with Lord Vanth Bruil. In the meeting he agreed work for the Bruil family on a "job" outside the city that Dorn was going to be doing against some orcs. Once that job was done, Lord Bruil agreed to find a safe ship for Valdyr to board so that he could reach Mulmaster.

More to come...

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 13 Dec 2019 18:46:40
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Dalor Darden
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Posted - 16 Dec 2019 :  00:16:48  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Well, the adventures of Valdyr "the Beardless" of Clan Horn have come to a gruesome end.

Using his healing magic to help Dorn Crownshield live after a battle against orcs, Valdyr had none left for himself after a second wave of the tuskers came.

Valdyr fell in battle; and though his body was recovered by Dorn, there were none to Raise him from the dead. He now rests in a grave outside of Melvaunt.

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Renin
Learned Scribe

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Posted - 25 Jan 2020 :  20:47:40  Show Profile Send Renin a Private Message  Reply with Quote
Oh man! I had thought I was caught up with the 13th post as the 16th post and hadn't really checked in! I didn't realize it came to an end! I'm sure songs were sung, and his name etched in stone to live on eternally!
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Dalor Darden
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Posted - 25 Jan 2020 :  21:18:33  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Yeah, the fella just was doomed in the fight...being a dwarf cleric he couldn't let another dwarf die and so died himself.

I thought about playing yet another dwarf from Clan Horn; but instead I'm likely to play a Half-Elf Cleric/Fighter/Magic-User.

The Old Grey Box and AD&D for me!
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