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Personal Information
Name: Drab Player: Bitty
Race: Half-elf Gender: Male Height: 5'11"
Class: Bard Level: 13 Weight: 92 lbs
XP: 751,771 Next Level: 880,000
Kit: None Alignment: Chaotic Neutral
Eyes: Black Hair: Black Deity: Himself!
Age: 74
Ability Scores
Str: 9 Weight Allowance: 35 lbs Bend Bars/Lift Gates: 1%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 3 System Shock: 35% Poison Save: +0
Hit Point Adjustment: -2 Resurrection Chance: 40%
Int: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 8 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 25%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 17 Loyalty Base: +6 Maximum Number of Henchmen: 10
Initial Reaction Adjustment: +6
Saving Throws
Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 9 Polymorph: 9
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 13 Spell: 9
Hit Points: 31
Base THAC0: 14
Melee THAC0: 14
Missile THAC0: 12
Natural armor class 10
DEX Defensive adj. -4
Bracers of Dexterity -4?
Weapon Proficiencies

Long Bow
Great Scimitar
Two-handed Sword

Non-Weapon Proficiencies
Animal Handling 7
Astonomy 15
Disguise 16
Etiquette 17
Fire-building 7
Forgery 17
Healing 6
Juggling 17
Muscial Instrument 17
Tightrope Walking 18
Tumbling 18
Boat Piloting 15
Mental Armor 6
Modern Languages 15
Rope use 18
Singing 17
Rejuvination 7


#AT Speed


Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Blade of Twilight Doom
(see below)
10 1 6 1d10+4 3d6+4 S L
Racial Abilities

Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.

  • Items Readied
    • Blade of Twilight Doom
      • (The Blade of Twilight Doom is a Two-Handed sword +4 that gets its name from the deep purple glow it emits when the bearer wills it. This blade also imparts the wielder with fire Giant Strength: 22 (+4,+10), Counts as a Sharpness blade, Heal 1x per Day, and casts the spell "Chaos" when a lawful opponent is struck. The Blade has an Intelligence of 23, an ego of 34, communicates telepathically, and speaks Orcish and Dwarven. It's alignment is Chaotic Evil and it lusts for the domination of it's wielder and blood. It can withhold any of it's abilities from the wielder at a whim if not sated).
  • Items Worn
    • Cloak of Highly Superior Invisibility
      • (Cloaks him in such a strong invisibility spell that only Godly beings of Intermediate Power or greater and those whom are normally immune to invisibility can see through the enchantment).
    • Boots of Springing and Striding
    • Bracers of Dex
    • Girdle of Dwarvenkind
  • Items Stored
    • Landiss Gate
      • (A flat circular shaped, hand-sized item that looks like vertical and horizontal intersecting strips of gold. If you look between the spaces the gold bars create you see black darkness with flashing white lights. This item acts as a portable hole but with a few extra abilities. The Landiss gate is bonded to the wearer if even touched a Geas spell is cast. The Geas spell forces the toucher to search for the components to bond the Landiss Gate to him. One thing though, Drab IS the component to bond yourself to the Landiss Gate. Also if the Landiss gate is hit by a spell directed at Drab there is a 13% chance to be drawn into the gate. Drab has successfully trapped 3 wizards in this fashion. Inside the Landiss Gate is an entire world in which the people worship the items or people that are trapped inside. Drab can (and did) enter the Gate himself, but that is explained in his story).
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bard 3 3 3 2 1
Character History

A dark heart is hidden within the dashing figure that some call: Drab “That Bard”. To most people he is a dashing figure of a man even enough so that men admit to his flashy good looks and irresistible charm. His care free attitude and the swords driving need for chaos created a vehement blend that drove him to the brink of sanity and threw him off. When challenged in an way Drab accepts and turns it into a mess of city destroying proportions. (to the dismay of a poor DM, {Me}) Before the sword took all of his sanity he was the typical image of a young upstart half elf. He started his life when he left his mentor to enter a tournament where the prize was a supposedly a vorpal scimitar. He entered the tournament after he had already stolen it and replaced it with his own. He managed to make it to the final round after most of his challengers were eliminated through a series of “accidents”. His final opponent was none other then Luitheantinileanon Thangoradimadreladron. It was the first meeting with this particular elf but by far not the last. Blue Box won the tournament but Drab had the prize and walked off with a smirk and an extremely high ego.

Other important moments in his life were:

1) Drab gives all his money to a total stranger and asks him to build a boat. That man happened to be the notable wizard Barnabris whose specialty was in building magical boats. Drab then received a boat that looked like a Drake. It could breath out a stream of super heated water 1 every 4 rounds 3x per day (6d6 dmg), turn into a submarine, and could fly at 24 (E).

2) Meets up with an elvish Fighter/Mage named Apocalypse and they became known as Cloak (Drab) and Dagger (Apoc).

3) Cloak and Dagger become so prominent they built a keep (Dagger Keep) northwest of Shadowdale. Drab then forms a guild of thieves bent on destroying “The Hand” a rival thieves guild that controls as much area as the Zenteruim and are a lot more secretive.

4) Drab finds the Landiss Gate.

5) Drab Attains the Blade of Twilight Doom from the dungeon of Undermountain.

6) Drab enters The Deepest depths of insanity. The Blade is no longer sated with humanoid blood hungers for dragon blood.

7) In search of a dragon to slay Drab fights a warrior lich and retrieves the artifact that the lich used to become a prominent warlord in his time. The artifact is a skull of a feral beast that can be worn as a helmet it’s major power is the ability to attract an army almost instantaneously upon donning the helm. It also gives a 25 Charisma. For leading the army. Its major penalty is it eventually drains you of con until zero than you become a warrior lich. Drab wears it until he realizes he lost some Constitution (it was originally 6) then stores it away at Dagger Keep.

8) Drab enters Dragon Mountain that appeared near Dagger Keep. Luthiantinileanon Thangoradimadreladron went in with Cloak and Dagger none returned.

9) While in Dragon Mountain Drab sliced his leg off to stop a poison from spreading. Then later (While dragging Drab around the inside of the mountain for a week) we ended up in a kobolds death trap. We all died except for Drab who jumped into the Landiss Gate.

10) Drab now had to contend with the wizards that he trapped in the Gate and were worshiped as gods in the Gate World.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0

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