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Isirmak War'khul


Personal Information
Name: Isirmak War'Khul - "The Shadow of Tyr" Player: Axel
Race: Drow Gender: Male Height: 5'8"
Class: Fighter Level: 4 Weight: 105 lbs
XP: 10,000 Next Level: 16,000
Kit: None Alignment: Chaotic Good
Eyes: Pale Red Hair: White Deity: Eillistraee, Tyr, Tymora
Age: 86
Ability Scores
Str: 14 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 7%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 15 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: -1 Move Silently: +0% Climb Walls: +0%
Con: 12 System Shock: 80% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 85%
Int: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 3 Chance to Learn New Spell: 55%
Wis: 13 Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 8 Loyalty Base: -1 Maximum Number of Henchmen: 3
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 13 Poison: 11 Death Magic: 13 Petrification: 14 Polymorph: 14
Rod: 15 Staff: 15 Wand: 15 Breath Weapon: 16 Spell: 16
Combat
Hit Points: 37
Base THAC0: 17
Melee THAC0: 17
Missile THAC0: 17
Armor
Natural armor class 10
DEX Defensive adj. -1
Unknown adj. -4
FINAL: 5
Weapon Proficiencies

Hand Axe
Dagger
Long Sword (Specialization)

Two-weapon Fighting Style

Non-Weapon Proficiencies
Hunting 12
Musical Instrument (Flute) 14
Land-based Riding 16
Survival (Woodland) 13
Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Hand Axe
17
17
1
4
1d6
1d4
S
M
2
4
6
Dagger
17
17
1
2
1d4
1d3
P
S
2
4
6
Long Sword
15
3/2
5
1d8+2
1d12+2
S
M
Inventory
  • Items Readied
    • Long Sword
    • Hand Axe (x2)
    • Dagger (x2)
  • Items Worn
    • Black Breeches
    • Black Cloak
    • Black Belt
    • Black Boots
    • Black Gloves
    • Red Tunic with black ornaments
    • Red Scarf with black sewings
    • Chain of Tanar'ri Teeth
    • Ring (contains trapped soul of an elf)
    • Brooch
      • (if used when in a duel, both duelists are surrounded by 8 black wolves which prevent interaction from anyone until one of the duelists are defeated)
  • Items Carried
    • Flute (charms woodland beings)
    • Potion of Healing
    • Necklace of Strangling
    • Vial of Poison (Type C)
Racial Abilities

Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 120' infravision range for dark elves.
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.

Character Description and History

Raised as a warrior in Menzoberranzan, he was forced to join his mentor on a above-ground raid against an elven trade route in Cormanthor. The raiding party was surprised and ambushed by Moon elven archers who slayed all but one drow; Isirmak. Isirmak managed to run for his life and survive in the woods as a semi-ranger. He thought of his life much and coverted to the more good side of life (From chaotic evil to chaotic good).

He set out southward to reach the great rift and seek out Drizzt and his advice. On his travels he picked up the strangest party of adventurers:

  • Tullingain the Gnome thief. (male)
  • Hendergloom the Hobgoblin fighter. (male)
  • Killem the Dwarf fighter. (male)
  • Immin the Half-elf bard. (male)
  • Falthian the Half-elf cleric. (male)
  • Uroran the Elf Mage. (female)
  • McMallin the Leprechaun

This group traveled from the south of Shadowdale to Wheloon in Sembia. And is now located in Sembia, still traveling towards the great rift.

The group is called: The Mithril.

Isirmak denied Lolth by killing one of her greater wizards, making one of her high priestesses flee from battle and killing a powerfull drider together with Tullingain.

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


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