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Hall of Heroes


Victus Carrington


Personal Information
Name: Victus Carrington Player: Craig Young
Race: Human Gender: Male Height: 5'10"
Class: Ranger Level: 13 Weight: 180 lbs
XP: 175,680  
Kit: Forest Runner Alignment: Neutral Good
Eyes: Brown Hair: Brown\Grey Deity: Torm
Age: 48
Ability Scores
Str: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10%
Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9
Dex: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 60%
Wis: 19 Bonus Clerical Spells: 1, 0, 1, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +4 Spell Immunity: Cause Fear, Charm Person, Command, Friends, Hypnotism
Cha: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 5 Poison: 5 Death Magic: 5 Petrification: 6 Polymorph: 6
Rod: 7 Staff: 7 Wand: 7 Breath Weapon: 5 Spell: 8
Combat
Hit Points: 95
Base THAC0: 8
Melee THAC0: 8
Missile THAC0: 9
Armor
Natural armor class 6
Leather Armour -1
FINAL: 5
Weapon Proficiencies

Dagger,
Long Sword,
Bastard Sword,
Quarterstaff,
Jousting Lance,
Short Bow,
Short Sword,
Horse Mans Flail

Non-Weapon Proficiencies
Riding, Land-based 1
Endurance 2
Heraldry 1
Set Snares 1
Etiquette 1
Disguise 1
Tracking 4
Survival (Forest)  
Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Bastard Sword +3 11   1 6 1d8+3 1d12+3 S M      
Throwing Axe +2 10 11 1 4 1d6+2 1d4+2 S M 10 20 30
Inventory
  • Items Readied
    • Caradrous (Bastard Sword +3):
      Taken from a Red Plume commander, Caradrous is a +3 Bastard sword magically endowed to allow the wielder to cast Stoneskin 3/day. This is by far the most valuable item Victus has and he always keeps it close to him. Caradrous does not have sentience but has in the past invoked a sense of emotion during battle. Victus says the sword hungers for war, as it was made for the act.
    • Jultide (Throwing Axe +2):
      Jultide was a gift from Randal Mourn to Victus. The axe was made by the Council of the Dales in hopes of achieving a unified peace offering among all the Dales. However the meetings failed to unite the Heartlands under a single governing policy and the Axe found its way into rich nobles coffers until eventually it was won in a card game by Randal. Engraved on the handle are the names of each Lord of their respecting dales. The axe is made of cold-steel and buzz's with magical energy. Upon throwing the axe, it returns to the wielding in a boomerang action. However the character must make a dex check to catch it on return. The axe can also be commanded to glow as per a light spell, and has the ability to be thrown in perfect silence, or be commanded to make a humming noise when thrown.
  • Items Worn
    • +1 White Plumed Helm (Roman Style): Victus rarely wears his helm, but when called for, it trusts it will keep what little brains he does have, in tact.
    • Gloves of Swimming and Climbing (DMG)
    • Leather armor - called 'The Armor of the Cormanthor' it has no special abilities but he has owned the armor through most of his career. He was even buried in it. The leather armor sports patchwork leather over years of repair and varries in color and hue. Victus also paints the armor to better blend in with his surroundings. Aside from this, he has fashioned three buckles that hold the armor together at the front. The buckles are made from Mithral arrows he had melted down along with cold-iron steel . Should any question come up regarding the security of the buckles or an attempt to 'magically' unfasten them, the buckles save at a +5.
    • +3 Bullet: Around his neck Victus wears a bullet shot from a 'hand cannon' as he describes it. The bullet was taken from the body of the first man to die under his command while at sea.
    • Satchel of Holding (Up to 50 lbs)
    • Boots of varried tracks
    • Belt Buckle +1 of Protection
    • Ring of Jumping
  • Items Carried
    • croll tube of holding (Filled with different maps and letters of note. Most of which are of the Dalelands but as well, any area he might have trafersed in his career. He also has a good selection of sea faring maps around the Dragonsea.
    • A Spy Glass
Class Abilities

Ranger Abilities

  • Empathy with animals - May befriend animals.
  • Followers - Attracts 2d6 followers at 10th level.
  • Hide in shadows 77% - May hide in natural settings.
  • Move silently 94% - May move silently through natural settings.
  • Priest spells - May begin to cast Priest spells at 8th level.
  • Special enemy - Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature.
  • Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
  • Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter.
  • Major Spheres of Magic - Animal, Plant

Forest Runner Kit Abilities

Stealth: The Forest Runner has a +5% chance to hide in natural surroundings and a +5% chance to move silently.

Inspire: Once per day, prior to making an attack, a Forest Runner may spend 2-5 (1d4+1) rounds boosting the morale of his companions with flattering words and expressions of confidence. He can influence a number of companions equal to his level. If the Forest Runner makes a successful Charisma check afterwards, the companions enjoy a +2 bonus to their morale for the next 3-12 (3d4) rounds. Each companion also receives a +1 bonus to his first attack roll. The inspiring speech doesn't affect animals, other Forest Runners, or himself. The Forest Runner can't attempt to inspire his companions in the midst of battle or while they’re occupied in any other activity.

Disguise: The Forest Runner can take the Disguise proficiency for one proficiency slot.

Reaction Bonus: In his homeland or any region where his reputation precedes him, a Forest Runner can count on food and shelter at no charge for himself and his companions from supportive commoners. A Forest Runner also receives a +1 reaction modifier from peasants of good or neutral alignment of all cultures.

Special Hindrances: Forest Runners will rarely develop a close relationship with any NPC with political power. Additionally, a Forest Runner runs a constant risk of arrest by authorities of his homeland, as well as from other regimes with which his homeland has extradition agreements. Law-enforcement authorities may plague a Forest Runner through his entire career.

Secondary Skill: Navigation

Character Description and History

Victus began as a city guard. He’d been raised in Daggerfalls in an orphanage run by a Miss Ritta Carrington. His mother had died during birth, and he has never known his father.

It wasn’t until the retaking of Daggerfalls by Randle Mourn and his freedom riders that he began his military career. In two years he was part of a patrolling unit, and as the months rolled on, formed a new unit called Talon Company. They were woodsmen who patrolled on foot, securing the rough terrain surrounding Daggerfalls before roaming monster made their way into the lowland.

Showing promise, Victus was lucky enough to be approached by a member of The Hunt, a like minded company who specialized in survival tactics and unarmed combat. This training allowed him to involve Talon Company in special operation missions for Randle Mourn. Such a mission is when, while ambushing several Red Plume guards in the night, Victus was overtaken and captured.

Talon Company managed to escape without notice, but Victus was taken to Hillsfar where he was sold into the Gladiatorial games.

For five years he fought in the games, until after suffering near death injuries, he was thought to be dead and buried in a shallow grave.

However, he survived, and escaped Hillsfar, vowing to return and make the Red Plumes pay. After negotiations with a group of calishite traders, Victus returned to the lands of Hillsfar, keeping to the edges of the Cormanthor where he struck out at nearby patrols and military structures alike. They took what they needed and any merchandise of value was given back to nearby communities. This time gave rise to several rumors of a ghost that haunted the Cormorp. It was said he came in the mist, was immune to all manners of weapons and burned his victims with a fiery staff. All of which are depictions of several tactics used by Victus and his company to instill fear in the Red Plumes.

Eventually he returned to Daggerfalls where he was discharged with honorable mention. Victus took up a post in the Spiderhaunt woods, a place he frequented in his younger years. He had relations with the gnomes there and knew of a cabin beside a small lake called Milishar.

Victus patrols those roads, tending to the safety of traders and private wagons alike.


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