Finnegan Cole: Difference between revisions
Created character page for Return to the Keep campaign |
Saltmarsh adventure update (haunted house progress) |
||
| (2 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
'''Finnegan "Finn" Cole''' is a human Thief and the party's primary scout and ranged combatant. Quick-witted and dexterous, Finn has a talent for finding things � the crossbow that turned the first battle, the captain's log and charts that may guide the party home, and the stealth to rescue [[Keestake]] from behind enemy lines. | |||
== Ability Scores == | |||
== | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! STR !! DEX !! CON !! INT !! WIS !! CHA | ! STR !! DEX !! CON !! INT !! WIS !! CHA | ||
|- | |- | ||
| 12 || 17 ( | | 12 || '''17''' (-3 AC, +2 missile attack) || 13 || 14 (4 bonus languages) || 10 || 14 | ||
|} | |} | ||
== Combat Statistics == | == Combat Statistics == | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! THAC0 !! | ! Class !! Level !! HP !! AC !! THAC0 !! Alignment !! XP !! Next Level | ||
|- | |- | ||
| | | Thief || 3 || '''12'''/12 || 4 (studded leather + DEX 17) || 19 || Chaotic Good || 3,020 || 5,000 | ||
|} | |} | ||
== | == Thief Skills == | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! | ! Skill !! Score !! Notable Uses | ||
|- | |||
| Pick Pockets || 20% || � | |||
|- | |- | ||
| | | Open Locks || 35% || � | ||
| | |- | ||
| Find/Remove Traps || 20% || Failed to detect temple compartment, catacombs traps | |||
|- | |- | ||
| Move Silently || 25% || Successfully rescued Keestake from behind orc lines | |||
|- | |- | ||
| | | Hide in Shadows || 20% || � | ||
|- | |- | ||
| | | Detect Noise || 20% || Detected approaching goblin patrol in manor | ||
|- | |- | ||
| | | Climb Walls || 65% || � | ||
|} | |||
'''Backstab:''' +4 to hit, x2 damage | |||
== Weapon Proficiencies == | |||
* Short sword | |||
* Dagger | |||
== Equipment and Inventory == | |||
=== Weapons === | |||
{| class="wikitable" | |||
|- | |- | ||
! Weapon !! Damage !! Notes | |||
|- | |- | ||
| | | Heavy crossbow || 1d4+1/1d6+1 || +2 to hit (DEX), primary ranged weapon | ||
|- | |- | ||
| | | Short bow || 1d6 || +2 to hit (DEX), backup ranged, 20 arrows | ||
|- | |- | ||
| | | Short sword || 1d6/1d8 || Proficient � purchased in Ventris | ||
|- | |- | ||
| | | Dagger || 1d4/1d3 || Proficient � melee backup | ||
|} | |} | ||
''' | === Ammunition === | ||
* 50 crossbow quarrels | |||
* 20 arrows | |||
=== Armour === | |||
* Studded leather armour (AC 7, adjusted to AC 4 with DEX 17) � purchased in Ventris | |||
=== Tools === | |||
* Thieves' picks and tools � purchased in Ventris | |||
=== Documents === | |||
* Captain's log � recovered from ''The Dorak'' | |||
* Navigational charts � recovered from ''The Dorak'' | |||
=== Adventuring Gear === | |||
* Backpack, bedroll, waterskin, cloak | |||
* Rope (50' hemp), torches (6), flint and steel | |||
* Trail rations (7 days) | |||
== Adventure History == | |||
=== [[Treasure Hunt]] === | |||
==== Episode 1: The Shipwreck ==== | |||
While the rest of the party armed themselves with improvised clubs, Finn snuck to the stern hold of the wrecked galley and recovered a heavy crossbow, 50 quarrels, and a chest containing the captain's log, navigational charts, and a spellbook (given to [[Mira Ashwood|Mira]]). From cover, he shot Hafkris with the crossbow � rolling 19, dealing 2 damage and softening the half-orc before melee. In Round 2, Finn was reloading and could not attack, but the party finished the job. | |||
==== Episode 2: The Ravine � The Rescue ==== | |||
When the party spotted [[Keestake]] tied up behind the orc battle line, Finn volunteered to sneak in alone. He rolled 45 on Move Silently (needed 75+ to be detected) � a clean success. He cut Keestake's bonds and brought him back to the party without being seen. | |||
In the subsequent fight with the goblin survivors, Finn killed Goblin 1 with a crossbow bolt in Round 2 (natural 20 � his second crit of the adventure). | |||
==== Episode 3: Temple of the Goddess ==== | |||
Finn attempted to find a hidden compartment in the temple's Priest's Quarters (Room 11) but failed � rolled 26/100, needed 75+. He received a divine boon from the Goddess (Cure Light Wounds) which he never had the chance to use during the adventure. | |||
==== Episode 4: Manor of the Sea King � Struck Down ==== | |||
Finn's Detect Noise skill picked up the approaching 3-goblin patrol in the servants' corridor, giving the party warning. During the fight, when the party tried to flee to Room 38, Finn lost his DEX AC bonus while running and Goblin 3 landed a parting attack: 6 damage, dropping him from 6 HP to 0 HP. He collapsed in the corridor. | |||
The goblins struck him again while helpless (2 damage, -2 HP). He bled further to -6 HP over multiple rounds � 4 rounds from death � before [[Brother Marcus|Marcus]] cast Cure Light Wounds and rolled 8 (maximum), fully healing him to 6 HP. Finn regained consciousness, bewildered but whole. | |||
==== Episode 5: The Catacombs ==== | |||
Finn's trap-finding checks in the catacombs failed to detect either the ankle-wire trap in Room 5 or the mine-collapse trap in Room 6. He triggered the Room 6 trap himself but made his saving throw (rolled 18, needed 13) � leaping clear of the falling timbers with no damage. | |||
During the search for the secret door in Room 8, Finn's rolls (3 on d6, then 3 again) failed to find the miscoloured stone mechanism. | |||
==== Episode 6: The Crypt ==== | |||
In the first round of combat against the zombies, Finn fired a crossbow bolt at Zombie Liala � rolled 2 +3 (DEX/Bless) = 5, needed 12. Miss. Before he could fire again, Zombie Viledel's mace smashed into him for 6 damage, dropping him from 6 HP to 0 HP � unconscious. Finn was placed in an empty crypt (Room 17) by [[Zeale]] for protection, then dragged to the galley by [[Mira Ashwood|Mira]] and escaped the island. | |||
=== Between Adventures === | |||
Finn recovered on Ventris Island. He finally acquired proper thieves' tools and studded leather armour � with his exceptional DEX 17, his AC improved dramatically to 4. He also purchased a short sword, giving him a proficient melee option for the first time. His 40 discretionary thief skill points were allocated, focusing on Open Locks and Find/Remove Traps � determined to never miss another hidden compartment or trap again. | |||
=== [[The Sinister Secret of Saltmarsh]] === | |||
==== The Town ==== | |||
Finn coaxed the haunted-house tale out of an old poacher at the tavern over a mug of ale, learning of the back door, the kitchen and scullery, the well, and the cellar stairs from which the poacher had fled "ghastly shrieks." He sketched a rough plan of the house's rear from the account. | |||
==== The Haunted House ==== | |||
Finn did the dangerous work throughout. He climbed down the rear-garden '''well''' on a rope and found a venomous snake coiled in the shaft - he kept his head and climbed back out unharmed (the well held no treasure). Upstairs he found an out-of-place, '''dust-free bundle of clothing''' holding 11 gp - the first proof a living man had used the "abandoned" house recently - and a floorboard cache beneath a bedroom chest holding '''4 small diamonds''' (25 gp each). | |||
==== Near Death in the Attic ==== | |||
Scouting the attic alone, Finn was ambushed by four stirges, surprised, and drained to 0 HP - unconscious and dying. He was saved only by [[Mira Ashwood|Mira]]'s Sleep, [[Melisana of Ventris|Melisana]]'s blades, and [[Brother Marcus|Marcus]]'s healing. He recovered the magical-seeming ring hidden in the stirges' nest, and later bridged a collapsed gallery floor with his rope so the party could cross. | |||
==== Ned and the Locked Room ==== | |||
Finn took an oiled iron key from the east-corridor windowsill, reasoned that the room it opened had been kept locked by someone meaning to return, and unlocked it. Behind an unsafe, rotten floor lay a man bound and gagged - a stranger calling himself '''Ned of Seaton''', who claimed to be a robbed thief left for dead. Finn checked the room for traps, mapped the safe footing, freed the captive's gag, and cut him loose. | |||
==== The Giant Ant Battle ==== | |||
Finn gave crossbow support from behind the doorway shield-wall through the long fight against the six giant ants. | |||
== | == Current Status == | ||
'''Healthy''' - 11/12 HP, healed twice by [[Brother Marcus|Marcus]] after nearly dying in the attic. He carries 11 gp, a bag of 4 small diamonds, and the iron key to the locked room, and is down to 44 crossbow quarrels. Increasingly convinced the "haunted" house hides living, profiting men rather than ghosts. | |||
[[Category: | [[Category:Player Characters]] | ||
Latest revision as of 21:07, 28 June 2026
Finnegan "Finn" Cole is a human Thief and the party's primary scout and ranged combatant. Quick-witted and dexterous, Finn has a talent for finding things � the crossbow that turned the first battle, the captain's log and charts that may guide the party home, and the stealth to rescue Keestake from behind enemy lines.
Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 | 17 (-3 AC, +2 missile attack) | 13 | 14 (4 bonus languages) | 10 | 14 |
Combat Statistics
| Class | Level | HP | AC | THAC0 | Alignment | XP | Next Level |
|---|---|---|---|---|---|---|---|
| Thief | 3 | 12/12 | 4 (studded leather + DEX 17) | 19 | Chaotic Good | 3,020 | 5,000 |
Thief Skills
| Skill | Score | Notable Uses |
|---|---|---|
| Pick Pockets | 20% | � |
| Open Locks | 35% | � |
| Find/Remove Traps | 20% | Failed to detect temple compartment, catacombs traps |
| Move Silently | 25% | Successfully rescued Keestake from behind orc lines |
| Hide in Shadows | 20% | � |
| Detect Noise | 20% | Detected approaching goblin patrol in manor |
| Climb Walls | 65% | � |
Backstab: +4 to hit, x2 damage
Weapon Proficiencies
- Short sword
- Dagger
Equipment and Inventory
Weapons
| Weapon | Damage | Notes |
|---|---|---|
| Heavy crossbow | 1d4+1/1d6+1 | +2 to hit (DEX), primary ranged weapon |
| Short bow | 1d6 | +2 to hit (DEX), backup ranged, 20 arrows |
| Short sword | 1d6/1d8 | Proficient � purchased in Ventris |
| Dagger | 1d4/1d3 | Proficient � melee backup |
Ammunition
- 50 crossbow quarrels
- 20 arrows
Armour
- Studded leather armour (AC 7, adjusted to AC 4 with DEX 17) � purchased in Ventris
Tools
- Thieves' picks and tools � purchased in Ventris
Documents
- Captain's log � recovered from The Dorak
- Navigational charts � recovered from The Dorak
Adventuring Gear
- Backpack, bedroll, waterskin, cloak
- Rope (50' hemp), torches (6), flint and steel
- Trail rations (7 days)
Adventure History
Episode 1: The Shipwreck
While the rest of the party armed themselves with improvised clubs, Finn snuck to the stern hold of the wrecked galley and recovered a heavy crossbow, 50 quarrels, and a chest containing the captain's log, navigational charts, and a spellbook (given to Mira). From cover, he shot Hafkris with the crossbow � rolling 19, dealing 2 damage and softening the half-orc before melee. In Round 2, Finn was reloading and could not attack, but the party finished the job.
Episode 2: The Ravine � The Rescue
When the party spotted Keestake tied up behind the orc battle line, Finn volunteered to sneak in alone. He rolled 45 on Move Silently (needed 75+ to be detected) � a clean success. He cut Keestake's bonds and brought him back to the party without being seen.
In the subsequent fight with the goblin survivors, Finn killed Goblin 1 with a crossbow bolt in Round 2 (natural 20 � his second crit of the adventure).
Episode 3: Temple of the Goddess
Finn attempted to find a hidden compartment in the temple's Priest's Quarters (Room 11) but failed � rolled 26/100, needed 75+. He received a divine boon from the Goddess (Cure Light Wounds) which he never had the chance to use during the adventure.
Episode 4: Manor of the Sea King � Struck Down
Finn's Detect Noise skill picked up the approaching 3-goblin patrol in the servants' corridor, giving the party warning. During the fight, when the party tried to flee to Room 38, Finn lost his DEX AC bonus while running and Goblin 3 landed a parting attack: 6 damage, dropping him from 6 HP to 0 HP. He collapsed in the corridor.
The goblins struck him again while helpless (2 damage, -2 HP). He bled further to -6 HP over multiple rounds � 4 rounds from death � before Marcus cast Cure Light Wounds and rolled 8 (maximum), fully healing him to 6 HP. Finn regained consciousness, bewildered but whole.
Episode 5: The Catacombs
Finn's trap-finding checks in the catacombs failed to detect either the ankle-wire trap in Room 5 or the mine-collapse trap in Room 6. He triggered the Room 6 trap himself but made his saving throw (rolled 18, needed 13) � leaping clear of the falling timbers with no damage.
During the search for the secret door in Room 8, Finn's rolls (3 on d6, then 3 again) failed to find the miscoloured stone mechanism.
Episode 6: The Crypt
In the first round of combat against the zombies, Finn fired a crossbow bolt at Zombie Liala � rolled 2 +3 (DEX/Bless) = 5, needed 12. Miss. Before he could fire again, Zombie Viledel's mace smashed into him for 6 damage, dropping him from 6 HP to 0 HP � unconscious. Finn was placed in an empty crypt (Room 17) by Zeale for protection, then dragged to the galley by Mira and escaped the island.
Between Adventures
Finn recovered on Ventris Island. He finally acquired proper thieves' tools and studded leather armour � with his exceptional DEX 17, his AC improved dramatically to 4. He also purchased a short sword, giving him a proficient melee option for the first time. His 40 discretionary thief skill points were allocated, focusing on Open Locks and Find/Remove Traps � determined to never miss another hidden compartment or trap again.
The Town
Finn coaxed the haunted-house tale out of an old poacher at the tavern over a mug of ale, learning of the back door, the kitchen and scullery, the well, and the cellar stairs from which the poacher had fled "ghastly shrieks." He sketched a rough plan of the house's rear from the account.
The Haunted House
Finn did the dangerous work throughout. He climbed down the rear-garden well on a rope and found a venomous snake coiled in the shaft - he kept his head and climbed back out unharmed (the well held no treasure). Upstairs he found an out-of-place, dust-free bundle of clothing holding 11 gp - the first proof a living man had used the "abandoned" house recently - and a floorboard cache beneath a bedroom chest holding 4 small diamonds (25 gp each).
Near Death in the Attic
Scouting the attic alone, Finn was ambushed by four stirges, surprised, and drained to 0 HP - unconscious and dying. He was saved only by Mira's Sleep, Melisana's blades, and Marcus's healing. He recovered the magical-seeming ring hidden in the stirges' nest, and later bridged a collapsed gallery floor with his rope so the party could cross.
Ned and the Locked Room
Finn took an oiled iron key from the east-corridor windowsill, reasoned that the room it opened had been kept locked by someone meaning to return, and unlocked it. Behind an unsafe, rotten floor lay a man bound and gagged - a stranger calling himself Ned of Seaton, who claimed to be a robbed thief left for dead. Finn checked the room for traps, mapped the safe footing, freed the captive's gag, and cut him loose.
The Giant Ant Battle
Finn gave crossbow support from behind the doorway shield-wall through the long fight against the six giant ants.
Current Status
Healthy - 11/12 HP, healed twice by Marcus after nearly dying in the attic. He carries 11 gp, a bag of 4 small diamonds, and the iron key to the locked room, and is down to 44 crossbow quarrels. Increasingly convinced the "haunted" house hides living, profiting men rather than ghosts.