Finnegan Cole: Difference between revisions

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Update stats, equipment, thief skills, status for Saltmarsh adventure
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'''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.
'''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 ==
== Ability Scores ==
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! Class !! Level !! HP !! AC !! THAC0 !! Alignment !! XP !! Next Level
! Class !! Level !! HP !! AC !! THAC0 !! Alignment !! XP !! Next Level
|-
|-
| Thief || 3 || '''0'''/12 || 7 (DEX 17: -3 AC) || 19 || Chaotic Good || 3,020 || 5,000
| Thief || 3 || '''12'''/12 || 4 (studded leather + DEX 17) || 19 || Chaotic Good || 3,020 || 5,000
|}
|}


Line 25: Line 25:
! Skill !! Score !! Notable Uses
! Skill !! Score !! Notable Uses
|-
|-
| Pick Pockets || 20% ||
| Pick Pockets || 20% ||
|-
|-
| Open Locks || 20% ||
| Open Locks || 35% ||
|-
|-
| Find/Remove Traps || 10% || Failed to detect temple compartment, catacombs traps
| Find/Remove Traps || 20% || Failed to detect temple compartment, catacombs traps
|-
|-
| Move Silently || 20% || Successfully rescued Keestake from behind orc lines
| Move Silently || 25% || Successfully rescued Keestake from behind orc lines
|-
|-
| Hide in Shadows || 15% ||
| Hide in Shadows || 20% ||
|-
|-
| Detect Noise || 15% || Detected approaching goblin patrol in manor
| Detect Noise || 20% || Detected approaching goblin patrol in manor
|-
|-
| Climb Walls || 65% ||
| Climb Walls || 65% ||
|}
|}


'''Backstab:''' +4 to hit, x2 damage
'''Backstab:''' +4 to hit, x2 damage
'''Note:''' 40 discretionary skill points remain unassigned.


== Weapon Proficiencies ==
== Weapon Proficiencies ==


* Heavy crossbow
* Short sword
* Short bow
* Dagger
* Dagger


== Equipment & Inventory ==
== Equipment and Inventory ==


=== Weapons ===
=== Weapons ===
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! Weapon !! Damage !! Notes
! Weapon !! Damage !! Notes
|-
|-
| Heavy crossbow || 1d4+1 / 1d6+1 || +2 to hit (DEX), primary weapon
| Heavy crossbow || 1d4+1/1d6+1 || +2 to hit (DEX), primary ranged weapon
|-
|-
| Short bow || 1d6 || +2 to hit (DEX), backup ranged
| Short bow || 1d6 || +2 to hit (DEX), backup ranged, 20 arrows
|-
|-
| Dagger || 1d4 || Melee backup
| Short sword || 1d6/1d8 || Proficient � purchased in Ventris
|-
| Dagger || 1d4/1d3 || Proficient � melee backup
|}
|}


=== Ammunition ===
=== Ammunition ===


* 47 crossbow quarrels (50 original, 3 fired: 1 at Hafkris, 1 at goblin, 1 at Zombie Liala)
* 50 crossbow quarrels
* 20 arrows
 
=== Armour ===


=== Documents ===
* Studded leather armour (AC 7, adjusted to AC 4 with DEX 17) � purchased in Ventris


* Captain's log — recovered from ''The Dorak'''s stern hold
=== Tools ===
* Navigational charts — recovered from ''The Dorak'''s stern hold (critical for finding a route to civilization)


=== Other ===
* Thieves' picks and tools � purchased in Ventris


* Cloak
=== Documents ===


== Special Resources ==
* Captain's log � recovered from ''The Dorak''
* Navigational charts � recovered from ''The Dorak''


{| class="wikitable" style="background:#ffffcc"
=== Adventuring Gear ===
|-
 
| '''Divine Boon: Cure Light Wounds (1d8 heal)''' || '''AVAILABLE''' — granted by the Goddess in Episode 3. Cannot be used until Finn regains consciousness (requires healing to 1+ HP). This is the party's only remaining magical healing resource.
* Backpack, bedroll, waterskin, cloak
|}
* Rope (50' hemp), torches (6), flint and steel
* Trail rations (7 days)


== Adventure History ==
== Adventure History ==
Line 91: Line 94:
==== Episode 1: The Shipwreck ====
==== 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 couldn't attack, but the party finished the job. He also scored a natural 20 against Hafkris on his initial shot — the first critical hit of the campaign.
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 ====
==== 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.
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).
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 ====
==== 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 has '''still not used''' — the party's last magical resource.
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 ====
==== 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.
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.
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.
 
His crossbow and dagger were dropped in the corridor during the fall; [[Mira Ashwood|Mira]] recovered them.


==== Episode 5: The Catacombs ====
==== 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.
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.
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.
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==== Episode 6: The Crypt ====
==== 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. One quarrel spent (48 to 47). 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.
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.


== Current Status ==
== Current Status ==


'''Unconscious''' — stable at 0 HP aboard the galley. Possesses an unused divine boon (Cure Light Wounds, 1d8) that can be activated once someone heals him to 1+ HP — making him a critical priority for the party's recovery. The navigational charts on his person may be essential for finding a route to port.
'''Healthy''' � fully healed at 12/12 HP. Arrived in Saltmarsh with proper equipment at last: armour, thieves' tools, proficient weapons, and the hard-won experience of the Doomed Island.


[[Category:Player Characters]]
[[Category:Player Characters]]

Revision as of 20:36, 28 March 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.

Current Status

Healthy � fully healed at 12/12 HP. Arrived in Saltmarsh with proper equipment at last: armour, thieves' tools, proficient weapons, and the hard-won experience of the Doomed Island.